Let’s play TYPO3!


Søren Schaffstein
CEO of dkd Internet Service GmbH
Frankfurt, Germany
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What is a game?


4 fundamentals of a game
Goal
Rules
Feedback
system
Voluntary
participation
Why do we like
games?
World of Warcraft




   How many hours gamers
  worldwide have spent playing
       World of Warcraft?
World of Warcraft




               yea rs
   How many hours gamers
  worldwide have spent playing
       World of Warcraft?
Kheops Pyramid




      approx. 4,500 years
Homo sapiens




    approx. 200,000 years
Oldowan stone tools




                                  ega
                                M rs
                                 yea
    approx. 2.5 million years
Orrorin tugenensis




      approx. 6 Megayears
Orrorin tugenensis




      approx. 6 Megayears
What makes people
play a game for over
  6 million years?
They aren’t even
  rewarded!
  Or are
  they?
Let’s play a game




   Bullshit Bingo
Let’s play a game
Let’s play a game
Rewards from
playing a game
Intrinsic rewards
Extrinsic rewards
Intrinsic
rewards
Fiero

 “fiero” is the italian word for “pride”
 Describes an “emotional high”
 You know it, when you experience it!
Fiero
Flow

 American psychologist Mihály Csíkszentmiháli
 Flow is “the satisfying, exhilarating feeling of
 creative accomplishment and heightened
 functioning”
What is Flow?


    High

            Anxiety Area
              (shut down)




                               n  e
                            Zo
                       ow
Challenge
  level
                     Fl

                              Boredom Area
                                      (not engaged)



     Low                Skill level                   High
Flow

 During Flow we feel “fully alive, full of potential
 and purpose”
 One cannot force oneself to enter flow
 Depressing lack of Flow in everyday life
 Overwhelming abundance in gamelike activities
   challenging
   clear rules for action
   potential for increased difficulty and
   improvement
Naches

 A Yiddish word for “bursting pride”
 “Vicarious pride”
 We feel it when someone else we’ve mentored
 succeeds
Communitas

 “The spirit of community”
 A powerful sense of togetherness, solidarity, and
 social connection
 Confers benefits even in short timespans
 You feel it right here at the conference!
Progress

 Progress keeps motivation going
 It’s valueable feedback
 The best progress systems never reach 100%
Meaning

 You’re more likely to act if your action has
 meaning
 Ideally: epic meaning




You simply need to know
 why you are doing this
Extrinsic
rewards
Status
Access
Power
Stuff
Isn’t payment a
good reward?
No
Is payment a good reward?

 We have a limited funds
 As soon as we stop payment, people stop
 participating
 Research shows that payment decreases
 motivation
Back to World of Warcraft

 Reason
 Clear goal
 Actionable next steps
 Reward
 Progress
What is Gamification?
n ot
What is gamification?
TYPO3
        Wizard


                 n ot
What is gamification?
                            100
                        Forge Tickets
                            closed
FLOW3
 Hero
2012
Definition of Gamification




          applying
game mechanics
       to non-games
Definition of Gamification



   “ attributes
 game
          the use of

           to drive
    game-like
 player behavior
in a non-game context            ”
                             Michael Wu
Examples of
Gamification
Naked Password




                 http://nakedpassword.com/
Naked Password




                 http://nakedpassword.com/
Naked Password




                 http://nakedpassword.com/
Naked Password




                 http://nakedpassword.com/
total calories burned
CD
CD




   it a
is e?
 gam
CD
freerice.com
freerice.com
Rails for Zombies
Rails for Zombies




http://www.codeschool.com/courses/rails-for-zombies-redux
Rails for Zombies
Rails for Zombies
Rails for Zombies
Example: Symfony
Example: Symfony
Example: Symfony
What’s in for   TYPO3

TYPO3?          Wizard
What’s in for TYPO3?

 Can we make “onboarding” more fun?
 Can we build something like a “TYPO3 for
 Zombies” Tutorial?
 Individual fame for many (expand the profiles on
 typo3.org to show personality, achievements,
 status, etc.)
 Remove current blockers
 Should we start a “gamification team”?
What to take
home
What to take home

 Gamification can greatly improve your user
 interaction and involvement
 If you consider gamification for your project, take
 the whole approach and don’t “just add badges”
 TYPO3 can profit from gamification in areas
 where we need to get new users interested or
 reactivate inactive users
What to take home

 If you want to get
 started with
 “gamification” I
 recommend reading:
 “Gamification by
 Design”
 Gabe Zichermann & Christopher
 Cunningham, O'Reilly (2011)
Time for Questions




Or write me: soeren.schaffstein@dkd.de
I’d love your feedback!




