This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Game On: Everything you need to know about how games are changing the worldJeremy Johnson
Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
More Than Points: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
The buzz surrounding gamification as an engagement platform is reaching critical mass in our industry with the bulk of attention directed to shallow, superficial layers of points & badges but there’s more to unlock. Lot’s more.
By considering the psychological underpinnings of engagement driven by intrinsic player motivation, meaningful interactions and yes - mechanics, dynamics and aesthetics we can create a framework for architecting passionate user engagement, guiding behavior and ethically satisfying business goals.
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
"The Ethics of Gamification and Gamified Learning" by Sherry Jones (April 16,...Sherry Jones
April 16, 2015 - This is my presentation on issues and research regarding gamification in higher education for the e-Learning Consortium of Colorado (eLCC) conference.
Abstract:
"Gamification is the application of game elements to non game context to influence user behavior. Gamified learning is to construct game-like environments to influence learner behavior. Researchers in Game Studies have raised ethical concerns over gamification. This presentation will address concerns and methods for ethical gamification of classrooms and LMSs."
The Business Case for Game Based LearningKarl Kapp
Games, gamification, and game-based learning have entered into the vocabulary of trainers, e-Learning developers, and instructional designers in the past few years.
While many companies are beginning to explore ways to use games for learning, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change as a result of playing a game? What elements of games can learning designers borrow from game designers?
Creating engaging learning using game elements requires matching instructional content with the right game mechanics.
The gamification process is a way to grab and retain digital customer's attention modifying any algorithmical approach. It is nowadays applied to any kind of software application: mobile, web, business.
N.B.: Two previous versions of this presentation got a total of 2,591 views and 118 downloads.
From two long posts by @TomHumbarger.
Any help or suggestion is the most welcome.
Want big wins in marketing
and communications?
Use game mechanics.
Gamification is using game mechanics in non-game settings to create engagement. These techniques fulfill our basic needs for competition and connection – whether you use points, badges, competitions or crowdsourcing. And games create engagement through fun and reward. The love of games transcends cultures and generations and the emotional connection that is created can lead to a stronger brand relationship.
- The basics of gamification
- Player types – and how to motivate different players
- Real-world uses of game mechanics
- And using gamification for B2C and B2B
- See more at: http://www.signalinc.com/the-game-of-gamification/
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Game On: Everything you need to know about how games are changing the worldJeremy Johnson
Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
More Than Points: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
The buzz surrounding gamification as an engagement platform is reaching critical mass in our industry with the bulk of attention directed to shallow, superficial layers of points & badges but there’s more to unlock. Lot’s more.
By considering the psychological underpinnings of engagement driven by intrinsic player motivation, meaningful interactions and yes - mechanics, dynamics and aesthetics we can create a framework for architecting passionate user engagement, guiding behavior and ethically satisfying business goals.
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
"The Ethics of Gamification and Gamified Learning" by Sherry Jones (April 16,...Sherry Jones
April 16, 2015 - This is my presentation on issues and research regarding gamification in higher education for the e-Learning Consortium of Colorado (eLCC) conference.
Abstract:
"Gamification is the application of game elements to non game context to influence user behavior. Gamified learning is to construct game-like environments to influence learner behavior. Researchers in Game Studies have raised ethical concerns over gamification. This presentation will address concerns and methods for ethical gamification of classrooms and LMSs."
The Business Case for Game Based LearningKarl Kapp
Games, gamification, and game-based learning have entered into the vocabulary of trainers, e-Learning developers, and instructional designers in the past few years.
While many companies are beginning to explore ways to use games for learning, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change as a result of playing a game? What elements of games can learning designers borrow from game designers?
Creating engaging learning using game elements requires matching instructional content with the right game mechanics.
The gamification process is a way to grab and retain digital customer's attention modifying any algorithmical approach. It is nowadays applied to any kind of software application: mobile, web, business.
N.B.: Two previous versions of this presentation got a total of 2,591 views and 118 downloads.
From two long posts by @TomHumbarger.
Any help or suggestion is the most welcome.
Want big wins in marketing
and communications?
Use game mechanics.
Gamification is using game mechanics in non-game settings to create engagement. These techniques fulfill our basic needs for competition and connection – whether you use points, badges, competitions or crowdsourcing. And games create engagement through fun and reward. The love of games transcends cultures and generations and the emotional connection that is created can lead to a stronger brand relationship.
- The basics of gamification
- Player types – and how to motivate different players
- Real-world uses of game mechanics
- And using gamification for B2C and B2B
- See more at: http://www.signalinc.com/the-game-of-gamification/
Gamification in the world of digital marketing Paybay
Anything you need to know about Gamification.
Gamification, as powerful tool of business strategy integrates with the marketing of emotions, aimed at driving through our unconscious our buying behavior.
Our first report offers an in-depth look at Gamification World, and also on loyalty programs and E-Learng.
This a white paper approved by Gartner.
