This document discusses the concepts of gamification. It defines gamification as using game mechanics and dynamics to motivate and engage users. Some key ideas discussed include using points, badges, leaderboards to motivate tasks considered boring. Gamification can be used to encourage collaboration, competition and loyalty. The document traces the history of gamification and provides examples of how games and frequent flyer programs have used gamification principles. It also discusses different game mechanics and dynamics that can be applied.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
Gamification: Can volunteer work be a fun experience?FollowSunday
Presented at the 2nd Volunteer4Greece (http://volunteer4greece.gr) workshop for Non-Profit Organisations with subject: "Project Management Tools & Practices: Manage your Team Effectively".
The workshop, which took place on June 25th 2013 at ALBA Graduate Business School, was attended by 100 representatives of more than 50 organisations, including PRAKSIS, MEDITERRANEAN SOS Network, Fair Trade Hellas, Metavallon and Doctors of the World.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
“Super better”, the words sound like the start to a newspeak dictionary entry from 1984.
However, far from gaining a double plus good rating for conformity, it is actually an effort that dares to try and be different.
Read more
An overview about how games could change the way people interact with brands.
This added with case study and insight from advergames around the world.
And the last chapter is the introduction of Agate Studio, as the advergame developer.
Disempowerment Fantasies: How taking power away from players can create bette...Valentina Tamer
I've held this talk at Intel® Buzz Workshop Berlin 2018, on February 2nd 2018. The slides were designed as a visual supplement and summary of my talk. If you are interested in this subject matter, feel free to contact me.
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Video games have often been regarded as power fantasies. Yet many releases contradict this assumption and center gameplay around powerlessness, like the survival horror genre. This talk seeks to deconstruct the role of power in video games, analyze the various mechanics of disempowerment and suggest how actively taking power from the player may serve as a tool for making better games.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
Gamification: Can volunteer work be a fun experience?FollowSunday
Presented at the 2nd Volunteer4Greece (http://volunteer4greece.gr) workshop for Non-Profit Organisations with subject: "Project Management Tools & Practices: Manage your Team Effectively".
The workshop, which took place on June 25th 2013 at ALBA Graduate Business School, was attended by 100 representatives of more than 50 organisations, including PRAKSIS, MEDITERRANEAN SOS Network, Fair Trade Hellas, Metavallon and Doctors of the World.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
“Super better”, the words sound like the start to a newspeak dictionary entry from 1984.
However, far from gaining a double plus good rating for conformity, it is actually an effort that dares to try and be different.
Read more
An overview about how games could change the way people interact with brands.
This added with case study and insight from advergames around the world.
And the last chapter is the introduction of Agate Studio, as the advergame developer.
Disempowerment Fantasies: How taking power away from players can create bette...Valentina Tamer
I've held this talk at Intel® Buzz Workshop Berlin 2018, on February 2nd 2018. The slides were designed as a visual supplement and summary of my talk. If you are interested in this subject matter, feel free to contact me.
-
Video games have often been regarded as power fantasies. Yet many releases contradict this assumption and center gameplay around powerlessness, like the survival horror genre. This talk seeks to deconstruct the role of power in video games, analyze the various mechanics of disempowerment and suggest how actively taking power from the player may serve as a tool for making better games.
How to Become a Thought Leader in Your NicheLeslie Samuel
Are bloggers thought leaders? Here are some tips on how you can become one. Provide great value, put awesome content out there on a regular basis, and help others.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
This is the short presentation introducing into the gamification hype. It is the intellectual junk for our left brains that does not explain what happens in the GAME DESIGN LAB but calms down our ratio. Have fun and start playing for real!
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
A Student Support Community presentation that I hosted on October 19, 2013. It features signs made at Imagechef.com and strategies for weaving games in your classes - suitable for teachers and learners to use.
Game Thinking - The Business of Gaming (Gamification)Stephen Gay
Companies can leverage game thinking (gamification) to delight customers, increase usage and achieve business goals. The following deck is an overview of my research on the topic of gamification and game thinking. Enjoy!
2. « The application of concepts and
techniques from games to other
area of activity » Oxford university
press
« Gamification is the process of
using game concepts to engage
users » Gabe zichermann.
“…The use of game mechanics and
dynamics like
badges, leaderboards, and actions
can be useful for improving
motivation and learning in informal
and formal settings.”
3. Engage users
Showing a path for mastery
and Autonomy
Motivate people for task
considered Boring
Engage Collaboration and
Competition
Create Loyalty program
Motivate learnability
Make things FUN!
7. Players
Context, referent pleasure, a conflict
Univers Plot
Rules that defines:
Limitations of the games and the ressources
that the player needs
Objectives assigned to the Player
Procedures to reach it
Win/loose consequences
Challenge resulted from conflict to satisfy the
objectives
8. Players
Dynamic system=>Game behavior=> Game experience
Difined with rules
That produce comparable result (reward, Win/loose
condition)
Wich the player is emotionaly attached
That gives senstation of player dependence=> Player
responsability and choice
Mais sans effets incontrôlés sur la vie réelle (notion de
cercle magique)
10. Today: Futur:
1980: the
2000: First Gamification trough an
Antiquity Begining of use for solving gamified
social games
Gamification problems existence?
http://www.elgamificator.com/gamification/histoire
11. To subsist in a terrible hunger, the lydiens create dice, ossicles, ball game
and other games types to deceive thier hunger by playing one day, and
eating the second day, during 18 years. Told by Herodote
12. Status loyalty
In 1981, United Airlines launched
its AAdvantage program: flying
with United Airlines did earn points that
travelers could exchange against free
flights, and exotic vacation .
FFP: Frequente Flyer Programs
Points
Rewards
Status
Competition and community
16. +100 000
+1
+5000
+100
+80
+20 000
+ 500 000
To an gamified existence ?
17. Gamepocalypse Idea: « Every second of your life, you are actually playing a
game in someway » Jesse Schell
+80
+50 +100
+20
+5
+1
http://www.youtube.com/watch?v=4PkUgCiHuH8
18.
19. 7 core concept for creating compelling Experiences
1. Know’s who’s playing
2. Build positive emotion into your core
activity loop
3. Design for 3 key’s stages of your
players lifecycle
4. Build a system that’s easy to learn and
hard to master
5. Use progress mechanics to light the
way toward learning & mastery
6. As players progress, increase the
challenge and complexity
7. Embrace intrinsic motivators like
Amy Jo Kim power, autonomy and belonging
21. Women Man
Emotion Domination & Mastering
Real world Competition
Mothering Destruction
Dialogues and textual puzzles Spatial puzzles
Learning by example Learning by experimentation
(testing)
22. Game Mechanics Games Dynamics
Points Reward
Levels Status
Challenges Achievement
Virtual Goods and space Self-Expression
Leaderboards Competition
Gifts and charity Altruism