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Photo	
  via	
  Wikimedia	
  Commons	
  —	
  h2p://upload.wikimedia.org/wikipedia/commons/thumb/7/71/Ten-­‐pin_bowling.jpg/1280px-­‐Ten-­‐pin_bowling.jpg	
  
Image	
  by	
  Gamesrocket	
  GmbH	
  —	
  h2p://staLc1.gamesrocket.com/ga/images/product_images/42038/images/screenshots/Wii-­‐Sports-­‐Club-­‐Bowling_13977387331.jpg	
  
By: Charmaine Arellano-Chua
Photo	
  by	
  Pawel	
  Kadysz	
  —	
  h2p://www.pexels.com/photo/playing-­‐sony-­‐console-­‐controller-­‐498/	
  
GAMIFICATION [n] —
•  The use of game design elements in non-game contexts1
•  The art (and sometimes science) of attracting users and
keeping them2 
What is this trend?
Image	
  1	
  via	
  Pixabay	
  (CC)	
  —	
  h2p://pixabay.com/staLc/uploads/photo/2012/04/28/18/29/cheap-­‐43900_640.png	
  
Image	
  2	
  via	
  Pixabay	
  (CC)	
  —	
  h2p://pixabay.com/staLc/uploads/photo/2012/04/28/18/26/hearts-­‐43887_640.png	
  
Image	
  3	
  via	
  Clilpart	
  Panda	
  —	
  h2p://images.clipartpanda.com/locaLon-­‐icon-­‐vector-­‐Map_pin.png	
  
Image	
  4	
  via	
  Pixabay	
  (CC)	
  —	
  h2p://pixabay.com/staLc/uploads/photo/2012/04/28/18/53/money-­‐43994_640.png	
  
Image	
  5	
  via	
  Pixabay	
  (CC)	
  —	
  h2p://pixabay.com/staLc/uploads/photo/2014/03/24/13/42/people-­‐294106_640.png	
  
Photo	
  by	
  Luke	
  Plunke2	
  —	
  h2p://cache.gawkerassets.com/assets/images/9/2011/11/aaa4e76845dc11169Zfec3729086c74.jpg	
  
From crossing digital divides,
…to infiltrating relationships
—anytime, anywhere—
for others…
or yourself…
Photo	
  by	
  Luke	
  Plunke2	
  —	
  h2p://cache.gawkerassets.com/assets/images/9/2011/11/aaa4e76845dc11169Zfec3729086c74.jpg	
  
GAMIFICATION IS EVERYWHERE.
Today, many seniors feel that the “Internet… train
has left and [they are] not on board.” 3

 
 
 





 —82-year-old study participant
Digital skill divides are hard to minimize.
Photo	
  by	
  Tambako	
  The	
  Jaguar	
  —	
  h2ps://flic.kr/p/7z9Vki	
  
Luckily, gamification universalizes technology.
By engaging users in playful
activities, technology becomes
relatable regardless of previous
exposure to digital games. 4
Photo	
  via	
  Javier	
  Gacia	
  —	
  h2ps://www.unocero.com/wp-­‐
content/uploads/2014/07/elevate-­‐app.jpg	
  
However, gamification
may also universalize
ROMANTIC
IDEALS.
Photo	
  by	
  Simmone	
  Henne	
  —	
  h2p://
www.quackd.com/wp-­‐content/uploads/2015/04/
In-­‐Degense-­‐of-­‐Tinder.png	
  
Today, Tinder’s 50M users define
standards of conventional beauty. 5
“Tinder incorporates a lot of research
on what makes relationships successful,
but gamifies it to make it fun.”

 
 
 
 


 —Susie Neilson 6
Photo	
  by	
  Ahmed	
  Sinan	
  —	
  h2ps://farm6.staLcflickr.com/5291/5499030446_5f4b023a9b_b.jpg	
  
Photo	
  by	
  Marc	
  Levin	
  —	
  h2ps://farm1.staLcflickr.com/175/380101976_f00d433e51_b.jpg	
  
Meanwhile, mobile applications like 
Foursquare
are designed to turn real life into a game.7
Photo	
  by	
  Marc	
  Levin	
  —	
  h2ps://farm1.staLcflickr.com/
175/380101976_f00d433e51_b.jpg	
  