Gamification: Integrating gaming into your brand strategy TP1
Gamification (or gameful design) is not a new concept, but it has been mishandled by marketing consultants. This presentation will outline the concept for you through the perspective of game design.
Gamification is transforming the way businesses engage customers and motivate employees. By applying the same principles that inspire people to play games (achievements, status, and rewards) to websites and other online experiences, businesses can dramatically increase the size of their audience, boost engagement, and increase revenue.
This month, Kasey McCurdy, Director of Engineering at Bunchball, will discuss how game mechanics can engage your fans and users, increase customer loyalty and sales, and motivate employees and partners.
Bunchball is the industry leader in gamification and has provided solutions for customers like Warner Bros., Comcast, NBC Universal, ABC Television, Stella & Dot and LiveOps.
Kasey will cover the history of gamification, why it works and sometimes doesn’t, and how the combination of data, motivation, and gamification can strengthen loyalty. He’ll also discuss customer and employee engagement, how to motivate the unmotivated, and what the future of human motivation looks like.
Game the System A Proven Method to Level Up Your Training with Gamification 4...Monica Cornetti
Gamification can play a key role in how your organization trains employees when you learn how to think like a game designer.
This eBook introduces you to the Game the System™ Model of #Gamification Instructional Design - a Proven Method for implementing gamification in your training, talent development, and productivity initiatives.
Level 1: Define Business Objectives… The Fundamentals of Fun!
Level 2: It’s Story Time – Create an Epic Adventure
Level 3: Design Variety into Your Learning Activities
Level 4: Add the Game Design and Mechanics
Level 5: Tally up the Aesthetics so They Wanna Play!
Schedule a Workshop in your city or attend our next scheduled Regional Workshop. Find more information at http://www.sententiagames.com/certifications.html
HRCI, SHRM, and ATD Recertification Credits Available
Created by Monica Cornetti, CEO Sententia Gamification
www.monicacornetti.com
www.sententiagames.com
guru@sententiagames.com
Gamification for Your Brand the Promises and The Pitfalls by Jon Barlow, Senior Creative Technologist, Capstrat from the Triangle AMA Digital Marketing Training Camp on Feb 29, 2012. www.triangleama.org
Gamification of sales Playbook - The what, the why, and the how🎥 David Winter 🎥
The 'Gamification of Sales' playbook is designed to give you a basic overview on the what, the why, and the how of gamification. In 2016 90% of surveyed companies said that gamification had caused an increase in revenue. With this playbook, we'll help you take your first steps towards achieving the same.
In this playbook you will find:
An easy to understand overview of gamification.
The 3 key elements that define gamification and how these apply to your business.
The psychology that helps gamification drives better results and behaviours from your team.
The 10 core machines of a gamified work system.
Some top tips on how to start applying gamification to your business/team.
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
Gamification for Growth Hackers -theflyyFlyyx Tech
You have to ask some of these important questions before you start implementing gamification in your product —
Why is a user doing a particular action in the product?
Why do users return to use your product?
What do they care about?
Digging into intrinsic motivation will help in designing compelling experiences and avoid some common pitfalls of gamification.
You have to connect Points, Badges, Levels, Leaderboards, and other reputation/reward systems that you decide with the intrinsic motivation of your user.
Keep these learnings in mind and you will be able to create a powerful gamification system for your product.
Gamification is the use of game based elements such as point scoring, implementation of goals, and competition and game principals in non game contexts. It is the application of elements of video games, game thinking, and game mechanics to help solve everyday real life problems. It has emerged as a promising area of imparting education. It transforms students from passive participants to active ones. It assumes that students learn best when they are also having fun. The goal of gamification is to maximize teaching and engagement by capturing student interest and inspiring them to continue learning. This paper provides an overview on gamification in education and its applications. Matthew N. O. Sadiku | Uwakwe C. Chukwu | Abayomi Ajayi-Majebi | Sarhan M. Musa "Gamification in Education: An Overview" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-6 | Issue-7 , December 2022, URL: https://www.ijtsrd.com/papers/ijtsrd52425.pdf Paper URL: https://www.ijtsrd.com/humanities-and-the-arts/education/52425/gamification-in-education-an-overview/matthew-n-o-sadiku
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5. Concept arising from:
- Serious games
- Serious games are simulations of real-world events or processes designed for the purpose of
solving a problem. Although serious games can be entertaining, their main purpose is to train
or educate users, though it may have other purposes, such as marketing or advertisement
- Pervasive games
- A pervasive game is one where the gaming experience is extended out in the real world,[1] or
where the fictive world in which the game takes place blends with the physical world.
- Alternative reality
- alternative reality is a hypothetical or fictional self-contained separate reality coexisting with one's
own
- Playful reality
- the architects of the new virtual reality are inventing a world you never imagined: call it the playful
world.
- It's a world of interactive, Web-based toys that instantly collapse the gulf between wish and
existence, space and time, animate and inanimate. It's a world where the entire fabric of the material
world becomes manipulable, programmable, mutable. Situated at the crossroads of high technology
and popular culture, the playful world is taking shape at the speed of electronic creativity.
