28. • Game science to motivate and sustain
engagement
• Self-regulation, mastery, habits- using game
techniques to foster positive attitude and habits
• Ethical considerations – design through to
evaluation and deployment
• Real time DATA? Personalised support!
• Interdisciplinary
Conclusions
Gamification ranging from simple point badges and leaderboards in four square and linked in to something which is more intricsic in fitbit, zombierun and Foldit – crowd science- solving scientific problems using game-based approaches… Gamification is about designing and harnesing from experience. Experience is as if not more important than knowledge itself. It's the relatedness (RAMP). PERMA
Change of attitude and behaviour promoted by “a fantasy game helped teens conquer depression just as well as — if not better than — usual counselling”
Individuals may discover their personal incentives as they repeat the behaviour.
Presents an opportunity– how do we best and ethically collect data about someone?
Sustained behaviour?
Opportunities for long term research! Studying best solutions!
Gamification is even super charged- seeing the crossings between pervasive gaming and gamification. Digital and physical experiences are merging in a big way with the advancement of social platforms, mobile technology, wearable devices and the Internet of Things, opening up opportunities for ordinary spaces to be transformed into highly contextualised, purposeful, seamless and ubiquitous playgrounds.
We are so connected and we have all kinds of resources at our finger tips! Like everyone in the audience, we live in an information-saturated, fast-pacing and highly connected environment, how can we harness the benefits in a more contextualised way! How would these makes sense and connected in a more contextual way instead of just technologically??We need to be a game player, a game changer and a super learner within a learning community that is more global and social.
What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?
Experience can be designed, staged and manipulated! The gamification of learning will be so pervasive that we will not even realise that we are already in the system; a system that connects mind space, digital existence and physical experience. Gamification and experience design falling into the right hands will create an environment that is empowering, engaging and nurturing! But falling into the wrong hands will lead to negative manipulation.
Would you just want to be a player or a co-designer of your experience, your adventure….?Be a learner, a designer of your learning experience, a journey towards mastery.superlearner - designer of our own learning in a hybrid learning space.
An ethically questionable example of gamification would be McDonalds Pick & Play which essentially encourages consumers to eat a poor diet and lots of it
Unintended consequences: When you engineer behaviors you may make mistakes that leads to unforeseen results.
Undermining intrinsic values: By providing external rewards for something that should be intrinsic you risk undermining inner drive.