   Please honor all
speakers by voting for
     their talks!
    Enjoy T3CON12!
“ The best way to
change the future is to
   play with it first.
                          ”
                Stefanie Olsen, CNET News
dkd
     development
     kommunikation
     design




thank you!
References
References (books)

 Reality is Broken
 Jane McGonigal, Penguin Books (2011)

 Gamification by Design
 Gabe Zichermann & Christopher Cunningham, O'Reilly (2011)

 Game Mechanics: Advanced Game Design
 Ernest Adams und Joris Dormans, New Riders (2012)
Image Reference 1

 Goal
 http://www.istockphoto.com/stock-photo-1725504-putter-and-ball.php?
 st=ebcc652

 Rules
 http://www.istockphoto.com/stock-photo-18848607-soccer-referee.php?
 st=ebcc652

 Feedback
 by Carsten Lambrecht

 Voluntary Participation
 by Søren Schaffstein (typical game scene during a game of “Memoir 44”)
Image Reference 2

 Status
 http://www.istockphoto.com/stock-photo-12812261-military-
 ribbons.php?st=ebcc652

 Access
 http://www.istockphoto.com/stock-photo-12865235-chrome-stanchion-
 post.php?st=ebcc652

 Power
 http://www.istockphoto.com/stock-photo-7647328-captain-smash.php?
 st=ebcc652

 Stuff
 http://www.istockphoto.com/stock-photo-14293043-cardboard-
 boxes.php?st=09d2604
Image Reference 3

 Fiero
 © Dudarev Mikhail - Fotolia.com: http://de.fotolia.com/id/40143868

 Questions & Answers: Trivial Pursiut
 http://www.flickriver.com/photos/lwr/229080551/
Image Reference (chapter images)

 What is a game?
 Photos: Søren Schaffstein (game pieces from the games: “Mensch ärgere
 Dich nicht”, “Memoir 44”, “Carcassonne”)

 Why do we like games?
 Photos: Søren Schaffstein (cards from the games: “Magic the Gathering”,
 “Memoir 44”, “Race for the Galaxy”)

 What is gamification?
 Photos: Søren Schaffstein (dice from the games: “Memoir 44”, “Dice
 Run”, “Railroad Dice”

 Isn’t payment a good reward?
 Photos: Søren Schaffstein (play money from the game: “Funkenschlag”
References “external sources”

 “payment decreases motivation”
 Deci, Edward L., Richard Koestner, and Richard M. Ryan. “A Meta-Analytic
 Review of Experiments Examining the Effects of Extrinsic Rewards on
 Intrinsic Motivation.” Psychological Bulletin, November 1999, 125(6):
 627-68. DOI 10.1037/0033-2909.125.6.627