GAMIFICATION
12. MINDBLOOM APPS
MindBLOOM Life game
“Teaches you how to live better!”
that is it aims to improve the quality of life of the
players in a simple and effective way by
rewarding them for doing the things that are
really important..
Examples of Gamification
See
13. MindBLOOM Life game
The idea is to grow the life you want by thinking about
it a few minutes a day.
It aims at inspiring people to define what is important
to them, discover what motivates them, and to take
meaningful daily actions in all areas of their lives.
It’s an example of the gamification trend, which uses
game-like mechanics in non-game applications. But in
this case, Mindbloom’s aim is to gamify life itself.
Examples of Gamification
14. MindBLOOM Life game
That tree is a visual representation of your priorities
and progress in matters such as health, lifestyle,
career, creativity, relationships, finances and
spirituality.
• The tree represents the life that you want
• The sun represents inspiration and
• the rain is about daily actions
Example of Gamification
See
http://www.youtube.com/watch?v=ezZxHCYezq
M
15. MindBLOOM Life game
the users get an e-mail reminding them of their aim to
train their mind to work for them and not against them
They can update their action on the smart phone
For each action collected the user receives a rain drop
that will be showered on the tree, for each goal one
earns seeds
The community of friends help supporting the goals, one
can water and seeds and give sun to friends trees
One can add friends and search then on the network
Examples of Gamification
17. CloudApp
SuMO has created an app for engaging
employee in sustainability initiatives
and drive behaviour changes. It
companies the power of social
network, games mechanics (this in
research terms is called Gamification)
and the sustainability aims, which
support the accelerated achievement
of Corporate sustainability goals and
the associated costs savings..
Example of Gamification
1. http://www.youtube.com/watch?v=MVxgUKY8Z4w&authuser=0
2. https://mail.google.com/mail/u/0/images/cleardot.gif
and
3. https://mail.google.com/mail/u/0/images/cleardot.gif
18. CloudApp
Each employee has is own personalised
view of how they are on target with:
1. the company sustainability view
2. his/her own personal progress
3. It suggests actions which are relevant to
the employee (e.g. use video
conferencing more).
4. A competitive element is provided by an
employee chart where one can see how
s/he has scores as compared to other
people in a similar role.
19.
20. PROS AND CONS OF GAMIFICATION
Rewards and recognitions earned during game play must be
carefully considered
The users usually initially like the game, but they tend to
withdraw if they don’t continue to get praise and appreciation or
if it feels like the expectations keep going up and up and up
with too little reward.
Over the last few years, we've seen a massive uptake of social
technology.
Major vendors hoping to turn retail into a richer online
experience customers will spend less on other things and begin
to avoid going to the mall for shopping as recreation (e.g.
eBay).
The risk is that the player might forget s/he is playing with real
money and not monopoly money.
21. PROS AND CONS OF GAMIFICATION
Gamification provides metrics
Everything is made clear , like game rules, and provided with a
structure that is simple to understand when it comes to success
and rewards
A trainer or educator just how a user or participant is
progressing through a particular process by looking at scores
and feedback
Ethical considerations
Balancing Metrics with Real Engagment
“I want the game, and its mechanics, to help them develop a
love for and curiosity about history, rather than a love for the
points or badges they can earn for getting the ‘so-called’ facts
correct”
22. PROS AND CONS OF GAMIFICATION
Gamification creates competitions
this can be both positive and negative
Balancing Metrics with Real Engagment
“I want the game, and its mechanics, to help
them develop a love for and curiosity about
history, rather than a love for the points or
badges they can earn for getting the ‘so-called’
facts correct”
23. PROS AND CONS OF GAMIFICATION
Cost vs individualized instructions
A fully game-based curriculum represents a
substantial increase in cost over standard
book/paper/pencil education.
Each student can work toward mastering at their own
pace
Distraction from other objectives
The idea that playing games pulls learners from other
more valuable skills must also be addressed. Games
can be limited in their content and the context that
they present for learning.
24. PROS AND CONS OF GAMIFICATION
Social isolation vs technology litteracy
One of the biggest ongoing criticisms of games, and technology
in general, is that it promotes anti-social behavior and isolates
individuals.
The focus of most new games is in social play. While players
may not be interacting face-to-face they are interacting
nonetheless.
Shortened attention span vs Multitasking mentality
Criticism to all modern media. New technologies have often rapid
pace of action and the immediate feedback can make people
expect the same kinds of fast-paced, instantaneous response of
all things.
However, with average completion times of 40 hours of intense
concentration and problem solving, games do promote
sustained focus, just in non-traditional ways!!
26. REFERENCE LIST
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to
gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek
Conference: Envisioning Future Media Environments (pp. 9-15). ACM.
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May). Gamification. using game-design
elements in non-gaming contexts. In PART 2-----------Proceedings of the 2011 annual conference
extended abstracts on Human factors in computing systems (pp. 2425-2428). ACM.