This document discusses gamification and different types of players. It begins by defining gamification as using game mechanics to encourage engagement in activities that may otherwise be boring. It notes that not all games are fun and well-designed games are fun. The document outlines Richard Bartle's classification of player types in multiplayer games, including killers who like imposing on others, achievers focused on points/levels, socializers who use games for socializing, and explorers who like exploring the game world.
The role of game design in addressing behavioural change (EAD11)Paul Coulton
Coulton, P 2015, 'The role of game design in addressing behavioural change'. in Proceedings for 11th European Academy of Design Conference. 11th European Academy of Design Conference, Paris, France, 22-24 April.
The role of game design in addressing behavioural change (EAD11)Paul Coulton
Coulton, P 2015, 'The role of game design in addressing behavioural change'. in Proceedings for 11th European Academy of Design Conference. 11th European Academy of Design Conference, Paris, France, 22-24 April.
Presentation exploring Science Fictions technologies relating to death as Design Fictions at Furures of End of Life Symposium held at Lancaster University Jan 2016
Storyline: Together with the audience we travel into the year 2019 and experience, how we will live in the future and how technology and media will be used. The story will be told along an ordinary day.
Format: The presentation is based on examples of worldwide innovations and best practice cases. All trends will be presented by the use of videos and samples.
How do you design the future? This case study by one of our experts will show you how to design the future of any industry using Business Innovation Design.
It is only until recent times that companies - startups, SMEs and MNCs - are beginning to understand the true potential of design. They have realized that not only they can design communication, products, and services, but also to design the business itself.
Only when the business is designed itself, companies will be able to have a system to continuously innovate and grow by design.
How do you design the business in order to become design-driven? This infographic should help you.
Games as Speculative Design: Allowing Players to Rehearse Alternative Present...Paul Coulton
DRS 2016 Presentation of paper you can download here http://www.research.lancs.ac.uk/portal/en/publications/games-as-speculative-design(b2905748-a7d7-46e6-83dd-a536ff260949).html
Object Orientated Ontology for IoT DesignPaul Coulton
Talk around adopting a design approach using OOO rather than HCD for the design of the Internet of Things. Includes an example using a Design Fiction of smart kettle called Polly
Workshop slides from 16th Jan 2018 exploring ideas around how IoT might facilitate greater ability by users to address energy use beyond the simplicity of smart meters
Presentation exploring Science Fictions technologies relating to death as Design Fictions at Furures of End of Life Symposium held at Lancaster University Jan 2016
Storyline: Together with the audience we travel into the year 2019 and experience, how we will live in the future and how technology and media will be used. The story will be told along an ordinary day.
Format: The presentation is based on examples of worldwide innovations and best practice cases. All trends will be presented by the use of videos and samples.
How do you design the future? This case study by one of our experts will show you how to design the future of any industry using Business Innovation Design.
It is only until recent times that companies - startups, SMEs and MNCs - are beginning to understand the true potential of design. They have realized that not only they can design communication, products, and services, but also to design the business itself.
Only when the business is designed itself, companies will be able to have a system to continuously innovate and grow by design.
How do you design the business in order to become design-driven? This infographic should help you.
Games as Speculative Design: Allowing Players to Rehearse Alternative Present...Paul Coulton
DRS 2016 Presentation of paper you can download here http://www.research.lancs.ac.uk/portal/en/publications/games-as-speculative-design(b2905748-a7d7-46e6-83dd-a536ff260949).html
Object Orientated Ontology for IoT DesignPaul Coulton
Talk around adopting a design approach using OOO rather than HCD for the design of the Internet of Things. Includes an example using a Design Fiction of smart kettle called Polly
Workshop slides from 16th Jan 2018 exploring ideas around how IoT might facilitate greater ability by users to address energy use beyond the simplicity of smart meters
Design Fiction: Does the search for plausibility lead to deception?Paul Coulton
Paper presented at DRS 2016 and available here http://www.research.lancs.ac.uk/portal/en/publications/design-fiction(0cfe9095-7277-4e77-8004-c2a49862faab).html
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
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Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
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Cyber risk predictions
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Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
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Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
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Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
3. Use of game
mechanics to
encourage
engagement in an
activity that
otherwise might be
considered a chore
or boring
GAMIFICATION ?
