The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts.
Many people lump this all under Gamification. I have chosen the term Game Thinking instead and hopefully by the end of this, you will understand why and also have a better understanding of the differences between games, gamification, serious games and more.
There’s something incredibly powerful about the deep long-lasting engagement that Kickstarter built into their platform. You find yourself coming back again and again - and getting better at something you care about. You’re deeply engaged.
That’s the power of Game Thinking. Learn how to harness Game Thinking for YOUR product at Game Thinking Live http://gamethinkinglive.com. Learn how leading-edge companies like Slack, AirBnB, Happify, Kickstarter build deep engagement into their products and services.
http://gamethinkinglive.com
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
There’s something incredibly powerful about the deep long-lasting engagement that Kickstarter built into their platform. You find yourself coming back again and again - and getting better at something you care about. You’re deeply engaged.
That’s the power of Game Thinking. Learn how to harness Game Thinking for YOUR product at Game Thinking Live http://gamethinkinglive.com. Learn how leading-edge companies like Slack, AirBnB, Happify, Kickstarter build deep engagement into their products and services.
http://gamethinkinglive.com
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
Successful innovations reach a mainstream audience—but they never start off that way. That’s the paradox of innovation that most entrepreneurs fail to embrace - at their peril.
That’s where Game Thinking comes in. Game Thinking is a step-by-step system for accelerating innovation and crafting products that people love…and keep loving. In Game Thinking, you empower your customers to get better at something they care about — like playing an instrument or leading a team. Come to this fast-paced training and equip yourself with the tools you need to create your next breakout hit.
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
Mobile Game Proposal PowerPoint Presentation SlidesSlideTeam
Transforming an idea into a quality gaming experience is a means to touch numberless lives. Mobile gaming especially has emerged as a market of immense potential. Therefore, SlideTeam developers dedicate their latest offering to iOS, windows, and android mobile game developers. Mobile Game Proposal PowerPoint Presentation Slides is a solicited business proposal deck replete with cutting-edge graphics and compelling content. The cover letter is packed with awesomeness to stimulate your client’s interest in your services. Cover letters are the essence of responsive business proposals. Therefore, our research and design team have gathered and compiled PPT slideshow according to the smartphone gaming industry specifics. Employ our PowerPoint template deck to outline the project context and objectives for the mobile game proposal. This highlights your interpretation of your client’s requirements, such as integrating ads for revenue generation. The next important step is to walk your client through your mobile gaming development process. Elaborate on the various development stages like pre-production, release, post-production, and so on. This PPT theme helps you in presenting the timeframe of mobile gaming app development. With the help of our PowerPoint presentation, gaming service providers can also pitch additional services. Most mobile game designers provide other tech services. These may include artificial intelligence, software development, and technical SEO. Further, you can break down your pricing model based on the various development stages. Showcase your client’s investment during pre-production, production, alpha/beta polish, release, and post-production stages. Use this mobile game business proposal PPT format to elucidate your edge over competitors. Build credibility as service providers by showcasing awards and recognition for past achievements. Acquaint your clients with the key gaming application development team members along with their roles. Ending business proposals on a high note demands expertise. This PowerPoint layout ends with client testimonials and case study. Your clients gain insightful info about your organization via such slides. So, hit the download button and get personalizing. https://bit.ly/3oO72Zk
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
Successful innovations reach a mainstream audience—but they never start off that way. That’s the paradox of innovation that most entrepreneurs fail to embrace - at their peril.
That’s where Game Thinking comes in. Game Thinking is a step-by-step system for accelerating innovation and crafting products that people love…and keep loving. In Game Thinking, you empower your customers to get better at something they care about — like playing an instrument or leading a team. Come to this fast-paced training and equip yourself with the tools you need to create your next breakout hit.
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
Mobile Game Proposal PowerPoint Presentation SlidesSlideTeam
Transforming an idea into a quality gaming experience is a means to touch numberless lives. Mobile gaming especially has emerged as a market of immense potential. Therefore, SlideTeam developers dedicate their latest offering to iOS, windows, and android mobile game developers. Mobile Game Proposal PowerPoint Presentation Slides is a solicited business proposal deck replete with cutting-edge graphics and compelling content. The cover letter is packed with awesomeness to stimulate your client’s interest in your services. Cover letters are the essence of responsive business proposals. Therefore, our research and design team have gathered and compiled PPT slideshow according to the smartphone gaming industry specifics. Employ our PowerPoint template deck to outline the project context and objectives for the mobile game proposal. This highlights your interpretation of your client’s requirements, such as integrating ads for revenue generation. The next important step is to walk your client through your mobile gaming development process. Elaborate on the various development stages like pre-production, release, post-production, and so on. This PPT theme helps you in presenting the timeframe of mobile gaming app development. With the help of our PowerPoint presentation, gaming service providers can also pitch additional services. Most mobile game designers provide other tech services. These may include artificial intelligence, software development, and technical SEO. Further, you can break down your pricing model based on the various development stages. Showcase your client’s investment during pre-production, production, alpha/beta polish, release, and post-production stages. Use this mobile game business proposal PPT format to elucidate your edge over competitors. Build credibility as service providers by showcasing awards and recognition for past achievements. Acquaint your clients with the key gaming application development team members along with their roles. Ending business proposals on a high note demands expertise. This PowerPoint layout ends with client testimonials and case study. Your clients gain insightful info about your organization via such slides. So, hit the download button and get personalizing. https://bit.ly/3oO72Zk
Game Thinking - Free Chapter from Even Ninja Monkeys Like to PlayAndrzej Marczewski
A chapter all about Game Thinking and how gamification fits into the overall scheme of all things games.
