GAMIFICATION
How and why
it may be useful
Alberto Signoretti
Nuno Almeida – Diogo Vieira – Ana I. Martins – António Teixeira
Seminário	
  Turismo	
  Cultural	
  –	
  IPT	
  –	
  Tomar	
  2015	
  
Novos	
  Desafios	
  Novos	
  Rumos	
  
And/or if it is you
during the presentation…
If you came to this
presentation…
FIRST... First of All…
❏  Just after lunch??? You must be kidding!!! kkkkk
You will loose the PRIZE!!!…
First of All… A little game
❏  Playing a memory game…
❏  There are several signs hidden in the slides…
❏  Colors, shapes, words…
❏  A lot of things…
❏  Find the hidden signals during the presentation…
❏  What means: PAY ATTENTION!! Don’t be the “suricato”!!!
❏  When you see the chart “It’s time to play”…
❏  Use your smartphone or computer and go to the game page…
❏  Play the game…
❏  The best score with the short time wins the PRIZE!!!
❏  Let’s try a gamification for this presentation
First of All… A little game
Wellcome to a “Gamification” journey
First of All… An Example
❏  Regensburg, Germany (2007 & 2008)
First of All… Perception
❏ For whom we create things?
❏  For USERS!!!
❏ What Really matters?
❏  The perception of the USER!!! ! Experience!!!
❏ What we can consider as a baseline?
❏  Give to others the same you want to receive!!!
Gamification - Definitions
❏  “The adoption of game technology and game design methods outside of
the games industry”
❏  “The process of using game thinking and game mechanics to solve
problems and engage users”
❏  “Integrating game dynamics into your site, service, community, content or
campaign, in order to drive participation”
“Gamification” is the use of game design elements
in non-game contexts
Gamification – What is not!
❏  A Product… It is a PROCESS!
❏  Only the use of badges, points or leaderboards…
❏  Everything is a game…
❏  The fix for a bad product…
❏  …
Why Games?
❏  There is something MAGICAL about games!
❏  They contain special POWER:
❏  Power to captivate us and draw us in,
❏  Power to encourage us to repeat things we've seemingly done before,
❏  Power to get us to spend money on things that seem not to exist,
❏  Power to get us to solve unnecessary complex problems repeatedly,
❏  Power to get us incredibly persistent,
❏  Power to get us ENGAGED,
❏  And so forth….
❏  Pervasive games (augmented reality, geolocation, other sensors…)
❏  Wearable technologies
Why Games?
By Jane McGonigal
Why Games?
We want these kind of
REACTION!!!
By Jane McGonigal
❏  Turn things "gameful”
❏  Emotions, Spirit & Hart of playing a game…
The Gamification’s Flow
Persuasive
& Behavior
Design
Engagement User’s Types Motivation
Personality
Types
MBTI
Traits
FFM
iHOBO
BrainHex
Bartle
Conditioning
FBM
FLOW
Choice Paradox
P.E.R.M.A.
DRIVE
Habit
4 Key 2 Fun
HOOK
B. Economics
Emotions
EkmanOCC
The Engagement/Motivation Science
❏  Fogg Behavior Model (FBM) – by B. J. Fogg
Motivation, Ability, Trigger
❏  Conditioning – by Skinner
Reinforcement
❏  Flow – An optimal state of intrinsic motivation – by M. Csikszentmihalyi
An optimal state of intrinsic motivation
❏  The Paradox of Choice – by Schawrz
Less is More, Tyranny of choice
❏  P.E.R.M.A. – Positive Phycology – by Martin Seligman
Positive Emotions, Engagement/Flow, Relationships, Meaning, Accomplishment
❏  HOOK Model – by Nir Eyal
Trigger, Action, Reward, Action
❏  DRIVE Model – by Daniel H. Pink
Autonomy, Mastery, Purpose (Designing, Story, Symphony, Empathy, Play, Meaning)
❏  The Power of Habit – by Charles Duhigg
Cue (Trigger), Routine, Reward
❏  4 Key for Fun – by Nicole Lazzaro
Easy Fun (Novelty), Hard Fun (Challenge), People Fun (Friendship), Serious Fun(Meaning)
❏  Behavioral Economy
The Engagement/Motivation Science
Engagement changes during a player’s lifecycle
Amy Jo KIM
Design: Attention!
Design as a Game Designer
Dynamics Mechanics
Aesthetics
Player
Journey
LevelsPoints
Leaderboards
Badges
Missions
Mechanics
Virtual
Goods
Fun
Delight
Envy
Pride
Aesthetics
Surprise
Satisfaction
Trust
Connection
Curiosity
Progressive
Unlocks
Appointments
Dynamics
Dynamic
Systems
Reward
Schedules
Pacing
Design as a Game Designer
Player
Journey
Design for Fun and Learning
❏  3 Fs: Friends, Feedback & Fun (Zichermann)
❏  Meaningful environment & Clear goals
❏  Ability matched to levels & Feedback
❏  Fun arises out of mastery - Learning is the drug. (Amy Jo Kim)
❏  Drive Design – D. Pink
❏  Not just functional
❏  Beautiful
❏  Attention getting
❏  Emotionally engaging
❏  FUN?…
❏  Why fun matters: in search of emergent playful experiences by Sonia Fizek
❏  Rethinking Gamification
❏  4 Keys 2 Fun
Examples – Behavior Change
Examples – Behavior Change
PleaseCycle
T4A Project
Making a game: How complicate it could be?
❏  G1 Test & Interview
❏  Launch Cinematic
❏  Official Page
GAMIFICATION
❏  It’s time to PLAY!
❏  Use your smartphone or computer and go to the game page…
❏  URL: XXXXX.NET
❏  Wait to start…
❏  Play the game…
❏  Good luck…
❏  The best score with the short time wins the PRIZE!!!
Thanks!
Contact:
Email: alberto.signoretti@ua.pt
Web: http://albertosignoretti.weebly.com/
GAMIFICATION

