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Engagement
as playful
learning
Pietro Polsinelli
@ppolsinelli
for
Smarter Engagement 2016
http://2016.smarterengagement.com/
1
2
“Smarter Engagement”
3
What does that mean?
Engagement
: an agreement to be married : the
act of becoming engaged or the state
of being engaged to be married
: a promise to meet or be present at
a particular place and time
: a job as a performer
4
Smart
: clean, tidy, and well dressed.
"you look very smart“
synonyms: well dressed, well
turned out, fashionably dressed,
having or showing a quick-witted
intelligence.
5
So Smarter Engagement
means ...
6
Well dressed fiancé
ceremonies
“Fidanzarsi ben vestiti”
* Actual takeway.
7
8
9
Engagement is a *very* ambiguous
term. 10
What you intend by
engagement relies on a
definition of user /
target / player
11
12
The very idea of
“customer engagement”
can be interpreted in
two deeply different ways
13
as using entertainment along a fun path that
leads potential customers
“into the trap”
or
as the result of a research that uses the
learning dimensions (of play) to translate the
genuine content of the topic at hand.
1: Engagement as... going to a party!
14
This is...Wrong.You are not providing a
party. Rage ensues. 15
Gamification as intentional,
programmatic lack of depth.
Just go through the usual tricks
people will fall for it.
Many use this user model.
18
I believe instead that people
evaluation of engagement
is *very* refined.
People may not know
*why* they like / dislike
an experience,
but they know they do.
19
2. Engagement as
respecting player’s
refined perceptions.
20
We will explore the second meaning via a
few real world examples of playful
applications
in the fields of health, social intervention,
urban planning, art.
EXAMPLES
21
Transformation
Games for
Social Impact
Learn how to deal with neglect and abuse
Pick a mod, just change the labels ...
24
In this game player is “dropped” inside her / his
current situation, in a town where she can move
about, go to places and meet people. 25
The game continually generates new life situations (generally,
problematic) which the player has to respond to, by going places and
meeting people.
Playing *is* learning
about the topic.
28
Progression in flow is put
to use in several
interpretations.
29
But why “its addictive”?
A second hypothesis.
30
Perception of depth in
gameplay
31
Autography
or
Graffiti of Love
33
Again, what is our model
of the graffiti maker
(artist)?
Just an idiot?
34
There are patterns in graffiti.
35
Desire to leave a sign.
Frustrate that – cameras,
police.
Facilitate that: give them
a tablet.
36
Facilitate that:
Give them rewards for
not making a graffiti
(gamification).
Or ... give them a tablet.
37
Design an application
that is built around the
idea of “more graffiti”!
38
39
40
Result:
- No graffitis on the walls
and objects.
- Hundreds of cool graffitis
(yep, still graffitis) every
day.
41
Power of “in context”.
Multi-dimensional depth
perception.
42
Transformation
Games for a
Sustainable
Future
UNESCO Gaming Challenge: won with We
Are Muesli and Daniele Giardini
44
ONCE UPON A TILE
Growth and sustainability 45
REZONE THE GAME
Desires for urban rezoning
Engagement in
games with depth
Need of depth is an utopic,
abstract reasoning?
Its actually everywhere.
48
Clash Royale: game design is *very*
refined, game feel even more. 49
“After all, Clash Royale is a mix of various well-
known gaming genres.
You’ve got TCG (Trading Card Game) elements that
remind us of Hearthstone, Real-Time Strategy
mechanics, and an MOBA-styled level layout. Well,
that’s a mouthful, isn’t it?
Of course, with a mix like this, you’d expect there to
be a very steep learning curve. Well, there isn’t.”
http://www.deconstructoroffun.com/2016/02/clash-
royale-next-billion-dollar-game.html
Kardashian Hollywood - Copy and rhythm
THREE
WORKING
HYPOTHESES
52
Koster, Raph. 2004. A Theory of Fun for Game
Design. Scottsdale,AZ: Paraglyph Press.
53
Koster – Deterding definition of fun.
“Fun is
about
learning in a
context
where there
is no
pressure”
But in school there is, and there has to be, pressure.There is here a dynamic.
http://www.youtube.com/watch?feature=player_embedded&v=x5YtkTw4wn4#!
“A core feature of engaging game design is a well-balanced
difficulty curve, in which players are faced with
challenges whose difficulty matches their growing skill” 56
3. Curiosity is perception of
depth
57
1. Engagement *as* learning
2. Learning can be a flow
experience
DEPTH?
58
59
“Depth” is always along
specific dimensions.
60
Engagement is relative
to other engaging
experiences: that is the
problem, as standards
are very high.
61
Depth dimension – have some depth, maybe no all
...
Game Grammars
http://www.raphkoster.com/games/presentations
/game-grammar/
Does your solution have a “mechanic”?
http://www.lizengland.com/blog/2014/04/the-door-
problem/
Raph Koster “Teaching to Fish”
http://www.raphkoster.com/games/presentations/teaching-to-fish/
Careful crafting ...
http://www.gamasutra.com/view/news/271809/Video_20_lessons_learn
ed_from_20_years_of_making_Magic_The_Gathering.php
Engagement is about
complexity, because its
about people.
You may be making
systems that are playing
with NP hard problems.
67
Smarter Engagement can
be just a way to lead
people into
learning something
beautiful
and/as useful
68
My twitter stream is
mostly dedicated to
game design
@ppolsinelli
A blog on game design
designagame.eu
69
Beyond
Persuasive UIs
Addiction by Design Natascha Schull
http://gelconference.com/videos/2008/natasha_schull
97% is given by the slot machine – study IT
75
http://www.dailymail.co.uk/news/ar
ticle-2313961/Engagement-photos-
make-happy-youre-single.html
http://awkwardfamilyphotos.com/
Image credit.

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Engagement as playful learning

Editor's Notes

  1. Source: http://comics.feedtacoma.com/tacomic/11-11-08-lonergan-sad-executive-excellence/
  2. Little big palnet. As typical of superficially gamified solutions, the teaching is actually an obstacle in the natural gameplay.
  3. Even more general statement, engaging because its fun. Center of game design, which probably escapes people coming from business software design, is that games are about fun. When we stop learning, we don’t have fun any more. It becomes work. We’ll get back to this What does fun mean? We feel god with games as… Mastering a problem mentally Aesthetic appreciation (Sword&Sworcery) Visceral reactions Social status manouvres Learning too is quite ambiguous term. Rote learning != Game learning is a path where you get surprised. (And this is something that games can re-teach to education.)
  4. Engagement is relative to other engaging experiences: that is the problem
  5. engagement is about complexity, because its about people you making systems that are playing with NP hard problems.
  6. Game mechanics is a field of its own, as is the litterature on engagement. Ho selezionato I riferimenti per qualità, non per popolarità. My friend Sebastian Deterding In the infoberg give references by theme: fun -> fun bookGamification deterding (again takeaway clearing ambiguities), amyUser models: kahnemanVirtual: lehdonGame mechanics: schell, fun, what
  7. Callois paidia & ludus I will now introduce some of the most effective categorization I found in my ongoing research.