Gamification Lessius Mechelen

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Deze presentatie werd op 8 november 2011 gegeven aan de studenten MICA en PICA van Lessius Mechelen.

Gamification Lessius Mechelen

  1. 1. Gamification(holy grail or holy fail?) @lucgaloppin  
  2. 2. WhyWhy? What? How? Who? not? Agenda
  3. 3. h-p://www.psywww.com/intropsych/ch05_condi?oning/applied_analysis_of_antecedents.html   Psychology Stimulus Responseh-p://peace.saumag.edu/faculty/kardas/Images/default.html  
  4. 4. SRC = Stimulus Response Compatibility Default options are stickyh-p://www.thetwentyfirsAloor.com/?p=1616   People respond to feedback Expect error CHOICE ARCHITECTURE
  5. 5. ‘A nudge…is any aspect of the choice architecture that alters people’s behavior in a predictable way without forbidding options or significantly changing their economic incentives.h-p://www.crea?ve-­‐lifestyles.com/nudging-­‐your-­‐way-­‐to-­‐a-­‐passionate-­‐life/  
  6. 6. Anatomy of a game:1.  A goal2.  Rules3.  Feedback System4.  Voluntary participation
  7. 7. Anatomy of motivation:1.  Purpose2.  Mastery3.  Progression4.  Autonomy
  8. 8. Stimulus Response Game dynamics PsychologySRC = Stimulus Response Game mechanics Compatibility (game design) (Choice Architecture) Response – Stimulus Motivation Architecture? Manupulation? “Positive” Psychology? Replacement?
  9. 9. WhyWhy? What? How? Who? not? Agenda
  10. 10. h-p://youtu.be/DOEVOFEywV4  
  11. 11. The use of game mechanics/dynamics to drive game-liked engagement and actions in non-game environments (e.g. work, education, exercise, etc.) - Michael WuInventing new work and business practices that engage employees, customers and consumers as effectively as a good game. - Jane McGonigal The process of using game thinking and game mechanics to solve problems and engage users. - Gabe Zichermann
  12. 12. h-p://www.gartner.com/technology/research/hype-­‐cycles/  
  13. 13. WhyWhy? What? How? Who? not? Agenda
  14. 14. SethPriebatsch(Scvngr) ‘This is not a game yet. They should get points for doing this on time. You should lose points for not doing this on time. They should recognize that they have built an appointment dynamic and then consciously leverage the game.
  15. 15. 1.  Achievement   24.  Lo-ery  h-p://techcrunch.com/2010/08/25/scvngr-­‐game-­‐mechanics/   2.  Appointment  Dynamic   25.  Loyalty   3.  Avoidance   26.  Meta  Game   4.  Behavioral  Contrast   27.  Micro  Leader-­‐boards   5.  Behavioral  Momentum   28.  Modifiers   6.  Blissful  Produc?vity   29.  Moral  Hazard  of  Game  Play   7.  Cascading  Informa?on  Theory   30.  Ownership   8.  Chain  Schedules   31.  Pride   9.  Communal  Discovery   32.  Privacy   10.  Companion  Gaming   33.  Progression  Dynamic   11.  Con?ngency   34.  Ra?o  Reward  Schedules   12.  Countdown   35.  Real-­‐?me  v.  Delayed  Mechanics   13.  Cross  Situa?onal  Leader-­‐boards   36.  Reinforcer   14.  Disincen?ves   37.  Response   15.  Endless  Games   38.  Reward  Schedules   16.  Envy   39.  Rolling  Physical  Goods   17.  Epic  Meaning   40.  Shell  Game   18.  Ex?nc?on   41.  Social  Fabric  of  Games   19.  Fixed  Interval  Reward  Schedules   42.  Status   20.  Fixed  Ra?o  Reward  Schedule   43.  Urgent  Op?mism   21.  Free  Lunch   44.  Variable  Interval  Reward  Schedules   22.  Fun  Once,  Fun  Always   45.  Variable  Ra?o  Reward  Schedule   23.  Interval  Reward  Schedules   46.  Viral  Game  Mechanics   47.  Virtual  Items  
  16. 16. h-p://youtu.be/-­‐Opk5Ri5gCo  
  17. 17. Source:  Gabe  Zicherman  
  18. 18. h-p://greentechadvocates.com/2011/07/20/insights-­‐on-­‐making-­‐efficiency-­‐fun/  
  19. 19. Progression DynamicScoreboard Mechanic
  20. 20. h-p://blogs.oregonstate.edu/getreal/2011/07/being-­‐a-­‐good-­‐engineer-­‐is-­‐all-­‐about-­‐crea?vity/   h-p://youtu.be/iynzHWwJXaA  
  21. 21. h-p://youtu.be/eLmhq-­‐rkUu8  
  22. 22. WhyWhy? What? How? Who? not? Agenda
  23. 23. YX  Generation   or   ?  
  24. 24. h-p://youtu.be/PbNl6ybhhHI  
  25. 25. ‘Spoiled’ ‘Lack ofambition’ ‘So what are you standing for?
  26. 26. JaneMcGonigal(Reality is Broken) Games make us happy because they hard work that we are choose for ourselves.
  27. 27. h-p://youtu.be/pqKmzRw78S0  
  28. 28. h-p://topsecret.ning.com/video/video/show?id=2659035%3AVideo%3A12190   Happiness Hacking (positive psychology)
  29. 29. h-p://mps-­‐expenses.guardian.co.uk/  
  30. 30. TrustMission matched with your level Challenging (stretch) No sitting around Epic Story Positive feedback
  31. 31. WhyWhy? What? How? Who? not? Agenda
  32. 32. Killers  are  the  most  ac.ve  and  most  engaged  member  of  the  community.  They  are  just  expressing  their  behavior  in  a  bad  way.  
  33. 33. Replacement & thelast word on intrinsic& extrinsicmotivation…“When tasks are directly tiedto material rewards, constantcalculation of the anticipatedpayoffs can diminish interestin the activity itself.Rewarding behaviour thatwould otherwise be done forfree can backfire.”
  34. 34. WhyWhy? What? How? Who? not? Resources
  35. 35. Presenta?ons   (my  personal  favorites)  •  h-p://www.slideshare.net/avantgame/games-­‐for-­‐ innova?on-­‐a-­‐five-­‐year-­‐forecast  •  h-p://www.slideshare.net/mich8elwu/2011-­‐0526-­‐ digtali-­‐surrey-­‐science-­‐of-­‐gamifica?onv03  •  h-p://www.slideshare.net/gzicherm/gamifica?on-­‐ workshop-­‐framework-­‐slides  •  h-p://www.slideshare.net/federicof/gamifica?on-­‐ pa-erns-­‐be-er-­‐sonware-­‐2011  •  h-p://www.slideshare.net/ervler/gamifica?on-­‐how-­‐ effec?ve-­‐is-­‐it  •  h-p://www.slideshare.net/avantgame/the-­‐power-­‐of-­‐ resilience-­‐and-­‐how-­‐to-­‐get-­‐it-­‐through-­‐gameplay  
  36. 36. Great  Sources  •  h-p://gamifica?on.org/    WIKI  •  h-p://gamifica?on.co/    BLOG    •  h-p://janemcgonigal.com/    Jane  McGonigal  
  37. 37. WhyWhy? What? How? Who? not? About: @lucgaloppin www.medemerkers.be

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