Get the full book on Amazon! http://www.gamified.uk/even-ninja-monkeys-like-to-play/
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Lessons from the Trenches of Learning Game DesignSharon Boller
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
Narratives and story telling in gamification, an entry into my Core Principles of Gamification series. This time explaining how to create and use narratives to create better gamified solutions
A copy of my slides from the Gamification Europe talk I delivered, Lessons from the Front Line. I have also included a YouTube video I did of a version of the talk, in case I was not able to attend in person!
My presentation from the HR Gamification Day in Madrid. It is a mish mash of old and new content about what gamification is, why it is great and some simple thoughts on play.... you probably had to be there!
Following on from my last set of Core Principles of Gamification, here is a new slide deck outlining what the difference between game mechanics is compared to gamification elements. It also provides the 52 gamification mechanics and elements to use in projects as well as the Periodic Table of Gamification Elements.
The fourth part of my Core Principles of Gamification, Rewards and Feedback. You can now get all four of the principles in a handy book from amazon - https://www.amazon.co.uk/Marczewskis-Principles-Gamification-Chirstopher-Marczewski/dp/1974598306/
Based on my original blog post, the Intrinsic Motivation RAMP is a framework to help you better understand the basics of motivation and their places in gamification. The original post can be found here - https://www.gamified.uk/gamification-framework/the-intrinsic-motivation-ramp/
A presentation going into the details surrounding the gamification player and user types HEXAD from Andrzej Marczewski at Gamified UK.
This is aimed at game and gamification designers as a tool for helping design better solutions that focus on the wants and needs of the users.
The original artical can be found at http://www.gamified.uk/user-types/
The gamification design lenses are a series of lens cards to help appraise your gamification ideas and designs and offer new perspectives.
There are cards based on the HEXAD user types, COM-B behaviour model, Innovation lenses and the Gamification Design Framework.
A chapter from the Unicorn Edition, the upcoming expansion pack for Even Ninja Monkeys Like to Play. This chapter discusses how to build strong interactive narratives, introducing the concept of narrative atoms, narrative choice architecture and the Soap Hero's Journey
As the title says, my "Standard" gamification presentation that I have been using as my base deck during 2017 - also called Gamification in a Nutshell :)
This is the slide deck that accompanies my video about Action Feedback loops in gamification. These are the key to engagement in good gamified systems.
here is the video https://youtu.be/XvoQT3dWIcQ
The little cog is a parable about the importance of meaning and purpose in one's career, told in the style of children's book! It's a bit like gamification ;)
An updated version of my User Types and Player Types in Gamification for a recent GamEffective webinar. Includes new stats and the new user types / game mechanics connections based on the HCI Games Group and AIT research
This is the full downloadable "Marczewski" or Gamified UK method workshop. It is the same workshop I delivered at gamification world congress 2014. It has now been changed for a new version, but this should still provide some interesting opportunities in gamification workshops you may wish to run.
http://gamified.uk
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdf
Game thinking - Differences Between Games, Serious Games, Gamification and More.
1. GAME THINKING
THE DIFFERENCES BETWEEN
GAMES, SERIOUS GAMES AND
GAMIFICATION.
Andrzej Marczewski’s Core Principles
of Gamification Series
2. The aim of this article is to present an umbrella
term for the use of games and game-like
solutions in non-game contexts.
Many people lump this all under Gamification. I
have chosen the term Game Thinking instead
and hopefully by the end of this, you will
understand why and also have a better
understanding of the differences between
games, gamification, serious games and more.
This presentation is based on my original blog
post found here -
https://www.gamified.uk/gamification-
framework/differences-between-gamification-
and-games/
4. Defining Game Thinking
I define game thinking in the following way;
“The use of games and game-like approaches to solve
problems and create better experiences.”
It is broken down into 5 core categories: Game Inspired
design (Sometimes referred to as Gameful Design or
even Playful Design), Gamification, Simulation, Serious
Games and Games. Each of these is separated by 5 key
design considerations or intents: Game Thinking, Game
Elements, Virtual World, Game Play, Non-Purposeful.
