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Impact of Gamification and Enabling
Technologies on Business and Education
BIT Congress Shenzhen April 2015
David Wortley
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
My Roles and Passions in Life
3
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
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
Generation Q Expectations
• Quick - instant
gratification
• Question - Why & How?
• Quote - exploration &
discovery
• Quality - not Quantity
6
Entertain Me?
Generation Q New Expectations ?
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
Shifting the Locus of Control
Games (Life)
Mechanics
Uncertainty
AI (Computer)
Mechanics
CertaintyWay to Go?
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)
What is Gamification?
Every Human Activity can be Viewed as a Game !!
Mind-Games
Games Concepts are part of Everyday Vocabulary
Big Players in Politics & Business
13
14
Teaching Game
15
Property Game
16
Insurance Game
17
Used Car Game
18
Game = Influence & Persuasion
Gamification is a Life Skill
Gamification and the ability/motivation to Gamify is embedded in
the genetic make up of every living creature.
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
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
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
The Gamification Cycle
25
Challenge
Response
Measurement
Feedback
The Way it Used to be
26
Then and Now
27
Gen Q – Digital Natives
Technology is a Game
Entertain Me?
Shifting Expectations ?
Big Changes in Society
Traditional Hierarchy Today’s Network
The Networked Society lacks Natural Leadership
and brings individual power without responsibility
Prosumer Phenomenon
31
We are all Knowledge Professionals
Attention Economy
32
35
Shifting the Locus of Control
External Locus of Control
36
Today’s Society has Real Challenges arising from a mindset
that shifts responsibility to others
Value of Leadership
37
Gamification and Self-Leadership
Gamification and enabling technologies can deliver
startling results that empower the individual
Gamification and Personal Health
Personal benefits are very visible but what are the
Enabling Technologies?
Gamification and Enabling Technologies
Acceptance of Personal Responsibility
Personalisation of Sensor Data provides greater
incentive & control
Acceptance of Personal Responsibility
41
Balancing Rights and Responsibilities
in the Digital Society
Serious Games and Simulations
Role Playing & Responsibility
43
Floodsim made players responsible for UK Flood Policy
it attracted 140k players and provide education & feedback
Gamification and Learning and Development
48
Games Industry techniques for adaptive and personalised
challenges and continuous assessment
Win-Win Relationships
We live in a fast changing world where collaborative
relationships are vital
Building the Future Together
50
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
The Goal of Education
Developing Responsible Future Citizens?
52
www.gadgetstogodbook.com
Technology and Society
Thanks for Listening
Any Questions?

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