	
  
Photo	
  by	
  Michael	
  Coté	
  —	
  h2ps://c1.staLcflickr.com/
3/2940/14096184146_9c9c3ee3a1_b.jpg	
  
It rewards users with
“mayor-ships” and
badges for checking-in
at physical locations. 7
Photo	
  by	
  Marc	
  Levin	
  —	
  h2ps://farm1.staLcflickr.com/
175/380101976_f00d433e51_b.jpg	
  
	
  
Photo	
  by	
  Michael	
  Coté	
  —	
  h2ps://c1.staLcflickr.com/
3/2940/14096184146_9c9c3ee3a1_b.jpg	
  
Foursquare now sends
passive recommendations,
which incentivize users to
sacrifice privacy for a more
unique experience.8
Photo	
  by	
  Incase	
  —	
  h2ps://farm5.staLcflickr.com/4046/4647882815_53b252a85c_b.jpg	
  
Social applications with a
charitable purpose are
on the rise.9 
Gamification even
changes charity.
PEOPLE LIKE GIVING...
especially if their friends are notified.
Photo	
  by	
  Dell	
  on	
  Flickr	
  —	
  h2p://www.strategicobjecLves.com/wp-­‐content/uploads/2014/01/Screen-­‐Shot-­‐2014-­‐01-­‐30-­‐at-­‐9.57.11-­‐AM.png	
  
Plus, microdonation platforms like Budge
make charity…
 Fun & Simple.10
Image	
  via	
  Venture	
  Beat	
  —	
  h2p://1u88jj3r4db2x4txp44yqd1.wpengine.netdna-­‐cdn.com/wp-­‐content/uploads/2012/11/budge-­‐1.jpg	
  
Gradient	
  via	
  Colleen	
  M	
  —h2ps://farm5.staLcflickr.com/4007/5081303081_7bb923ca22_o_d.jpg	
  
To build a strong career, HBR
recommends “creating a fan base.” 11
Images	
  from	
  LinkedIn	
  —	
  h2p://www.enterprise-­‐gamificaLon.com/index.php?opLon=com_content&view=arLcle&id=187:an-­‐analysis-­‐of-­‐linkedin-­‐s-­‐gamificaLon-­‐design-­‐
elements&caLd=15:social-­‐media&lang=en&Itemid=22	
  
Photo	
  by	
  Nan	
  Palermo	
  —	
  h2ps://flic.kr/p/7w564c	
  
And with metrics like profile strength, network
size, and number of endorsements…12
Photo	
  by	
  Nan	
  Palermo	
  —	
  h2ps://flic.kr/p/7w564c	
  
LinkedIn’s gamification design elements
are key to demonstrating a fan base digitally.
Image	
  1	
  via	
  Pixabay	
  (CC)	
  —	
  h2p://pixabay.com/staLc/uploads/photo/2012/04/28/18/29/cheap-­‐43900_640.png	
  
Image	
  2	
  via	
  Pixabay	
  (CC)	
  —	
  h2p://pixabay.com/staLc/uploads/photo/2012/04/28/18/26/hearts-­‐43887_640.png	
  
Image	
  3	
  via	
  Clilpart	
  Panda	
  —	
  h2p://images.clipartpanda.com/locaLon-­‐icon-­‐vector-­‐Map_pin.png	
  
Image	
  4	
  via	
  Pixabay	
  (CC)	
  —	
  h2p://pixabay.com/staLc/uploads/photo/2012/04/28/18/53/money-­‐43994_640.png	
  
Image	
  5	
  via	
  Pixabay	
  (CC)	
  —	
  h2p://pixabay.com/staLc/uploads/photo/2014/03/24/13/42/people-­‐294106_640.png	
  
Photo	
  by	
  Jeremy	
  Jaune	
  —	
  h2ps://farm5.staLcflickr.com/4123/4889078158_670633c1c3_b.jpg	
  
Gamification impacts digital divides, online
relationships, mobile behaviour, social giving, digital
reputations, and more.
ARE YOU GAME?
Photo	
  by	
  Tinou	
  Bao	
  —	
  h2ps://farm4.staLcflickr.com/3308/3298193025_b5c7e6a389_b.jpg	
  