These 5 categories are then further broken into sub-
categories, explained later.
6. Game Elements
• These are the basic
trappings of games.
• They include things like
mechanics, dynamics,
tokens, schedules and so
on.
• This is the bare minimum
of design considerations
needed to create a
gamified solution.
Virtual World
• An environment that
either simulates the real
world or a fantasy world.
• Virtual Worlds often
have their own rules,
stories and mythologies.
• At a minimum they
abstract the player away
from reality in some way.
• The addition of a virtual
world can create
simulations.
Game Play
• This is a difficult concept
to define. This is the
“magic ingredient” in
real games.
• Having game elements
and a virtual world is not
enough for a game to
exist, there needs to be
specific challenges, goals
and rules designed to
engage the player.
Non-Purposeful
• A pure game, designed
for nothing other than
entertainment, for
example Call of Duty.
• There may be
educational or other
more purposeful by-
products of the design,
such as in Civilisation,
but the design intention
of the game is that of
entertainment.
• This is what separates
games from serious
games.
Game Thinking
Part of all 5 categories, defined as
“The use of games and game-like approaches to solve problems and create better experiences”,
it is the core principle of all of the Game Thinking based solutions. This way of thinking is what helps designers create game inspired
and gameful solutions.
9. Game Inspired / Gameful / Playful Design
Contains ideas and inspirations from games, but no actual
elements such as mechanics. Split here into 3 main sub-
categories.
• User Interface
• Interfaces that mimic games, such as HUD’s. Playful elements that don’t
alter the functionality of a product, but make it more fun.
• Aesthetic
• Artwork that makes a product look more like a game, or feel like a game
in some way.
• Narrative Tone
• The way content is written can affect the users experience. Simple tasks
can be made more epic if it is given a good narrative.
10. Gamification
• I define gamification as “The user of game elements and design
metaphors to create more game-like and engaging solutions”
• Here I have split gamification into two distinct types. Intrinsic or
deep and Extrinsic or trivial gamification.
• Intrinsic/Deep
• The use of intrinsic motivation (RAMP) blended with game
elements and ideas to create deeper experiences for users.
• Extrinsic/Trivial
• The addition of game elements such as points and leaderboards to
a product.
11. Simulation
• A simulation is a virtual representation of something from the real world, such as a
flight simulator. Often this can be hard to distinguish from a game or a serious game,
as they look very game like. The difference is that a simulation does not usually need
gameplay elements in order to function and fulfil its designed intent. It exists to
allow users to practice an activity in a safe environment.
• Simulations are not a new phenomenon either, with military simulations in one form
or another used since the start of organised warfare. The birth of modern wargames
and simulations has been credited to Herr von Reisswitz, Prussian War Counsellor
and his war game Kriegsspiel in 1812. This was a military game / simulation that
each regiment was encouraged to play on a regular basis to test out strategies and
tactics without having to risk troops.
• Simulations can take many forms; physical such as board games or role-playing,
digital like computer based flight simulations or business simulations, or blended
where you have a bit of both as in augmented reality.
12. Games
Games can be defined as “Voluntarily undertaking tasks within a system
constrained by a set of rules, to achieve a desirable outcome.” Here, I
have split them into 2 major and 1 minor sub-categories.
• Entertainment
• What most people would consider games. Call of duty, Civilization, World of
Warcraft – that sort of thing.
• Art
• More subjective than entertainment. I would consider a game such as Proteus
more art than game, some would not. That can be discussed elsewhere I am
sure!
• Advergames
• These are proper games that are created to advertise something. The game is
real, it plays like a game, but at some stage, it is being used to try and sell you
something.
13. Play and Toys
Play is a huge category that I have spent many, many pages
discussing.
You can find my core content on the topic in the following
slideshare https://www.slideshare.net/daverage/thoughts-on-play-
in-gamification
In brief:
• Play is a free-form activity that is undertaken because it brings fun
or joy. It contains inherent rules and meta-rules.
• Toys are objects, real or virtual, that have no extrinsic rules
attached to them and are played with during play or games.
15. • Aesthetic: At this end of the spectrum, the solutions share the look and at times the
feel of games, they are more “game-like” than they are game.
• Structure: Around the mid-point, the solution will not only have the look of a game,
they will also share structural comparisons. Challenges, narratives, scoring systems,
RPG elements, feedback, progress etc.
• Gameplay: As we move to the gameplay end of the spectrum, the solutions are
more game than game-like. They have true gameplay and all of the trappings one
would expect with a true game, whether it is for more serious purposes or for pure
entertainment.
All of these approaches flow between each other and can be mixed and matched in
any way needed to create the best solution for a client.
16. Get in Touch
Gamified.uk
@daverage
andrzej@gamified.uk
If you found this interesting and want to know more, get in
touch.
Check out my book, Even Ninja Monkeys Like to Play on
Amazon or my Website for even more content on player types,
motivation and gamification!