Lets play TYPO3

Editor's Notes

  • #2 We’ll have a look into “what games are” and “why we like them”.\nWe’ll learn about the current buzzword “gamification”.\nAnd of course we will see and DISCUSS why this is all matters for TYPO3.\n
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  • #5 * married to Simone* traveling - photography - scuba diving - boardgames\n* photography, LEGO, scuba diving, traveling\n
  • #6 * married to Simone* traveling - photography - scuba diving - boardgames\n* photography, LEGO, scuba diving, traveling\n
  • #7 * married to Simone* traveling - photography - scuba diving - boardgames\n* photography, LEGO, scuba diving, traveling\n
  • #8 * married to Simone* traveling - photography - scuba diving - boardgames\n* photography, LEGO, scuba diving, traveling\n
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  • #22 freedom to experiment (as participants explore ways to win through play within the ruleset)\n
  • #23 In positive and negative situations\n
  • #24 People dive into the worst nightmares of WW II - like the D-Day Landing - voluntarily\n
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  • #35 Quote: “Humans (Homo sapiens) are primates of the family Hominidae, and the only living species of the genus Homo. They originated in Africa, where they reached anatomical modernity about 200,000 years ago.\n
  • #36 Quote: “Humans (Homo sapiens) are primates of the family Hominidae, and the only living species of the genus Homo. They originated in Africa, where they reached anatomical modernity about 200,000 years ago.\n
  • #37 The oldest known tools are the "Oldowan stone tools" from Ethiopia\n
  • #38 The oldest known tools are the "Oldowan stone tools" from Ethiopia\n
  • #39 The oldest known tools are the "Oldowan stone tools" from Ethiopia\n
  • #40 Orrorin tugenensis is considered to be the second-oldest (after Sahelanthropus) known hominin ancestor that is possibly related to modern humans.\n
  • #41 Orrorin tugenensis is considered to be the second-oldest (after Sahelanthropus) known hominin ancestor that is possibly related to modern humans.\n
  • #42 Orrorin tugenensis is considered to be the second-oldest (after Sahelanthropus) known hominin ancestor that is possibly related to modern humans.\n
  • #43 Orrorin tugenensis is considered to be the second-oldest (after Sahelanthropus) known hominin ancestor that is possibly related to modern humans.\n
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  • #45 Let’s have a closer look into this...\n
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  • #74 throw arms in the air\n
  • #75 throw arms in the air\n
  • #76 throw arms in the air\n
  • #77 throw arms in the air\n
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  • #79 pronounciation: cheek-SENT-me-high (Csíkszentmiháli)\n
  • #80 pronounciation: cheek-SENT-me-high (Csíkszentmiháli)\n
  • #81 pronounciation: cheek-SENT-me-high (Csíkszentmiháli)\n
  • #82 One cannot force oneself to enter flow. It just happens. A flow state can be entered while performing any activity, although it is most likely to occur when one is wholeheartedly performing a task or activity for intrinsic purposes.\n
  • #83 One cannot force oneself to enter flow. It just happens. A flow state can be entered while performing any activity, although it is most likely to occur when one is wholeheartedly performing a task or activity for intrinsic purposes.\n
  • #84 One cannot force oneself to enter flow. It just happens. A flow state can be entered while performing any activity, although it is most likely to occur when one is wholeheartedly performing a task or activity for intrinsic purposes.\n
  • #85 One cannot force oneself to enter flow. It just happens. A flow state can be entered while performing any activity, although it is most likely to occur when one is wholeheartedly performing a task or activity for intrinsic purposes.\n
  • #86 One cannot force oneself to enter flow. It just happens. A flow state can be entered while performing any activity, although it is most likely to occur when one is wholeheartedly performing a task or activity for intrinsic purposes.\n
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  • #95 vicarious = stellvertretend\n\nmy student gets best mark example \n
  • #96 vicarious = stellvertretend\n\nmy student gets best mark example \n
  • #97 vicarious = stellvertretend\n\nmy student gets best mark example \n
  • #98 vicarious = stellvertretend\n\nmy student gets best mark example \n
  • #99 confer = gewähren\n\nexample football match (feeling in your team)\n
  • #100 confer = gewähren\n\nexample football match (feeling in your team)\n
  • #101 confer = gewähren\n\nexample football match (feeling in your team)\n
  • #102 confer = gewähren\n\nexample football match (feeling in your team)\n
  • #103 confer = gewähren\n\nexample football match (feeling in your team)\n
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  • #108 it doesn’t have to be “saving” the world...\n
  • #109 it doesn’t have to be “saving” the world...\n
  • #110 it doesn’t have to be “saving” the world...\n
  • #111 it doesn’t have to be “saving” the world...\n
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  • #114 doesn’t need to reflect the real world\nshort: a mechanism so others see your achievements\n
  • #115 Access to special products or areas\nBC100: access to Bahn Lounge with free coffee, etc. Make products available 1 day earlier, limited editions\n
  • #116 administrator, moderator\n\n
  • #117 least important\nand: stuff is only good until redeemed!\n
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  • #135 Now we have learned “what games are”\nwe also learned “why we like them” and “why they are good for us”.\nSo now what is “gamification”\n
  • #136 Now we have learned “what games are”\nwe also learned “why we like them” and “why they are good for us”.\nSo now what is “gamification”\n
  • #137 Now we have learned “what games are”\nwe also learned “why we like them” and “why they are good for us”.\nSo now what is “gamification”\n
  • #138 Now we have learned “what games are”\nwe also learned “why we like them” and “why they are good for us”.\nSo now what is “gamification”\n
  • #139 Now we have learned “what games are”\nwe also learned “why we like them” and “why they are good for us”.\nSo now what is “gamification”\n
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  • #193 can “code school” be a partner?\ncurrent blockers: example: achievement\n
  • #194 can “code school” be a partner?\ncurrent blockers: example: achievement\n
  • #195 can “code school” be a partner?\ncurrent blockers: example: achievement\n
  • #196 can “code school” be a partner?\ncurrent blockers: example: achievement\n
  • #197 can “code school” be a partner?\ncurrent blockers: example: achievement\n
  • #198 can “code school” be a partner?\ncurrent blockers: example: achievement\n
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  • #208 Now’s the time to ask your questions\nIf you’d like to have a more detailed discussion with me, feel free to visit me at the dkd booth today or send an email\n
  • #209 Now’s the time to ask your questions\nIf you’d like to have a more detailed discussion with me, feel free to visit me at the dkd booth today or send an email\n
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