We don't need no stinkin' badges: How to re-invent reality without gamification


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(Slides from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day)

If you hate the term gamification, you're not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they' ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You'll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin' achievement badges, or points, or leaderboards.

  • Gamification is played out if you define it with 'gamification = Extrinsic Rewards'. This definition is not correct. The oposite of play is not depression - its 'not play'. Just another presentation with lot's of buzzwords taken out of some books - in that case just one.
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  • Yo can see, but don't download :-O Nice content, bad philosophy...
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  • http://www.youtube.com/watch?v=nsdZKCh6RsU&feature=related
  • “points, levels, badges, and leaderboards do not a true game make. What they do make is distraction, confusion, and obsession with "fake achievement”
  • Making things gameful means giving players new powers in real life
  • Good morning! Good morning! Well, if it’s okay with you, I’d like to tap into your curiosity and your imagination this morning. I’d like to ask you a question you’ve probably never been asked before – at least not by someone with a straight face. “Do you have superpowers? And if so, what you should you do with them?” Now, if I’d have to guess, I’d say that the majority of you here today have no idea that you have a superpower – in fact, not just one superpower, but four superpowers. But don’t worry. My goal in the next 30 minutes is to show you exactly what your potential superpowers are – and to start brainstorming ways that you use these powers for good in your everyday life. Of course -- we’re not talking about fantasy superpowers today, like X-ray vision or the ability to leap tall buildings in a single bound. At the Institute for the Future, when we say “superpower” we mean something a little more practical than that.
  • Here’s our definition of a superpower: It’s a skill that so far surpasses any previously demonstrated skill that is effectively changes our notion of what is humanly possible – especially when millions of humans develop this new skill at the same time. Early on in human civilization, some of the superpowers that emerged were harnessing fire. Written language. Farming. Building cities. Connecting to the Internet. Human superpowers, it turns out, usually have to do with technologies of extreme-scale collaboration. And what we’re seeing in our data at the Institute for the Future is that humanity may be on the verge of developing its next great superpower, of making the next great leap forward. And, surprisingly, it’s all thanks to games.
  • We spend 3 billion hours a week, as a planet, playing computer and videogames. To put this number in perspective, in most parts of the world, this is on average 9x what we spend reading books. And according to more than a decade’s worth of scientific research, these 3 billion hours are changing who we really are – and what we’re really capable of. And by the way… this is the ONLY reason to make the real world work more like a game, in my opinion. Now this probably seems like a strange idea – that games could give us real-life skills and abilities – especially if you’re used thinking of games as a way to escape our real lives, not to change them….
  • And after all, this is what most people believe – that games are a waste of time. Even gamers who LOVE games talk about having “Gamer’s regret” – that feeling you have after you’ve spent the better part of a weekend playing a game and wondering where all the time went, and if maybe you should have been doing something more productive. But it is possible that playing games, far from being a waste time, is actually one of the most productive things we can do – because they produce powerful positive emotions and social relationships that can not only change our lives, but actually help us change the world?
  • This is not usually how we think about games. Instead, we worry that they’re addicting: a distraction from what really matters, real life. But what if games aren’t distracting us from real life? What if they’re preparing us for life’s biggest challenges?
  • I’ve been researching that question for 8 years. And it turns out the answer is yes.That’s the big idea I explore in my new book Reality is Broken – that games do make us better, and do help us develop real-life superpowers, that can help us change the world. And I believe that many of you in this room are on the path to do just that.
  • … We need a definition that isn’t specific to a particular technology. Gameplay is fundamentally human. But why?
  • We don’t normally think of games as work, because we play games – and after all, play is supposed to be the opposite of work. But it turns out we play games precisely when we need some good, hard work. We don’t play games to relax. We play games when we want to feel challenged and productive.
  • Over 50 million downloads, more than 50 million people who have signed up to avenge the honor of these poor birds.
  • CEOs, productivity
  • Call of Duty Black Ops has generated sales of more than a billion dollars….
  • 700 hours to level up to the highest level in the game, where the fun really starts..
  • It’s because of how unnecessary obstacles make us feel.
  • When we’re depressed, according to the clinical definition, we suffer from two things: a pessimistic sense of inadequacy and a despondent lack of activity. If we were to reverse these two traits, we’d get something like this: an optimistic sense of our own capabilities and an invigorating rush of activity. There’s no clinical psychological term that describes this positive condition. But it’s an absolutely perfect description of the emotional state of gameplay. A game is the opportunity to focus our energy, with relentless optimism, at something we’re good at and enjoy. This is a crucial point, so I’ll repeat it: Gameplay is the direct emotional opposite of depression.