Photo	
  by	
  Luke	
  Plunke2	
  —	
  h2p://cache.gawkerassets.com/assets/images/9/2011/11/aaa4e76845dc11169Zfec3729086c74.jpg	
  
WORKS CITED
1.  MIT	
  EducaLon	
  Arcade.	
  “The	
  GamificaLon	
  of	
  EducaLon.”	
  Gamifica'on.org.	
  n.d.	
  Web.	
  June	
  
2015.	
  <h2p://www.knewton.com/gamificaLon-­‐educaLon/>	
  
2.  Ashworth,	
  Amanda.“Why	
  Recruiters	
  Need	
  GamificaLon.”Undercover	
  Recruiter.	
  n.d.	
  Web.	
  	
  
June	
  2015.	
  <h6p://theundercoverrecruiter.com/gamifica'on/>	
  
3.  Wu,	
  Ya-­‐Huei	
  et	
  al.	
  “Bridging	
  the	
  digital	
  divide	
  in	
  older	
  adults:	
  a	
  study	
  from	
  an	
  iniLaLve	
  to	
  
inform	
  older	
  adults	
  about	
  new	
  technologies.”Clinical	
  Interven'ons	
  in	
  Aging	
  (2015):	
  197.	
  Web.	
  
4.  Gerling,	
  Kathrin	
  M.	
  and	
  Maic	
  Masuch.	
  “Exploring	
  the	
  PotenLal	
  of	
  GamificaLon	
  Among	
  Frail	
  
Elderly	
  Persons.”	
  Gamifica'on	
  Research	
  Network	
  (7	
  May	
  2011):	
  3.	
  Web.	
  	
  
5.  Bilton,	
  Nick.	
  “Tinder,	
  the	
  Fast-­‐Growing	
  DaLng	
  App,	
  Taps	
  an	
  Age-­‐Old	
  Truth.”	
  The	
  New	
  York	
  
Times.	
  29	
  Oct	
  2014.	
  Web.	
  June	
  2015.	
  <
h2p://www.nyLmes.com/2014/10/30/fashion/Lnder-­‐the-­‐fast-­‐growing-­‐daLng-­‐app-­‐taps-­‐an-­‐
age-­‐old-­‐truth.html?_r=0>	
  	
  
6.  Neilson,	
  Susie.	
  “When	
  a	
  RelaLonship	
  Becomes	
  a	
  Game.”	
  The	
  Atlan'c.	
  8	
  Aug	
  2013.	
  Web.	
  June	
  
2015.	
  
h2p://www.theatlanLc.com/health/archive/2013/08/when-­‐a-­‐relaLonship-­‐becomes-­‐a-­‐game/
278459/	
  	
  
Photo	
  by	
  Luke	
  Plunke2	
  —	
  h2p://cache.gawkerassets.com/assets/images/9/2011/11/aaa4e76845dc11169Zfec3729086c74.jpg	
  
WORKS CITED
7.  Frith,	
  Jordan.	
  “Turning	
  life	
  into	
  a	
  game:	
  Foursquare,	
  gamificaLon,	
  and	
  personal	
  mobility.”	
  
University	
  of	
  North	
  Texas.	
  2013.	
  Web.	
  June	
  2015.	
  
h2ps://www.academia.edu/5140336/
Turning_life_into_a_game_Foursquare_gamificaLon_and_personal_mobility	
  
8.  Madden,	
  Sean.	
  “Tech	
  That	
  Tracks	
  Your	
  Every	
  Move	
  Can	
  Be	
  Convenient,	
  Not	
  Creepy.”	
  WIRED.	
  
10	
  Mar	
  2014.	
  Web.	
  June	
  2015.	
  <
h2p://www.wired.com/2014/03/designers-­‐tracking-­‐tradeoffs/>	
  
9.  Swallow,	
  Erica.	
  “How	
  Social	
  Games	
  Are	
  Changing	
  the	
  World.”	
  Forbes.	
  23	
  Mar	
  2013.	
  Web.	
  June	
  
2015.<h2p://www.forbes.com/sites/ericaswallow/2013/03/23/social-­‐games/>	
  	
  
10.  Takahashi,	
  Dean.	
  “Budge	
  makes	
  a	
  mobile	
  game	
  out	
  of	
  charitable	
  giving.”	
  Venture	
  Beat.	
  8	
  Nov	
  
