송준호120531 open seminar 송준호

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Gamification Korea Open Seminar

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송준호120531 open seminar 송준호

  1. 1. Y GamificationGamification Korea Open Seminar 2012.05.31 Song, Junho
  2. 2. Not talking about this(case study)
  3. 3. Not talking about this(case study)
  4. 4. Before sayingMechanics - progress visible : ruleDynamics - Pattern Schedule : StrategyAesthetics - Feeling
  5. 5. Gamification is about taking the essence of games – fun, playand passion – and applying it to real-world, non-gamesituations. In a business setting, that means designing solutionsusing gaming principles in everything from back-office tasks andtraining to sales management and career counseling.Leaderboards and progression indicators can steer individuals toreach the next tier of performance. Quests and countdowns canhelp shape behavior – the former as a way to structure longcombinations of tasks for a larger goal; the latter to motivate aflurry of activity within a finite, specified timeframe.
  6. 6. TREND REPORT
  7. 7. TREND REPORT
  8. 8. TREND REPORT
  9. 9. TREND REPORT
  10. 10. TREND REPORT Idea Street, UK government : 18months, 1,400 ideas U.S. militarys "Americas Army" video-game recruiting tool Evoke game, the World Bank Institute
  11. 11. TREND REPORT "M³“ Motivation, Momentum, Meaning
  12. 12. TREND REPORT "Mass marketing is no longer a long-term strategy.” By 2014, 6.7 billion devices will be connected to the Internet.
  13. 13. TREND REPORTDeloitte Predicts the Top 10Technology Trends for 2012Serious gaming simulations andgame mechanics such asleaderboards, achievements, and skill-based learning are becomingembedded in day-to-day businessprocesses, driving adoption,performance, and engagement
  14. 14. TREND REPORT By 2020 53% vs. 42%play+labor = playbor Like ‘Web2.0’work+leisure = weisure Game-style engagement,labortainment Game-like approaches, Game-design thinking
  15. 15. wYy Gamification SPACE & Psychology
  16. 16. [ Paul Milgram and Fumio Kishino, 1994 ] Augmented Mixed Augmented Virtual Reality Reality Virtuality Reality Reality Foursquare MMORPG Facebook Theme Park Life Twitter SNG entertainment pervasive Game drama interactive Game film(movie) crossmedia Game storytelling live acting role documentary fake docu app LBG news sports <스토리를 소비> <행위를 소비> Game character Real person player=avatar Smart Device player=me
  17. 17. [ Paul Milgram and Fumio Kishino, 1994 ] Augmented Mixed Augmented Virtual Reality Reality Virtuality Reality Reality Foursquare MMORPG Facebook Theme Park Life Twitter SNG entertainment pervasive Game drama interactive Game film(movie) crossmedia Game storytelling live acting role documentary fake docu app LBG news sports <스토리를 소비> <행위를 소비> Game character Real person player=avatar Smart Device player=me 게임성 확산 PX UX flow immersiondata feedback cycle Game Business data non feedback
  18. 18. The four funkeys – Nicole Lazzaro
  19. 19. The four funkeys – Nicole Lazzaro
  20. 20. (Fake (Film) Documentary) Pervasive Gameplay Advergaming Reality Show Dramgaming ‘Running Man’ ‘Sanningen om Marika’ ARG GAMIFICATION Game Casual Game SNG for Change Hardcore Game Serious Gamegame Virtual Reality (community building)
  21. 21. (Fake (Film) Documentary) Pervasive Gameplay Advergaming Reality Show Dramgaming ‘Running Man’ ‘Sanningen om Marika’ ARG GAMIFICATION Jane M. Gabe Z. Game Casual Game SNG for Change Hardcore Game Serious Gamegame Army K. Virtual Reality (community building)
  22. 22. game-like Movie
  23. 23. game-like Groupware, ERP
  24. 24. game-like Social Movement
  25. 25. game-like Motivation developing Tweetfuel
  26. 26. game-like Health
  27. 27. game-like Edu
  28. 28. game-like AD
  29. 29. game-like Finance
  30. 30. Traditional inside
  31. 31. FUN Gamification loop
  32. 32. Perception Engagement Motivation Loyalty Game Service Business
  33. 33. Fun is new free Perception Engagement Motivation Loyalty Game Service Business 마케팅 활동과 실제 서비스의 경계가 매우 희미한 환경 지속적인 피드백을 다시 서비스에 반영해야 하는 환경
  34. 34. 재미있는 사람 = 매력적인 사람
  35. 35. 맞고 틀리고가 아닌,재미라는 기재를 통해 인식단계에서부터 호감이 생긴 것
  36. 36. interaction boundary game layer magic circle
  37. 37. interaction boundary game layer magic circlegame –like LINK game –like LINK
  38. 38. Based on Experience Economics, Joseph Pine Experience Render Authenticity (Supplier) (Customer) 누가 제공하는지 관심 없고 가격승부 Service Improve QualityHumanDemand (Supplier) (Customer) 누가 제공하는지 관심 없고 가격승부 Goods Control Cost (Supplier) (Customer) 누가 제공하는지 관심 없고 가격승부 Commodities Supply Availability (Supplier) (Customer) Technology Developing
  39. 39. Based on Experience Economics, Joseph Pine Game Design Fun feeling (Supplier) (Customer) 누가 제공하는지 관심 없고 가격승부 Experience Render Authenticity (Supplier) (Customer) 누가 제공하는지 관심 없고 가격승부 Service Improve QualityHumanDemand (Supplier) (Customer) 누가 제공하는지 관심 없고 가격승부 Goods Control Cost (Supplier) (Customer) 누가 제공하는지 관심 없고 가격승부 Commodities Supply Availability (Supplier) (Customer) Technology Developing
  40. 40. The GameMichael Douglas, Sean Penn David Fincher, 1997
  41. 41. Thank yousantasong@gmail.com

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