Gamification how and why it may be useful - slide share

  • 1.
    GAMIFICATION How and why itmay be useful Alberto Signoretti Nuno Almeida – Diogo Vieira – Ana I. Martins – António Teixeira Seminário  Turismo  Cultural  –  IPT  –  Tomar  2015   Novos  Desafios  Novos  Rumos  
  • 2.
    And/or if itis you during the presentation… If you came to this presentation… FIRST... First of All… ❏  Just after lunch??? You must be kidding!!! kkkkk You will loose the PRIZE!!!…
  • 3.
    First of All…A little game ❏  Playing a memory game… ❏  There are several signs hidden in the slides… ❏  Colors, shapes, words… ❏  A lot of things… ❏  Find the hidden signals during the presentation… ❏  What means: PAY ATTENTION!! Don’t be the “suricato”!!! ❏  When you see the chart “It’s time to play”… ❏  Use your smartphone or computer and go to the game page… ❏  Play the game… ❏  The best score with the short time wins the PRIZE!!! ❏  Let’s try a gamification for this presentation
  • 4.
    First of All…A little game Wellcome to a “Gamification” journey
  • 5.
    First of All…An Example ❏  Regensburg, Germany (2007 & 2008)
  • 6.
    First of All…Perception ❏ For whom we create things? ❏  For USERS!!! ❏ What Really matters? ❏  The perception of the USER!!! ! Experience!!! ❏ What we can consider as a baseline? ❏  Give to others the same you want to receive!!!
  • 7.
    Gamification - Definitions ❏ “The adoption of game technology and game design methods outside of the games industry” ❏  “The process of using game thinking and game mechanics to solve problems and engage users” ❏  “Integrating game dynamics into your site, service, community, content or campaign, in order to drive participation” “Gamification” is the use of game design elements in non-game contexts
  • 8.
    Gamification – Whatis not! ❏  A Product… It is a PROCESS! ❏  Only the use of badges, points or leaderboards… ❏  Everything is a game… ❏  The fix for a bad product… ❏  …
  • 9.
    Why Games? ❏  Thereis something MAGICAL about games! ❏  They contain special POWER: ❏  Power to captivate us and draw us in, ❏  Power to encourage us to repeat things we've seemingly done before, ❏  Power to get us to spend money on things that seem not to exist, ❏  Power to get us to solve unnecessary complex problems repeatedly, ❏  Power to get us incredibly persistent, ❏  Power to get us ENGAGED, ❏  And so forth…. ❏  Pervasive games (augmented reality, geolocation, other sensors…) ❏  Wearable technologies
  • 10.
  • 11.
    Why Games? We wantthese kind of REACTION!!! By Jane McGonigal ❏  Turn things "gameful” ❏  Emotions, Spirit & Hart of playing a game…
  • 12.
    The Gamification’s Flow Persuasive &Behavior Design Engagement User’s Types Motivation Personality Types MBTI Traits FFM iHOBO BrainHex Bartle Conditioning FBM FLOW Choice Paradox P.E.R.M.A. DRIVE Habit 4 Key 2 Fun HOOK B. Economics Emotions EkmanOCC
  • 13.
    The Engagement/Motivation Science ❏ Fogg Behavior Model (FBM) – by B. J. Fogg Motivation, Ability, Trigger ❏  Conditioning – by Skinner Reinforcement ❏  Flow – An optimal state of intrinsic motivation – by M. Csikszentmihalyi An optimal state of intrinsic motivation ❏  The Paradox of Choice – by Schawrz Less is More, Tyranny of choice ❏  P.E.R.M.A. – Positive Phycology – by Martin Seligman Positive Emotions, Engagement/Flow, Relationships, Meaning, Accomplishment ❏  HOOK Model – by Nir Eyal Trigger, Action, Reward, Action ❏  DRIVE Model – by Daniel H. Pink Autonomy, Mastery, Purpose (Designing, Story, Symphony, Empathy, Play, Meaning) ❏  The Power of Habit – by Charles Duhigg Cue (Trigger), Routine, Reward ❏  4 Key for Fun – by Nicole Lazzaro Easy Fun (Novelty), Hard Fun (Challenge), People Fun (Friendship), Serious Fun(Meaning) ❏  Behavioral Economy
  • 14.
    The Engagement/Motivation Science Engagementchanges during a player’s lifecycle Amy Jo KIM
  • 15.
  • 16.
    Design as aGame Designer Dynamics Mechanics Aesthetics Player Journey
  • 17.
  • 18.
    Design for Funand Learning ❏  3 Fs: Friends, Feedback & Fun (Zichermann) ❏  Meaningful environment & Clear goals ❏  Ability matched to levels & Feedback ❏  Fun arises out of mastery - Learning is the drug. (Amy Jo Kim) ❏  Drive Design – D. Pink ❏  Not just functional ❏  Beautiful ❏  Attention getting ❏  Emotionally engaging ❏  FUN?… ❏  Why fun matters: in search of emergent playful experiences by Sonia Fizek ❏  Rethinking Gamification ❏  4 Keys 2 Fun
  • 19.
  • 20.
    Examples – BehaviorChange PleaseCycle
  • 21.
  • 22.
    Making a game:How complicate it could be? ❏  G1 Test & Interview ❏  Launch Cinematic ❏  Official Page
  • 23.
    GAMIFICATION ❏  It’s timeto PLAY! ❏  Use your smartphone or computer and go to the game page… ❏  URL: XXXXX.NET ❏  Wait to start… ❏  Play the game… ❏  Good luck… ❏  The best score with the short time wins the PRIZE!!!
  • 24.