  • It’s because of how unnecessary obstacles make us feel.
  • ESM tests show this to be true – we’re never more happy or satisfied than when we’re engaged whole-heartedly in hard work… as long as it’s self-motivated.
  • We really crave a certain kind of work. Work that brings out the best in us.
  • That’s why compared to games, reality is too easy. Now partly, this is just good for us to get this boost of eustress. There are all kinds of mental and physical health benefits. And the emotions can spill over into real life– if we let them. This is one of the important skills we need to learn. Because when we’re putting our strengths to better use… we develop some extraordinary abilities.
  • This is how we do it.
  • This is how we do it.
  • To put it in superhero terms: With great gaming comes great responsibility. When you have extraordinary abilities, you have the opportunity to do real good with them. I believe gamers have a responsibility to use their superpowers for good – to do real good in the real world.
  • To put it in superhero terms: be a gamer is like getting bit by a radioactive spider – you know, the spider that bit Peter Parker and turned him into Spiderman.
  • It’s because of how unnecessary obstacles make us feel.
  • It’s because of how unnecessary obstacles make us feel.
  • Main symptoms: terrible headaches and vertigo, dizziness, memory loss, inability to think clearly, no tolerance for lights, crowds or computer screens
  • Picture of
  • Making things gameful means giving players new powers in real life
  • THAT’s how you know you’re making it gameful. THANK YOU.
  • We don't need no stinkin' badges: How to re-invent reality without gamification

    1. 1. How to re-invent reality<br />WITHOUTgamification<br />
    2. 2.
    3. 3.
    4. 4. GAMEFUL<br />To have the SPIRIT, <br />and not just the mechanics, <br />of a good game.<br />.<br />
    5. 5.
    6. 6. GAMEFUL<br />What does it FEEL like <br />to play a good game?<br />
    7. 7. A crash course in gameful design<br />
    8. 8. DISCLAIMERS<br />This talk:<br />Won’t make you rich on your next game<br />Is not for everyone<br />Is not easier than “gamification”<br />Has 118 slides*<br />* but RaphKoster’s had 190 and Clint Hocking’s 227… so there’s hope <br />
    9. 9. WHAT THIS TALK IS ABOUT<br />“The collective conscience and will of our profession is being tested as never before. Now is the time for us to have the courage for legendary work.”<br />- Dr. Caldwell B. Esselstyn, Jr.<br />
    10. 10. What does gameful mean?<br />To have the spirit of the gamer: someone who is optimistic, curious, motivated, and always up for a tough challenge.<br />It’s like the word “playful” — but gamier!<br />
    11. 11. … and gamefuldesign?<br />To create platforms and experiences that empower players to have thespirit of the gamer in real life. <br />
    12. 12. Gameful design aims to be…<br />Life-changing<br />Reality-changing<br />Game-changing<br />World-changing<br />
    13. 13. Gameful design is evaluated along 4 criteria:<br />PositiveEmotion<br />Relationships<br />Meaning<br />Accomplishment<br />(Hint: it spellsPERMA)<br />
    14. 14.
    15. 15. Gameful is player-oriented.<br />Any and all organizational goals of the game are achieved by empowering the players to get more of what they really want from life <br />
    16. 16. Gameful.org<br />
    17. 17. 4 big ideas in Gamification<br />Points<br />Levels<br />Leaderboards<br />Achievement Badges<br />
    18. 18. 4 big ideas in Gameful Design<br />Positive Emotion<br />Relationships<br />Meaning<br />Accomplishment<br />(tip: it spells PERMA!)<br />
    19. 19. Gamification = EXTRINSIC REWARDS<br />Points<br />Levels<br />Leaderboards<br />Achievement Badges<br />
    20. 20. Gameful Design =INTRINSIC REWARDS<br />Positive Emotion<br />Relationships<br />Meaning<br />Accomplishment<br />
    21. 21. When it comes to engagement…<br />When <br />INTRINSIC REWARD<br />beats<br />EXTRINSIC REWARD<br />
    22. 22. You don’t need a badge<br />when you have real power<br />
    23. 23. GAMEFUL design<br />giving players positive powers in real life<br />.<br />
    24. 24. Do you have superpowers?<br />
    25. 25. SUPERPOWER a skill that so far surpasses any previously demonstrated skill that it effectively changes our notion of what is humanly possible<br />
    26. 26. We spend 3 billion hours a week playing digital games.<br />
    27. 27.
    28. 28.
    29. 29.
    30. 30.
