A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
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1. Gamification - defining, designing and using it
Zachary Fitz-Walter
Mobile Innovation Lab, QUT
http://www.flickr.com/people/8473570@N02
http://zefcan.com
17. “By 2015, More than 50 percent of organizations that
manage innovation processes will gamify those processes”
Gartner Press Release - 2011
http://www.gartner.com/it/page.jsp?id=1629214
Gartner released this statement in 2011
21. “80 Percent of Current Gamified Applications Will Fail to
Meet Business Objectives Primarily Due to Poor Design”
Gartner Press Release - 2012
http://www.gartner.com/newsroom/id/2251015
And then Gartner released this statement...
29. 92% of Australians live in a household with
at least one device used for playing games
Interactive Games & Entertainment Association, 2012
http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf
30. The average age of a gamer is 32
Interactive Games & Entertainment Association, 2012
http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf
(And 43% of people aged 51 or older are also gamers)
33. The video game industry in Australia
netted $1.161 billion in revenue last year
Interactive Games & Entertainment Association, 2012
http://www.igea.net
34. In the US consumers spent $24.75 billion on
video games, hardware and accessories in 2011.
Entertainment Software Association, 2011 - http://www.theesa.com/facts/index.asp
The Numbers, 2011 - http://www.the-numbers.com/market/
36. Mobile phones are used to play games in 43%
of game households, tablet computers in 13%
Interactive Games & Entertainment Association, 2012
http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf
38. 1 in 5 gamers play social network games
1 in 10 play massively multiplayer games
Interactive Games & Entertainment Association, 2012
http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf
52. • Find a way to kill 3 boars
• Find a way to get more points than the other
team
• Find a way to get to the finish line before the
other players
• Find a way to complete this level
• Find a way to destroy the other player before
they destroy you
Last four examples are from The Art of Game Design, Jesse Schell, 2008
53. It’s how this activity is presented that plays an
important part in creating a fun experience
54. "Fun from games arises out of mastery. It arises out of
comprehension. It is the act of solving puzzles that makes
games fun. In other words, with games, learning is the drug”
- Raph Koster
A Theory of Fun, 2005
92. "Fun from games arises out of mastery. It arises out of
comprehension. It is the act of solving puzzles that makes
games fun. In other words, with games, learning is the drug”
- Raph Koster
A Theory of Fun, 2005
98. Intrinsic Motivation
Tim Pierce http://www.flickr.com/photos/48439369@N00
When an activity is performed for the internal
satisfaction of under the activity itself
101. • Autonomy - choice to play and choice over
actions
• Competence - ability to optimally challenge
players
• Relatedness - connection with others
(Ryan, Rigby, and Przybylski, 2006)
http://link.springer.com/article/10.1007/s11031-006-9051-8
103. • Intense and focused concentration
• Merging of action and awareness
• A loss of reflective self-consciousness
• A sense control or agency over the activity
• A distortion of time
• Experience of the activity as being intrinsically
rewarding
Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J.
Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
Factors of a flow experience
104. • A clear goal
• Clear progress
• Clear and immediate feedback
• Balance of challenge and skill
Conditions for flow
105. Based off a graph proposed by Csíkszentmihályi
111. • Have you got an engagement or motivation
problem, or is it something else? E.g., Usability
• Ask yourself is this a problem that can’t be
improved in any other way?
• If motivation is lacking... looking towards game
elements and theory might be worthwhile.
112. Ask why is this activity boring?
What’s missing?
113. • Clear and interesting goals?
• Feedback?
• Interesting and playful mechanics?
• Challenge?
• Progression and Mastery?
114. Determine the goals
The goals of the activity you’re trying to
encourage (e.g., getting fit)