Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
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.
Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
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.
Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.
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.
These Top 10 Secrets from XEODesign's 18 years of research target deadly yet easy to fix yet usability and player experience issues. Player testing does not have to be a no-win situation. Use these 10 Secrets to sail through player testing and avoid Kobayashi Maru. 100n091809
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.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Looking for the grammar of game design part 1Alvaro Gonzalez
This is the part 1 of 3 slides presentation about the subject.
On this slide I talk about how to analyze games? how to understand… …them? …what works? …what makes them interesting? To answer those questions I examine the game LANGUAGE.
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.
Are you a senior-level UX professional who's been doing the same thing for so many years that you feel you're in a rut? Do you struggle with processes that feel rote instead of practical? How important is innovation to you and your company? And most importantly, when was the last time you had any fun?
Now…think about animals for a second. What characteristic do humans and animals share?
The answer may surprise you: humans and animals both possess the ability to play games. But unlike most wild animals who shed their play stage early, we have the ability to continue learning through game play throughout our adult lives. Sadly, that doesn't mean we do it.
Douglas van Duyne, author of the UX best-seller The Design of Sites: Patterns for Creating Winning Websites and author of a seminar series called GameFraming, will show you how to reconnect with the sense of play you were born with, and how you can apply it to your practice as a UX professional. He'll cover Game Principles, Design Strategies, and the Hero's Journey which you'll discover applies as much to interaction design and project management as it does to World of Warcraft. Douglas will also share two case studies where Gameframing was used to break the typical rules of project management and design, which led to amazing results.
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of “game aesthetics” and “boundary work”, I explore how game makers intentionally or unintentionally partake in working the boundaries of “real” games.
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.
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.
These Top 10 Secrets from XEODesign's 18 years of research target deadly yet easy to fix yet usability and player experience issues. Player testing does not have to be a no-win situation. Use these 10 Secrets to sail through player testing and avoid Kobayashi Maru. 100n091809
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.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Looking for the grammar of game design part 1Alvaro Gonzalez
This is the part 1 of 3 slides presentation about the subject.
On this slide I talk about how to analyze games? how to understand… …them? …what works? …what makes them interesting? To answer those questions I examine the game LANGUAGE.
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.
Are you a senior-level UX professional who's been doing the same thing for so many years that you feel you're in a rut? Do you struggle with processes that feel rote instead of practical? How important is innovation to you and your company? And most importantly, when was the last time you had any fun?
Now…think about animals for a second. What characteristic do humans and animals share?
The answer may surprise you: humans and animals both possess the ability to play games. But unlike most wild animals who shed their play stage early, we have the ability to continue learning through game play throughout our adult lives. Sadly, that doesn't mean we do it.
Douglas van Duyne, author of the UX best-seller The Design of Sites: Patterns for Creating Winning Websites and author of a seminar series called GameFraming, will show you how to reconnect with the sense of play you were born with, and how you can apply it to your practice as a UX professional. He'll cover Game Principles, Design Strategies, and the Hero's Journey which you'll discover applies as much to interaction design and project management as it does to World of Warcraft. Douglas will also share two case studies where Gameframing was used to break the typical rules of project management and design, which led to amazing results.
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of “game aesthetics” and “boundary work”, I explore how game makers intentionally or unintentionally partake in working the boundaries of “real” games.
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.
Building International Communities - Ed GiansanteFeverBee Limited
Companies have a global reach and with the power of internet and using social media, it's possible to engage with them any where in the world. But how can we do that effectively? Can we build communities locally? Is it worth it? What are important factors that will help it being successful and risks associated with it? Dropbox has over 400 million users around the world and with such large scale it may seem impossible to engage with users individually. In this talk, Ed will present some of the ways in which his team is working to not only engage users locally but also delight them.
Simple Solutions to Improve Patient CollectionsKareo
Patient due amounts are a growing portion of independent practice A/R. Some studies estimate it can be as much as 30% of practice receivables today. This is a big change from ten years ago, and the shift is having a big impact on the billing companies that support these practices.
You need simple, affordable tools to help you ensure a streamlined and effective patient collections process so that your practices and your billing company can collect every dime. Ideally, these solutions should add efficiency for billing companies and practices while offering options for patients like print or electronic statements and pay-by-text or email.
In this webinar, we’ll introduce you to new and enhanced solutions from Kareo that can help:
- See the new, easier to understand patient statements
- Learn about PatientlySpeaking, an automated solution to help enhance management of patient A/R
- Get a refresher on integrated credit card processing, online billpay, and credit card on file
Register now to learn how you can implement these solutions to help your practice customers succeed.
Advisor Live: Proposed Episode Payment Models for AMI, CABG, and Hip and Femu...Premier Inc.