    31. 31.
    32. 32.
    33. 33.
    34. 34. “Games are unnecessaryobstacles we volunteer to tackle.”<br />
    35. 35.
    36. 36.
    37. 37. Playing games is hard work!<br />
    38. 38.
    39. 39.
    40. 40.
    41. 41.
    42. 42.
    43. 43.
    44. 44.
    45. 45.
    46. 46.
    47. 47. Why are we spending so much time tackling unnecessary obstacles?<br />
    48. 48.
    49. 49. EUSTRESS<br />positive stress<br />
    50. 50.
    51. 51.
    52. 52.
    53. 53.
    54. 54.
    55. 55.
    56. 56. “Work is more fun than fun.”<br />
    57. 57.
    58. 58.
    59. 59.
    60. 60.
    61. 61.
    62. 62.
    63. 63. Flourishing<br />Positive Emotion <br />Relationships <br />Meaning <br />Accomplishments <br />
    64. 64. Invent a voluntary goal – <br /> and provoke curiosity. <br />
    65. 65. Give players a concrete new ability.<br />Something small that adds up to a lot.<br />
    66. 66. Help players to be of service to others – and to collaborate from a position of signature strength.<br />
    67. 67. Do it at extreme scale – and have an amazing story.<br />
    68. 68. Gaming is the power to get what we really crave from life<br />Positive Emotion … <br />… urgent optimism<br />Relationships … <br />… social fabric<br />Meaning … <br />… epic meaning<br />Accomplishments …<br />… blissful productivity<br />
    69. 69.
    70. 70.
    71. 71. When we tap into our gamer powers, we can achieve more ambitious personal goals.<br />
    72. 72. FFoursquare<br />
    73. 73. New York Public Librayr<br />Xbox achievement unlocked<br />
    74. 74.
    75. 75. Gameful is… game-changing<br />Players make a positive transformation of a process, tradition or institution<br />
    76. 76.
    77. 77.
    78. 78.
    79. 79.
    80. 80.
    81. 81. Gameful is… life-changing<br /> Players achieve a major positive personal impact<br />
    82. 82.
    83. 83. Everything is hard. <br />The iron fist is pushing against my thoughts.<br />My whole brain feels vacuum pressurized. <br />If I can't think who am I?<br />
    84. 84. No reading<br />No writing<br />No videogames<br />No computer time<br />No running<br />No caffeine<br />
    85. 85. NO REASON TO LIVE.<br />
    86. 86.
    87. 87. August 18, 2009:<br />“I’m either going to kill myself, or I’m going to turn this into a game.”<br />
    88. 88. Make recovery feel:<br />Possible – optimism<br />Interesting – curiosity<br />Self-motivated – agency<br />Meaningful – awe, wonder<br />… for me AND my caretakers.<br />
    89. 89. Mission #1: Create your secret identity.<br />
    90. 90.
    91. 91. Jane<br />the concussionslayer<br />
    92. 92. Mission #2: <br />Recruit your allies.<br />
    93. 93. My watcher: my twin sister Kelly<br />
    94. 94. My Willow: my husband Kiyash<br />
    95. 95. My Xander: my friends Natalie, Rommel & Maurice<br />
    96. 96. Mission #3: <br />Find the bad guys.<br />
    97. 97. Mission #4: <br />Identify your power-ups.<br />
    98. 98. Mission #5: <br />Create your superhero to-do list.<br />
    99. 99. Did it work?<br />
    100. 100.
    101. 101. SuperBetter<br />a multi-player adventure game<br />
    102. 102.
    103. 103. Congratulations! You’ve just earned the “We don’t need no stinkin’ badges” achievement badge.<br />
    104. 104. When we tap into our gamer powers, we can tacklethe world’s most urgent challenges.<br />
    105. 105. Gameful is… reality-changing<br />Players make a positive impact on a space, group, organization, neighborhood, or other community.<br />
    106. 106.
    107. 107.
    108. 108.
    109. 109. Gameful is… world-changing<br />Players make a positive impact on a global challenge<br />
    110. 110.
    111. 111.
    112. 112. In 10 weeks, we enrolled 19,893 students in >130 countries<br />
    113. 113.
    114. 114. You don’t need a badge<br />when you have real power<br />
    115. 115. GAMEFUL design<br />giving players positive powers in real life<br />.<br />
    116. 116. Gaming is the power to get what we really crave from life<br />Positive Emotion … <br />… urgent optimism<br />Relationships … <br />… social fabric<br />Meaning … <br />… epic meaning<br />Accomplishments …<br />… blissful productivity<br />