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Why Games are the Future of Talent, Science and Humanity

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By Rajiv Vaid Basaiawmoit. Presented at Crowdsourcing Week Europe 2016. For more information and details on our next event, visit www.crowdsourcingweek.com.

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Why Games are the Future of Talent, Science and Humanity

  1. 1. Rajiv Vaid Basaiawmoit, Ph.D., MBA 22nd Nov. 2016 CSW-EUROPE, BRUSSELS Why Games are the Future of Talent, Science and Humanity! Faculty of Science & Technology @rajiv_VB@AarhusUni
  2. 2. @rajiv_VB
  3. 3. THE COMING FUTURE is CONNECTED 2020 4 Billion Connected people 25+ Million Apps 25+ Billion Embedded & Intelligent systems 50 Trillion GBs of Data Data Source: IDC, Intel, McCafe 2012 @rajiv_VB
  4. 4. @rajiv_VB TALENT SCIENCE HUMANITY D I S R U P T E D EVEN CROWDSOURCING (or at least in the way we know it)
  5. 5. @rajiv_VB DISRUPTION viewed through GAMES & GAMIFICATION
  6. 6. @rajiv_VB
  7. 7. KNACK @rajiv_VB
  8. 8. @rajiv_VB GAMIFICATION & GAMES …. Super Mario game LinkedIn profile bar Purposeful game Graphic source:
  9. 9. @rajiv_VB GAMIFICATION: “The process of adding games or game-like elements to something (as a task) to encourage participation” - Wikipedia Badges PointsLevelsLeaderboards Rules & Narratives Acknow- ledgement Active Feedback
  10. 10. @rajiv_VB GAMIFICATION DISRUPTION EXAMPLE: PAIN SQUAD (mobile app)
  11. 11. @rajiv_VB “A game is nothing but a set of problems to solve” - Gee in (Corbett, 2010) “Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems” - Sebastian Deterding
  12. 12. @rajiv_VB But not just simple problems– BUT complex problem solving at a frantic pace…
  13. 13. @rajiv_VB …that results in an ENGAGED (& engrossed) user
  14. 14. @rajiv_VB It can be used to grow user & customer bases…. Graphicsource:DemandMetric
  15. 15. @rajiv_VB It can be used to solve societal challenges…. Graphic source: Demand Metric REAL CASE EXAMPLES:
  16. 16. CITIZEN SCIENCE LEADING THE WAY… @rajiv_VB Faculty of Science & Technology @AarhusUni
  17. 17. @rajiv_VB HIGH-LEVEL GAMIFICATION + CROWD- SOURCING FUSION
  18. 18. @rajiv_VB Citizen Science at Cancer Research UK
  19. 19. @rajiv_VB The findings, presented at the Neuroscience 2016 conference, harnessed data from 2.4 million people who downloaded the game and would have taken 9,400 years in the lab. Sea Hero Quest
  20. 20. @rajiv_VB By harnessing the power of the crowd to solve complex scientific & humanitarian problems at scales and rates that no one individual can – GAMES WILL BE THE FUTURE OF TALENT, SCIENCE & HUMANITY CONCLUSION
  21. 21. THANK YOU Faculty of Science & Technology @rajiv_VB @AarhusUni Contact details: Email: rvb@au.dk Tel: +45 5133 5302 Twitter handle: @rajiv_VB

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