On July 25, 2016, the Centers for Medicare & Medicaid Services (CMS) released a proposed rule to establish three new bundled payment policies for acute myocardial infarction (AMI), coronary artery bypass graft (CABG) and surgical hip and femur fracture treatment (SHFFT). Collectively, the models are referred to as Episode Payment Models (EPMs). The new payment models will be mandatory for hospitals in particular geographic regions.
CMS proposes to test the EPM models for a five-year performance period, beginning July 1, 2017, and ending Dec. 31, 2021. The proposed rule also includes changes to the Comprehensive Care for Joint Replacement Model and proposes to establish an incentive payment to hospitals for coordinating cardiac rehabilitation and intensive cardiac rehabilitation services. CMS is accepting comments on the proposed rule until Oct. 3, 2016.
This webinar provides an overview of the proposed rule, including:
- Background and rationale for new payment models,
- Inclusion and exclusion criteria,
- Payment methodology,
- Quality performance in the payment methodology, and
- Legal waivers.
Creating Living Style Guides to Improve PerformanceNicole Sullivan
Refactoring Trulia’s UI with SASS, OOCSS, and handlebars. My slides from jsconf 2013. Lot's of yummy details about the performance improvements we were able to make.
ESOMAR Workshop on Gamification: Creating a win-win-winInSites on Stage
ESOMAR Workshop on Gamification: Creating a win-win-win (by Annelies Verhaeghe and Tom De Ruyck of InSites Consulting), presented at the ESOMAR 3D Conference in Amsterdam (NL) on Sunday November 4, 2012.
My slides from the workshop I tutored at the MindTrek 2009 conference in Finland. The workshop showcases methods and findings that will be published in my forthcoming book on social games.
Talk given May 11, 2012 at Enriching Scholarship 2012, University of Michigan.
This session will focus on leveraging social media and online gaming to attract more women and other underrepresented groups to engineering professions. The slides contains examples from a Facebook game underdevelopment to illustrate how engineering educators can expose new audiences of potential students to professional engineering skills like leadership, teamwork, and project management.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
Are you a trainer or eLearning designer who wants to use games to engage your learners? While learning games and gamification have the potential to motivate and excite, your efforts can fall flat if not designed properly. To be successful, you need a solid strategy that carefully connects business goals to learning objectives and game mechanics.
“Fail forward”
"Every journey begins with a single step"
“Do or do not, there is no try”
There’s no shortage of inspirational mantras, but these sayings offer little advice to surmounting departmental silos, generational gulfs, intimidating power distances and other communication roadblocks that stymie creative collaboration in the workplace.
These barriers exist because the roles we play in a team environment provide us with a set of rules for interacting with each other. Ironically, these rules often prevent us from doing the very thing we’ve come together as a team to do: Collaborate!
In this session, Carolyn and Anna will discuss how to break the rules and transform those roadblocks into building blocks… freeing you and your team to live up to the mantra of your choice.
Learn about common communication barriers; why they exist and how they hinder team innovation.
Understand the value of design synthesis as a group activity, and how play is a central component to the co-creation dynamic.
Explore a type of creative team play called a Spark-a-Thon. You’ve probably heard of the hack-a-thon, a fun and popular way to immerse yourself into a problem and solve it with code. What would happen if this format of time-limited, team-oriented creation was applied to design concepting? The answer: The Spark-a-Thon, which leads to bigger ideas and a stronger team problem-solving dynamic.
Gain tips, tricks, and resources, so that you can go run your own Spark-a-Thon. You'll leave armed with some benefits and results you’ll glean from it, too - just in case you need to build an internal business case for it.
Necessity may be the mother of invention, but play is certainly the father. Join us to learn some serious play!
Mobile interfaces have become a playground for new and unusual transitions. When you add a “to do” item in Clear, or move from category to story detail in Facebook Paper, you experience a new standard in interface response using animation and sound.
Mobile developers and designers have a multitude of opportunities to inform and delight in those spaces in between major actions. When done well, unique transitions can add playfulness, meaning, and interest to your mobile solutions. When done badly, they can frustrate users with long wait times, or obscure the relationships between elements of your product.
In this session we’ll explore the power of transitions in the mobile space, and discuss:
Why is it important to consider transitions?
What types of situations warrant a unique transition?
Where can you find inspiration?
How do you know when you’ve gone overboard?
Creating Design Principles Through CollaborationCarolyn Chandler
Designers want to be more strategic. Stakeholders want strategy to be carried through in design. And yet somewhere in the product creation process, it's all too easy for teams to become reactive, losing the vision set forth in the kick-off. Business leaders and designers seldom take the time to create design principles together, even though doing so can make design decisions easier and more impactful. In this session we'll talk about some of the reasons collaborative creation of principles can be difficult, and activities that can help you climb above the chaos for a clearer vision - together.