2012.	
  Web.	
  June	
  2015.	
  <h2p://venturebeat.com/2012/11/08/budge-­‐makes-­‐a-­‐mobile-­‐game-­‐
out-­‐of-­‐charitable-­‐giving/>	
  	
  
11.  Clark,	
  Dorie.	
  “It’s	
  Not	
  a	
  Job	
  Search,	
  It’s	
  a	
  Permanent	
  Campaign.”	
  Harvard	
  Business	
  Review.	
  28	
  
Mar	
  2012.	
  Web.	
  June	
  2015.	
  <h2ps://hbr.org/2012/03/its-­‐not-­‐a-­‐job-­‐search-­‐its-­‐a-­‐p/>	
  	
  
12.  Herger,	
  Mario.	
  “An	
  Analysis	
  of	
  LinkedIn’s	
  GamificaLon	
  Design	
  Elements.”	
  Enterprise	
  
Gamifica'on	
  Consultancy.	
  12	
  Dec	
  2013.	
  Web.	
  June	
  2015.	
  <h2p://Lnyurl.com/n6t46qc>	
  

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How Gamification Changes the Digital Game

  • 1. Photo  via  Wikimedia  Commons  —  h2p://upload.wikimedia.org/wikipedia/commons/thumb/7/71/Ten-­‐pin_bowling.jpg/1280px-­‐Ten-­‐pin_bowling.jpg   Image  by  Gamesrocket  GmbH  —  h2p://staLc1.gamesrocket.com/ga/images/product_images/42038/images/screenshots/Wii-­‐Sports-­‐Club-­‐Bowling_13977387331.jpg   By: Charmaine Arellano-Chua
  • 2. Photo  by  Pawel  Kadysz  —  h2p://www.pexels.com/photo/playing-­‐sony-­‐console-­‐controller-­‐498/   GAMIFICATION [n] — •  The use of game design elements in non-game contexts1 •  The art (and sometimes science) of attracting users and keeping them2 What is this trend?
  • 3. Image  1  via  Pixabay  (CC)  —  h2p://pixabay.com/staLc/uploads/photo/2012/04/28/18/29/cheap-­‐43900_640.png   Image  2  via  Pixabay  (CC)  —  h2p://pixabay.com/staLc/uploads/photo/2012/04/28/18/26/hearts-­‐43887_640.png   Image  3  via  Clilpart  Panda  —  h2p://images.clipartpanda.com/locaLon-­‐icon-­‐vector-­‐Map_pin.png   Image  4  via  Pixabay  (CC)  —  h2p://pixabay.com/staLc/uploads/photo/2012/04/28/18/53/money-­‐43994_640.png   Image  5  via  Pixabay  (CC)  —  h2p://pixabay.com/staLc/uploads/photo/2014/03/24/13/42/people-­‐294106_640.png   Photo  by  Luke  Plunke2  —  h2p://cache.gawkerassets.com/assets/images/9/2011/11/aaa4e76845dc11169Zfec3729086c74.jpg   From crossing digital divides, …to infiltrating relationships —anytime, anywhere— for others… or yourself…
  • 4. Photo  by  Luke  Plunke2  —  h2p://cache.gawkerassets.com/assets/images/9/2011/11/aaa4e76845dc11169Zfec3729086c74.jpg   GAMIFICATION IS EVERYWHERE.
  • 5. Today, many seniors feel that the “Internet… train has left and [they are] not on board.” 3 —82-year-old study participant Digital skill divides are hard to minimize. Photo  by  Tambako  The  Jaguar  —  h2ps://flic.kr/p/7z9Vki  
  • 6. Luckily, gamification universalizes technology. By engaging users in playful activities, technology becomes relatable regardless of previous exposure to digital games. 4 Photo  via  Javier  Gacia  —  h2ps://www.unocero.com/wp-­‐ content/uploads/2014/07/elevate-­‐app.jpg  
  • 7. However, gamification may also universalize ROMANTIC IDEALS. Photo  by  Simmone  Henne  —  h2p:// www.quackd.com/wp-­‐content/uploads/2015/04/ In-­‐Degense-­‐of-­‐Tinder.png  