Saturday, 17 September 2011
4. ALL GAMES
AREN’T FUN
“Asking me which Elf Bowling 1 or
2 is better is like me asking you if
you'd rather eat a spoonful of rat
turds or hamster turds” IGN
Review 2005
Saturday, 17 September 2011
5. “Games are not fun
ALL GAMES because they‘re
games, but when
AREN’T FUN they are well-
“Asking me which Elf Bowling 1 or
2 is better is like me asking you if designed”- Sebastian
you'd rather eat a spoonful of rat
turds or hamster turds” IGN Deterding
Review 2005
Saturday, 17 September 2011
6. Acting
Killers Acheivers Approximately
25% of players
Killers Acheivers
Players World
Socialisers Explorers
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartle’s Classification of MUD Players (1996)
Saturday, 17 September 2011
7. Acting
Killers Acheivers Approximately
25% of players
main goals points
gathering and raising
Killers Acheivers
levels
Players World
Socialisers Explorers
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartle’s Classification of MUD Players (1996)
Saturday, 17 September 2011
8. Acting
Killers Acheivers Approximately
25% of players
main goals points
gathering and raising
Killers Acheivers
levels
Players World
Socialisers Explorers
like to fully explore
game world and its
limits
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartle’s Classification of MUD Players (1996)
Saturday, 17 September 2011
9. Acting
Killers Acheivers Approximately
25% of players
main goals points
gathering and raising
Killers Acheivers
levels
Players World
The game is Socialisers Explorers
like to fully explore
essentially and
game world and its
backdrop to socilasing
limits
with other players
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartle’s Classification of MUD Players (1996)
Saturday, 17 September 2011
10. Acting
Killers Acheivers Approximately
25% of players
Like to impose main goals points
themselves on others gathering and raising
Killers Acheivers
levels
Players World
The game is Socialisers Explorers
like to fully explore
essentially and
game world and its
backdrop to socilasing
limits
with other players
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartle’s Classification of MUD Players (1996)
Saturday, 17 September 2011
11. Acting
Killers Acheivers Approximately
25% of players
Like to impose main goals points
themselves on others gathering and raising
Killers Acheivers
levels
Players World
The game is Socialisers Explorers
like to fully explore
essentially and
game world and its
backdrop to socilasing
limits
with other players
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartle’s Classification of MUD Players (1996)
Saturday, 17 September 2011
12. PossibiltyNaches
Humour
Purification
Mark LeBlanc Gifting
Surprise
Expression Schadenfreude
Discovery Masochism
Thrill
Sensation
Anticipation
Fellowship
Wonder
Nuturing
Challenge Fantasy
DestructionFiero
Narrative Jesse Schell
MISSING MOTIVATIONS
Saturday, 17 September 2011
18. Fixed Interval
User gets points every
time they login
REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
19. Variable Interval
Fixed Interval
User gets points every
time they login
10-15 games
REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
20. Variable Ratio
Fixed Interval
Fixed Interval
User gets points every
User gets trophy after
winning 50 games
time they login
10-15 games
REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
21. ContinuousIntervalRatio
Variable Fixed
Fixed Ratio
Fixed Interval
User gets points every
User gets trophy after
time they games
winning 50 games
time they login
10-15 check-in
REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
22. Variable Ratio
ContinuousIntervalRatio
Variable Fixed
Fixed Ratio
Fixed Interval
On average every 3
User gets points every
User gets trophy after
games user gets some
time they games
winning 50 games
time they login
10-15 check-in
points
REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
23. 20
15
Time in Seconds
10
5
0
0 1 2 3 4 5
Sections of Run
GOAL GRADIENT EFFECT
Even The Illusion Of Progress Is Motivating!
Saturday, 17 September 2011
24. 20
InfoBucks Virtual Coffe Shop
15
Time in Seconds
10
5 InfoBucks Virtual Coffe Shop
0
0 1 2 3 4 5
Sections of Run
GOAL GRADIENT EFFECT
Even The Illusion Of Progress Is Motivating!
Saturday, 17 September 2011
28. FLAVOURS OF
GAMIFICATION
Badgification: the boy scout
reward
Saturday, 17 September 2011
29. MINDING THE
GAPS
Completing the missing
elements of a set is strong
motivator for many people
and is the basis of what many
of these systems try to exploit
Saturday, 17 September 2011
30. FLAVOURS OF
GAMIFICATION
Pointsification: Accumulate
points for repeated activity.
Saturday, 17 September 2011
31. BADGES AND
POINTS ARE
FEEDBACK
Most implementations of
badges and points reward
repetition not achievements
Saturday, 17 September 2011
32. BADGES AND
POINTS ARE
FEEDBACK
Most implementations of
badges and points reward
repetition not achievements
Saturday, 17 September 2011
33. Challenge
ie ty
A nx
l ow
F
d om
e
B or
Abilities
Csikszentmihalyi
New Player Design
Mechanic Learns Grokked
PROGRESSIVE GROKKING
“Playing video games is fun because it provides experiences of
competence, self-efficacy, mastery” - Ralph Koster
Saturday, 17 September 2011
34. Long Term Short Term
Intrinsic Extrinsic
Autonomy
Mastery
Love
Fun
Meaning
Power
Group
Identity
> Points
Badges
Leader
Boards
Rewards
Levels
Punishments
MOTIVATIONS
Saturday, 17 September 2011
35. GAME OVER
Congratulations you just unlocked
@mysticmobile gamification badge
Saturday, 17 September 2011