Deep Impact or Armageddon? Moving from Idea to DesignCarolyn Chandler
When two businesses have the same idea at the same time, what determines the "winner"? Often the greatness of the idea alone is not enough to predict success, and being first to market can be overrated. If you can connect your idea with the lives of your customers and craft an experience that's useful and enjoyable, you can create something that's truly unique.
In this session Carolyn Chandler, Experience Design author, consultant and instructor, will discuss moving from idea to design. You'll learn about design principles that can help you both realize your vision and impact the lives of your customers.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
4. 4#WebVisions
The Game Plan
• Learn about important concepts in playful design
• Understand basic game mechanics, and how to:
– create an immersive environment for meaningful play
– motivate learning and promote action
• Explore misconceptions about gamification and design pitfalls to
avoid
• Try your own hand at techniques that will help you apply game
design concepts to your own work
5. 5#WebVisions
Our Rules of Play
1. Why Games are Important (as Designers)
2. Why We Play Them (as Humans)
3. The Line-Up of Players
4. Concept Design – Warm-Up
5. Challenge #1
6. Detailed Design – Game Time
7. Challenge #2
8. Challenge #3
9. Easter Eggs
7. 7#WebVisions
What is Gamification?
…it‟s the use of game mechanics to give an element of play,
engagement, and motivation to interactions that previously may not
have been called “fun.”
“A game is a problem-solving activity, approached with a playful
attitude.”
Jesse Schell
164 North State Street
8. 8#WebVisions
Top Gamification Myths
1. Gamification is new.
Tell that to Adam and Eve, who got history‟s
biggest level down on the Apple Challenge.
2. Gamification is no different from a game. It‟s a
distinction without a difference.
The Olympic events are games. The medal
ceremonies with podiums and flags and national
anthems are gamification.
http://blog.gamemaki.com/2012/05/top-10-myths-of-gamification/
9. 9#WebVisions
Top Gamification Myths
3. A lot of people won’t buy in.
Everyone already buys in, whether it‟s fantasy
football leagues or frequent flier programs or
church raffles. Critics underestimate the degree to
which people everywhere are already innured to
gamification.
4. Gamification exploits people.
Bad gamification exploits people. Good
gamification empowers them.
http://blog.gamemaki.com/2012/05/top-10-myths-of-gamification/
10. 10#WebVisions
Overlap of Game Design and UX
Playful Design: Creating Game Experiences in Everyday Interfaces, John Ferrara
11. 11#WebVisions
Still Battling it Out
Gartner‟s “Hype” Cycle for Adoption of New Technology
Playful Design: Creating Game Experiences in Everyday Interfaces, John Ferrara
2013
12. 12#WebVisions
There are 4 reasons why what we‟re
talking about today is important to
you as a designer
13. 13#WebVisions
Why this is so important for designers to
understand
Organizations are realizing the benefits of
play experiences – e.g. organizing
action for social change, personal health
habits4
14. 14#WebVisions
Big Hair and the Start of Big Business
• In the 1980‟s arcades pulled in about $2 billion/yr
• In 2010 alone, over $25 billion
As reported by the Entertainment Software Association
18. 18#WebVisions
• The average young person in a gaming culture plays 10,000 hours
by age 21 (Jane McGonigal)
• 10,000/(21yrs X 365days X 24hours) = .05 or 5%
• Or… roughly the same number of hours spent in school from 5th
grade to high school (assuming no tardies)
The 5%
19. 19#WebVisions
Why this is so important for designers to
understand
Data and technology advances have
made feedback more insightful and
engaging – a powerful feedback loop
motivates you to keep going!2
23. 23#WebVisions
“Play is often talked
about as if it were a
relief from serious
learning. But for
children play is serious
learning. Play is really
the work of childhood.”
Won‟t you be my neighbor?
24. 24#WebVisions
“To learn, we must venture
out to explore and probe
the world around us. To
motivate that exploration,
our brain encourages us to
play.”
27. 27#WebVisions
What helps encourage a flow state?
• Present an activity that has a clear set of goals.
• Balance the challenges you present and the skills of the participants.
• Give clear feedback about the participant‟s performance as they
interact.
• Cut down on distractions if you can.
30. 30#WebVisions
Warm-Up
1. Everyone take a slip of paper – each
represents a player interaction pattern
2. Find and stay with those that have the
same interaction pattern.
3. This is your game design team!
31. 31#WebVisions
Player Interaction Patterns
Tracy Fullerton, “Game Design Workshop”
Single Player vs. Game
Multiple Individual Players vs.
Game
Player vs. Player
Multilateral Competition
Team Competition
Cooperative Play
Unilateral Competition
32. 32#WebVisions
Warm-Up
1. Brainstorm 3-4 games that use your player
interaction pattern
2. Pick one of those and discuss:
• What makes it challenging?
