Successfully reported this slideshow.
Your SlideShare is downloading. ×

Mobile Gamification

Ad
Ad
Ad
Ad
Ad
Ad
Ad
Ad
Ad
Ad
Ad
Upcoming SlideShare
Black Coffee Texarkana
Black Coffee Texarkana
Loading in …3
×

Check these out next

1 of 43 Ad

Mobile Gamification

Download to read offline

The bar is rapidly lifting when it comes to creating a compelling and engaging mobile app. Consumers have hundreds of thousands of native apps to choose from in the native app ecosystems, and attracting and sustaining user engagement is quite a challenge. Some app developers are adding game-like features to apps (gamification) and integrating with popular social media platforms in an attempt to encourage engagement. In this talk we will discuss gamification in general, and take a look at how it is being used in mobile apps. In particular, we will share some of the experiences we've had incorporating game and social features into apps that our lab has deployed.

The bar is rapidly lifting when it comes to creating a compelling and engaging mobile app. Consumers have hundreds of thousands of native apps to choose from in the native app ecosystems, and attracting and sustaining user engagement is quite a challenge. Some app developers are adding game-like features to apps (gamification) and integrating with popular social media platforms in an attempt to encourage engagement. In this talk we will discuss gamification in general, and take a look at how it is being used in mobile apps. In particular, we will share some of the experiences we've had incorporating game and social features into apps that our lab has deployed.

Advertisement
Advertisement

More Related Content

Viewers also liked (11)

Similar to Mobile Gamification (20)

Advertisement

Recently uploaded (20)