  • 8. Today, Tinder’s 50M users define standards of conventional beauty. 5 “Tinder incorporates a lot of research on what makes relationships successful, but gamifies it to make it fun.” —Susie Neilson 6 Photo  by  Ahmed  Sinan  —  h2ps://farm6.staLcflickr.com/5291/5499030446_5f4b023a9b_b.jpg  
  • 9. Photo  by  Marc  Levin  —  h2ps://farm1.staLcflickr.com/175/380101976_f00d433e51_b.jpg   Meanwhile, mobile applications like Foursquare are designed to turn real life into a game.7
  • 10. Photo  by  Marc  Levin  —  h2ps://farm1.staLcflickr.com/ 175/380101976_f00d433e51_b.jpg     Photo  by  Michael  Coté  —  h2ps://c1.staLcflickr.com/ 3/2940/14096184146_9c9c3ee3a1_b.jpg   It rewards users with “mayor-ships” and badges for checking-in at physical locations. 7
  • 11. Photo  by  Marc  Levin  —  h2ps://farm1.staLcflickr.com/ 175/380101976_f00d433e51_b.jpg     Photo  by  Michael  Coté  —  h2ps://c1.staLcflickr.com/ 3/2940/14096184146_9c9c3ee3a1_b.jpg   Foursquare now sends passive recommendations, which incentivize users to sacrifice privacy for a more unique experience.8
  • 12. Photo  by  Incase  —  h2ps://farm5.staLcflickr.com/4046/4647882815_53b252a85c_b.jpg   Social applications with a charitable purpose are on the rise.9 Gamification even changes charity.
  • 13. PEOPLE LIKE GIVING... especially if their friends are notified. Photo  by  Dell  on  Flickr  —  h2p://www.strategicobjecLves.com/wp-­‐content/uploads/2014/01/Screen-­‐Shot-­‐2014-­‐01-­‐30-­‐at-­‐9.57.11-­‐AM.png  
  • 14. Plus, microdonation platforms like Budge make charity… Fun & Simple.10 Image  via  Venture  Beat  —  h2p://1u88jj3r4db2x4txp44yqd1.wpengine.netdna-­‐cdn.com/wp-­‐content/uploads/2012/11/budge-­‐1.jpg   Gradient  via  Colleen  M  —h2ps://farm5.staLcflickr.com/4007/5081303081_7bb923ca22_o_d.jpg  
  • 15. To build a strong career, HBR recommends “creating a fan base.” 11
  • 16. Images  from  LinkedIn  —  h2p://www.enterprise-­‐gamificaLon.com/index.php?opLon=com_content&view=arLcle&id=187:an-­‐analysis-­‐of-­‐linkedin-­‐s-­‐gamificaLon-­‐design-­‐ elements&caLd=15:social-­‐media&lang=en&Itemid=22   Photo  by  Nan  Palermo  —  h2ps://flic.kr/p/7w564c   And with metrics like profile strength, network size, and number of endorsements…12
  • 17. Photo  by  Nan  Palermo  —  h2ps://flic.kr/p/7w564c   LinkedIn’s gamification design elements are key to demonstrating a fan base digitally.
  • 18. Image  1  via  Pixabay  (CC)  —  h2p://pixabay.com/staLc/uploads/photo/2012/04/28/18/29/cheap-­‐43900_640.png   Image  2  via  Pixabay  (CC)  —  h2p://pixabay.com/staLc/uploads/photo/2012/04/28/18/26/hearts-­‐43887_640.png   Image  3  via  Clilpart  Panda  —  h2p://images.clipartpanda.com/locaLon-­‐icon-­‐vector-­‐Map_pin.png   Image  4  via  Pixabay  (CC)  —  h2p://pixabay.com/staLc/uploads/photo/2012/04/28/18/53/money-­‐43994_640.png   Image  5  via  Pixabay  (CC)  —  h2p://pixabay.com/staLc/uploads/photo/2014/03/24/13/42/people-­‐294106_640.png   Photo  by  Jeremy  Jaune  —  h2ps://farm5.staLcflickr.com/4123/4889078158_670633c1c3_b.jpg   Gamification impacts digital divides, online relationships, mobile behaviour, social giving, digital reputations, and more.
