SlideShare a Scribd company logo
HELLO. (WELCOME TO THE METAGAME)
crafted for: general audience
JOHAN HUIZINGA (1938) HOMO LUDENS (MAN THE GAME PLAYER)
“...genuine, pure play is one of the main bases of
civilization.”
PLATO:
“You can discover more about a person in an hour of
play than in a year of conversation.”
OBJECTIVES:
TO DIG INTO THE IDEA OF GAME.
TO PLAY A GAME
TO THINK
TO TRANSFER THE EXPERIENCE TO WORK
METAGAMING
kbsU
PART 1 _

INTRODUCTION
TO GAMES
PART 3 _

CONNECT
TO WORK
PART 2 _

ROUND
ONE
PART 4 _

PRIZES
AND
REFLECTIONS
introduction
SECTION 1 _
WHAT MAKES A GAME?
a form of play or sport, especially a competitive one
played according to rules and decided by skill,
strength, or luck.
THE IDEA OF “GAME” IS VERY BROAD IN CULTURE.
http://www.fastcodesign.com/1672215/4-design-
lessons-from-tinder-the-white-hot-dating-app
ed.com/2015/09/life-games-playful-genius-john-conway/?
http://www.wired.com/2015/09/life-games-playful-genius-john-conway/?
HOW OLD ARE GAMES?
TYPES OF GAMES
WE PLAY GAMES TO PRACTICE FOR LIFE
play
PART 2_
DEMO
Three people (only) are one
“team.”
WHITES are CULTURES
YELLOWS are OPINIONS
+! +!
!
=!
ROUND ONE:
CULTURES (W) pick one card to discuss. Keep it secret.
OPINIONS (Y) pick an interesting card.
Then all players reveal cards at the same time and begin a conversation.
Is there a winner? The OPINION decides.
!
connect to work
PART 3_
http://www.yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/#.VhPjccttPds
“PRANKSTERTISING” HTTPS://WWW.YOUTUBE.COM/WATCH?T=42&V=CSGLZU2NZX0
Empowerment and Accomplishment
(through visual feedback)
Social Influence & Relatedness (through the growing
audience)
Unpredictability & Curiosity (through the mischief that
occurs to distract the players)
.
Three people (only) are one
“team.”
WHITES are CULTURES
YELLOWS are OPINIONS
Reconfigure a new team.
+! +!
!
=!
ROUND TWO:
1. CULTURES (whites) pick the most difficult card in their stack. Hold.
2. All players reconfigure and two whites pick a new yellow.
3. OPINIONS (yellow) picks one random card.
4. CULTURES trades that difficult card with the other (W), an exchange.
5. OPINIONS begin the conversation.
6. OPINIONS pick another card to play in a few minutes.
7. OPINIONS pick who wins.
!
prizes and reflection
SECTION 4 _

prizes and reflection
SECTION 4 _

FOR FURTHER REVIEW
TED RADIO HOUR: “HOW DOES PLAY SHAPE OUR DEVELOPMENT”
http://www.npr.org/2015/03/27/395065944/how-does-play-shape-our-development
MARKETING GAMIFICATION THAT IS NOT JUST IN YOUR FACE. IT’S IN YOUR HEAD.
http://www.yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/
#.VhPqFcttPdt
WHY GAMES AND LEARNING? (THINK “ATTENTION” NOT LEARNING)
http://www.instituteofplay.org/about/context/why-games-learning/
4 DESIGN LESSONS FROM TINDER, THE WHITE HOT DATING APP
http://www.fastcodesign.com/1672215/4-design-lessons-from-tinder-the-white-hot-dating-app
A LIFE IN GAMES: THE GENIUS OF JOHN CONWAY
Http://www.Wired.Com/2015/09/life-games-playful-genius-john-conway/?
GAME CENTER NYU (LECTURE SERIES – ONE UPCOMING ON THE 30TH ANNIVERSARY OF
PLAYSTATION)
http://gamecenter.nyu.edu
SPECIFIC TO ADVERTISING AND MARKETING
http://mobilemarketingmagazine.com/infographic-gamified-
display-ads!
 !
http://venturebeat.com/2014/10/24/turning-mobile-ads-into-
games-helps-them-perform-better/!
 !
http://www.pennapowers.com/5-examples-of-gamification-
that-could-change-your-marketing-forever/!
 !
http://adage.com/article/digital/gamification/233034/!

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