Advertisement

Mobile Gamification

  1. 1. MOBILE GAMIFICATION Jonathan R. Engelsma, Ph.D. GVSU School of Computing
  2. 2. TOPICS • About GVSU CIS / MASL • Motivation • Gamification and the Power of Play • Social Persuasion • Lessons from the Field
  3. 3. PADNOS COLLEGE OF ENGINEERING & COMPUTING • PCEC consists of: • School of Computing • School of Engineering • 1530 students total • Undergraduate and Graduate degree programs.
  4. 4. CIS UNDERGRAD PROGRAMS • ABET Accredited • Undergraduate Programs: • Computer Science • Information Systems • 550 Students • ~ 40 CS graduates annually • ~ 40-50 IS graduates annually
  5. 5. CIS GRADUATE PROGRAMS • Graduate Programs • Computer Information Systems • Medical & Bio-Informatics • ~ 80 students total • ~30 MS graduates annually
  6. 6. MOBILE APPS & SERVICES LAB • A multidisciplinary/collaborative initiative hosted by the GVSU School of Computing • Provides an environment that facilitates learning and discovery in the area of mobile technology. • Emphasis on collaboration and “application research”. More Info: http://masl.cis.gvsu.edu
  7. 7. MOTIVATION
  8. 8. “THE DEVICE FORMALLY KNOWN ASTHE CELL PHONE”
  9. 9. THERE’S AN APP FORTHAT... Source: http://www.pureoxygenmobile.com/how-many-apps-in-each-app-store/
  10. 10. THERE’S AN APP FORTHAT... Attracting and sustaining user engagement is becoming increasingly difficult endeavor! Gamification is one technique being used to encourage sustained engagement.
  11. 11. GAMIFICATION ANDTHE POWER OF PLAY
  12. 12. “ACCIDENTAL” POWER OF PLAY • Case in Point: Ian Bogost’s “Cow Clicker” Game • partly satire • partly a theory of today’s social games • partly an earnest example of a social game Source: http://www.wired.com/magazine/2011/12/ff_cowclicker/all/1 Buy more cows with “mooney”
  13. 13. GAMIFICATION gamification: definition: the use of game thinking and game mechanics in a non-game context in order to engage users and solve problems (It’s really just a buzzword created by clever marketers to get corporate types to pay $$ to attend summits and conferences!)
  14. 14. GAME MECHANICS: BADGES • Badging: an idea that FourSquare lifted from the Boy Scouts. • Represent progress/ accomplishment • often used in lieu of leveling.
  15. 15. LEVELS • Levels indicate progress. They inform the user (and his/her friends) know where they stand. • Usually not linear. • Used by airlines and credit card issuers for years!
  16. 16. LEADERBOARDS • Used to help users make a quick visual comparison and hopefully motivate them to engage. • Earlier versions actually disincentivized users!
  17. 17. POINTS Twitter users like to increase their number of followers as it is an indicator of their influence.
  18. 18. POINTS Facebook like and comment counters are examples of point systems as well, and they exist to encourage engagement.
  19. 19. POINTS Simple scalar value behind eBay user names is a key motivator - do lots of transactions and make sure they are permanent!
  20. 20. QUESTS / CHALLENGES • Provide specific directions for something (hopefully interesting and awarding) that users can do within the app experience.
  21. 21. SOCIAL PERSUASION
  22. 22. SOCIAL PERSUASION An interesting “social phishing” experiment: Source: From:  Tom  Jaga+c  and  Nathan  Johnson  and  Markus  Jakobsson  and  Filippo  Menczer.  Social  Phishing.  CACM  October  2007.
  23. 23. SOCIAL PERSUASION The results.... Source: From:  Tom  Jaga+c  and  Nathan  Johnson  and  Markus  Jakobsson  and  Filippo  Menczer.  Social  Phishing.  CACM  October  2007.
  24. 24. LESSONS FROMTHE FIELD
  25. 25. MY “COW CLICK” EXPERIENCE • Where’s Blue - An addictive “dog catching” game... • Incentivizing the harvest of Bluetooth addresses in public places Reference: J. Engelsma, J. Ferrans, and M. Hans. EncounterEngine: Integrating Bluetooth User Proximity Data into Social Applications.Proceedings of the 2008 IEEE International Conference on Wireless & Mobile Computing, Networking & Communication. October 2008.Avignon, France
  26. 26. GVSU ART GALLERY APP NOT GETTING USEDVERY MUCH... !
  27. 27. ART PLAY @ GVSU
  28. 28. ART PLAY - SITUATED DISPLAY
  29. 29. ART PLAY @ GVSU RESULTS
  30. 30. ART PLAY @ GVSU RESULTS
  31. 31. THINGS WE LEARNED • Game content cannibalized the non-game content. • tight integration of game features in non-game content is key. • People will do just about anything for free stuff. • Situated displays had little quantitative impact, but did have a qualitative impact on how user’s played the game.
  32. 32. SHOP SOCIAL • Shop Social is a “social” barcode scanning app. • Finds relevant video content for products that you scan. • Integrates with Facebook. • Incorporates simple game mechanics to encourage engagement.
  33. 33. ACTIVITY PER AUTHENTICATED USER Authenticated users (10% of overall user population) produced 43% of all the activities!
  34. 34. ENGAGEMENT BY PLATFORM
  35. 35. WHAT WE LEARNED • Authenticated users are substantially more engaged than non- authenticated users. • Video content shares better than photos and other types of static content. • Significant difference in engagement levels on iOS vs.Android. (That is diminishing now.) • Badges really do suck.
  36. 36. PARABOLAX • A study on learner engagement in serious games. • Implemented a game that helps middle school students learn about quadratic equations. • Collected data in middle schools around the country.
  37. 37. PARABOLAX
  38. 38. RESULTS • Using ParabolaX helped me understand quadratic functions better: 76% 24% Full Version Agree Disagree 50%50% Basic Version Agree Disagree χ2 (1, N = 66) = 4.373, p = 0.037
  39. 39. RESULTS • Using ParabolaX helped me understand quadratic functions better: χ2 (1, N = 66) = 5.067, p = 0.024 83% 17% Occassionally plays digital games Agree Disagree 57% 43% Frequently plays digital games Agree Disagree
  40. 40. WHAT WE’VE LEARNED TO-DATE • Results to date have not been too promising: • ParabolaX DID NOT improve students’ ability to recognize properties and concepts of quadratic functions. • ParabolaX DID NOT make the study of quadratic concepts more engaging to students. • Kid’s that play a lot of video games have high expectations...
  41. 41. POCKET PT • Investigation of the use of accessorized therapeutic games to assist physical therapists who are treating traumatic brain injury patients. • Joint collaboration involving researchers from GVSU, Mary Free Bed & Hope Network. Video: http://youtu.be/1lNnmoNZ7Mk
  42. 42. CREDITS • Alejo Montoya • Alex Restrepo • Juan Mejia • Andres Solano • Tom Parker • Sam Serpoosh • Kevin Formsma • Greg Zavitz • John Golden • Char Beckmann • Andres Solano • Joseph Roth My colleagues / students who contributed to these apps: • John Farris • Cathy Harro • Nathan Kemler • Ferris Jumah
  43. 43. THANKYOU!! • Email: Jonathan.Engelsma@gvsu.edu • Twitter: @batwingd • Web: http://themobilemontage.com • GVSU: http://masl.cis.gvsu.edu

×