  • 19. ARE YOU GAME? Photo  by  Tinou  Bao  —  h2ps://farm4.staLcflickr.com/3308/3298193025_b5c7e6a389_b.jpg  
  • 20. Photo  by  Luke  Plunke2  —  h2p://cache.gawkerassets.com/assets/images/9/2011/11/aaa4e76845dc11169Zfec3729086c74.jpg   WORKS CITED 1.  MIT  EducaLon  Arcade.  “The  GamificaLon  of  EducaLon.”  Gamifica'on.org.  n.d.  Web.  June   2015.  <h2p://www.knewton.com/gamificaLon-­‐educaLon/>   2.  Ashworth,  Amanda.“Why  Recruiters  Need  GamificaLon.”Undercover  Recruiter.  n.d.  Web.     June  2015.  <h6p://theundercoverrecruiter.com/gamifica'on/>   3.  Wu,  Ya-­‐Huei  et  al.  “Bridging  the  digital  divide  in  older  adults:  a  study  from  an  iniLaLve  to   inform  older  adults  about  new  technologies.”Clinical  Interven'ons  in  Aging  (2015):  197.  Web.   4.  Gerling,  Kathrin  M.  and  Maic  Masuch.  “Exploring  the  PotenLal  of  GamificaLon  Among  Frail   Elderly  Persons.”  Gamifica'on  Research  Network  (7  May  2011):  3.  Web.     5.  Bilton,  Nick.  “Tinder,  the  Fast-­‐Growing  DaLng  App,  Taps  an  Age-­‐Old  Truth.”  The  New  York   Times.  29  Oct  2014.  Web.  June  2015.  < h2p://www.nyLmes.com/2014/10/30/fashion/Lnder-­‐the-­‐fast-­‐growing-­‐daLng-­‐app-­‐taps-­‐an-­‐ age-­‐old-­‐truth.html?_r=0>     6.  Neilson,  Susie.  “When  a  RelaLonship  Becomes  a  Game.”  The  Atlan'c.  8  Aug  2013.  Web.  June   2015.   h2p://www.theatlanLc.com/health/archive/2013/08/when-­‐a-­‐relaLonship-­‐becomes-­‐a-­‐game/ 278459/    
  • 21. Photo  by  Luke  Plunke2  —  h2p://cache.gawkerassets.com/assets/images/9/2011/11/aaa4e76845dc11169Zfec3729086c74.jpg   WORKS CITED 7.  Frith,  Jordan.  “Turning  life  into  a  game:  Foursquare,  gamificaLon,  and  personal  mobility.”   University  of  North  Texas.  2013.  Web.  June  2015.   h2ps://www.academia.edu/5140336/ Turning_life_into_a_game_Foursquare_gamificaLon_and_personal_mobility   8.  Madden,  Sean.  “Tech  That  Tracks  Your  Every  Move  Can  Be  Convenient,  Not  Creepy.”  WIRED.   10  Mar  2014.  Web.  June  2015.  < h2p://www.wired.com/2014/03/designers-­‐tracking-­‐tradeoffs/>   9.  Swallow,  Erica.  “How  Social  Games  Are  Changing  the  World.”  Forbes.  23  Mar  2013.  Web.  June   2015.<h2p://www.forbes.com/sites/ericaswallow/2013/03/23/social-­‐games/>     10.  Takahashi,  Dean.  “Budge  makes  a  mobile  game  out  of  charitable  giving.”  Venture  Beat.  8  Nov   2012.  Web.  June  2015.  <h2p://venturebeat.com/2012/11/08/budge-­‐makes-­‐a-­‐mobile-­‐game-­‐ out-­‐of-­‐charitable-­‐giving/>     11.  Clark,  Dorie.  “It’s  Not  a  Job  Search,  It’s  a  Permanent  Campaign.”  Harvard  Business  Review.  28   Mar  2012.  Web.  June  2015.  <h2ps://hbr.org/2012/03/its-­‐not-­‐a-­‐job-­‐search-­‐its-­‐a-­‐p/>     12.  Herger,  Mario.  “An  Analysis  of  LinkedIn’s  GamificaLon  Design  Elements.”  Enterprise   Gamifica'on  Consultancy.  12  Dec  2013.  Web.  June  2015.  <h2p://Lnyurl.com/n6t46qc>