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Impact of Gamification and Enabling Technologies on Business and Society bit congress shenzhen

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This presentation was delivered at the BIT International Congress in Shenzhen in Chine in April 2015. It examines the impact of gamification and enabling technologies on the future of education practices and the role of teachers working with "Generation Q" students.

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Impact of Gamification and Enabling Technologies on Business and Society bit congress shenzhen

  1. 1. Impact of Gamification and Enabling Technologies on Business and Education BIT Congress Shenzhen April 2015 David Wortley
  2. 2. 2 About Me Electronic and Electrical Engineer Scholarship Winner Professional footballer Management Tutor Early adopter of technology Actor Social Entrepreneur Founding Director of Serious Games Institute Fellow of Royal Society of Arts FRSA Guitar Hero Advisor to European Union Conference Speaker Seeker of Knowledge
  3. 3. My Roles and Passions in Life 3
  4. 4. 4 The Perfect Storm of Opportunity Urgent Societal Issues ● Health – Obesity, Diabetes etc ● Ageing Society – Dementia and care costs ● Education – Rejection of traditional practices ● Environment – Unsustainable demand for Resources ● Commerce – E-Commerce threat to traditional Physical retailers on the High Street Enabling Technologies ● Lifestyle sensor technologies ● Mobile Applications ● Cloud Computing ● Internet of Things ● Big Data Analytics ● Data Visualisation ● Social Media Creating synergistic collaborative partnerships across multiple disciplines and sectors is key to commercialisation of the opportunities
  5. 5. 5 Global Challenge – Health Obesity, Diabetes, Cancer & Cardiovascular Problems Is Technology the Cause of the Problem or the Solution? ● Sedentary lifestyle ● Convenience foods ● Comfort eating ● Inadequate exercise ● Couch potato syndrome ● Spectator society
  6. 6. Generation Q Expectations • Quick - instant gratification • Question - Why & How? • Quote - exploration & discovery • Quality - not Quantity 6
  7. 7. Entertain Me? Generation Q New Expectations ?
  8. 8. 8 Global Challenge – Education Expectations of Generation Q Digital Natives ● Early exposure to interactive technology ● Engagement in video games ● Easy access to information ● Rejection of traditional teaching methods
  9. 9. 9 Shifting the Locus of Control Games (Life) Mechanics Uncertainty AI (Computer) Mechanics CertaintyWay to Go?
  10. 10. What is Gamification? Gamification is a process which shapes the world (achieves goals) by influencing the actions, behaviours, characteristics and states of entities within the world (through the use of games strategies and mechanics)
  11. 11. What is Gamification? Every Human Activity can be Viewed as a Game !!
  12. 12. Mind-Games Games Concepts are part of Everyday Vocabulary
  13. 13. Big Players in Politics & Business 13
  14. 14. 14 Teaching Game
  15. 15. 15 Property Game
  16. 16. 16 Insurance Game
  17. 17. 17 Used Car Game
  18. 18. 18 Game = Influence & Persuasion
  19. 19. Gamification is a Life Skill Gamification and the ability/motivation to Gamify is embedded in the genetic make up of every living creature.
  20. 20. Gamification Elements Scenarios/Narratives Challenges Rules Chance/Uncertainty Risks Rewards/Incentives Penalties Competition Exploration Success/Achievement Failure Discovery Leaderboards Learning Development Skill/Ability Action/Reaction Measurement Feedback Reflection Gamification introduces some or all of these elements into everyday situations
  21. 21. Gamification "A-List" Influencers Ability Accessibility Activation Level Adjacency Admiration Affectedness Affordability Alignment Ambition Appearance Aptitude Argument Aspiration Associates Attractiveness Authenticity Authority Awareness Gamification "A-List" Influencers are all factors which can have a bearing on outcomes
  22. 22. The Gamification Lens Strategist Tactician Motivator Coach Skill Ability Motivation Self-Esteem Loyalty Passion Engagement Support Interest Awareness Knowledge Unaware Independent Self-sufficient Growing Influence and Ability to Achieve Goals
  23. 23. The Gamification Cycle 25 Challenge Response Measurement Feedback
  24. 24. The Way it Used to be 26
  25. 25. Then and Now 27
  26. 26. Gen Q – Digital Natives Technology is a Game
  27. 27. Entertain Me? Shifting Expectations ?
  28. 28. Big Changes in Society Traditional Hierarchy Today’s Network The Networked Society lacks Natural Leadership and brings individual power without responsibility
  29. 29. Prosumer Phenomenon 31 We are all Knowledge Professionals
  30. 30. Attention Economy 32
  31. 31. 35 Shifting the Locus of Control
  32. 32. External Locus of Control 36 Today’s Society has Real Challenges arising from a mindset that shifts responsibility to others
  33. 33. Value of Leadership 37
  34. 34. Gamification and Self-Leadership Gamification and enabling technologies can deliver startling results that empower the individual
  35. 35. Gamification and Personal Health Personal benefits are very visible but what are the Enabling Technologies?
  36. 36. Gamification and Enabling Technologies Acceptance of Personal Responsibility Personalisation of Sensor Data provides greater incentive & control
  37. 37. Acceptance of Personal Responsibility 41 Balancing Rights and Responsibilities in the Digital Society
  38. 38. Serious Games and Simulations Role Playing & Responsibility 43 Floodsim made players responsible for UK Flood Policy it attracted 140k players and provide education & feedback
  39. 39. Gamification and Learning and Development 48 Games Industry techniques for adaptive and personalised challenges and continuous assessment
  40. 40. Win-Win Relationships We live in a fast changing world where collaborative relationships are vital
  41. 41. Building the Future Together 50
  42. 42. Conclusions • Education is in revolution not evolution • Paradigm shift to self directed peer to peer learning • Gamification and games mechanics provide the challenges needed for our sustainable development • Technology has provided the problems but can also deliver the solutions 51
  43. 43. The Goal of Education Developing Responsible Future Citizens? 52
  44. 44. www.gadgetstogodbook.com Technology and Society
  45. 45. Thanks for Listening Any Questions?

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