• How does it motivate you to act?
• How does it make you feel?
• How is it unique?
33. 33#WebVisions
Examples of Game Types
• Set Collection
– Mahjong, Ticket to Ride
• Social Paranoia
– Werewolves, Mafia
• Role Playing
– Dungeons and Dragons
• Resource Management
– The Sims
• Tile Laying
– Carcassonne
• Territory Control
– Risk
36. 36#WebVisions
Types of Players
Richard Bartle, creator of MUD, said that there are primarily four types of players. Usually people are a
mix which can vary by age and game. If taken in a more black-and-white way, the general population
is roughly composed of 75% socializers, 10% either explorers or achievers, and 5% killers.
People Environment
Acting
Interacting
Socializers
Killers Achievers
Explorers
37. 37#WebVisions
Types of Players
Tracy Fullerton rounds this out the following 10 types:
1. The Competitor: Plays to best other players, regardless of
the game
2. The Explorer: Curious about the world. Loves to go
adventuring: seeks outside boundaries, physical or mental
3. The Collector: Acquires items, trophies, or knowledge. Likes
to create sets, organize history, etc.
4. The Achiever: Plays for varying levels of achievement:
ladders and levels incentivize them
38. 38#WebVisions
Types of Players
5. The Joker: Doesn‟t take the game seriously. Plays for the
fun of playing. May annoy other players but also make the
game more social than competitive.
6. The Artist: Driven by creativity, creation, design.
7. The Director: Loves to be in charge, direct the play
8. The Storyteller: Loves to create or lives in worlds of fantasy
or imagination
9. The Performer: Loves to put on a show for others
10. The Craftsman: Wants to build, craft, engineer, or puzzle
things out
39. 39#WebVisions
Common Gamification Elements
• Achievement "badges” and levels
• Progress bars
• Systems for awarding, redeeming, trading, gifting, and otherwise
exchanging some kind of currency
• Challenges between users
• Leader boards
• Embedded, small casual games within other activities
40. 40#WebVisions
A Word of Warning
Gamification is NOT about adding “points” to something to make
people perform certain actions.
This could lead to point-seeking behavior.
And it won‟t fix a product if that product doesn‟t fit the needs of your
audience.
42. 42#WebVisions
Avoid adding chocolate to broccoli.
Don't rush to the outcome.
Focus on the path to your objective.
The end should be valuable but the means should be
enjoyable.
Don't think in terms of a product.
Think in terms of a system.
44. 44#WebVisions
Know Your Audience
• Who are you focusing on?
• Where are you focusing them?
• What are you trying to influence?
• Are there important regulations to examine (e.g., COPPA)?
45. 45#WebVisions
Player Profile
A trait-based description of the players in a behavioral
game.
Consider Drivers…
…Volition (intrinsic motivation)…
…and Faculty (skills and abilities)
ACHIEVEMENT of goals |
STRUCTURE and guidance |
CONTROL of others |
SELF-INTEREST in actions |
ENJOYMENT of experience
FREEDOM to explore
ACCEPTANCE of others
SOCIAL INTEREST in actions
46. 46#WebVisions
Four Critical Elements of the Game
1. Story – the theme, or perhaps the relationship between the player and
your brand
2. Aesthetics – which can be simpler than you may think
3. Technology – pencil and paper, a mobile phone, downloads
4. Mechanics – the procedures and rules of your game
47. 47#WebVisions
Story Ideas
• High school drama
• College themed
• You play Cupid
• You‟re a TV star
• Hospital theme
• Music theme
Technology Ideas
• Cell phone platform
• Handheld game
• PC
• Integrated with IM
• Game console
Mechanics Ideas
• SIMs like game
• Interactive fiction game
• The winner makes the most
friends
• Try to spread rumors about
other players
• Try to help as many people as
possible
• TETRIS-like game
Aesthetic Ideas
• Anime style
• All characters are animals
• R&B music defines the game
• Edgy/rock/punk music defines the
feel
48. 48#WebVisions
Psychology Behind Reward Structures
• Three types of reinforcers:
– Continuous – behavior reinforced each time it‟s
performed
– Extinction – no instance of the behavior is
reinforced
– Intermittent – only some instances are
reinforced
• Can be positive or negative
http://www.betabunny.com/behaviorism/Conditioning2.htm
Burrhus Frederic (BF)
Skinner (1904-1990)
49. 49#WebVisions
Examples of Positive and Negative Reinforcers
• Positive
– Gaining points and clearing rows
– High Score or improving on a previous
score
– Fitting blocks
– Winning or advancing to the next level
• Negative
– Avoidance of losing
– Build up of rows
– Failure to beat an earlier high score
50. 50#WebVisions
Fixed vs. Variable Reward
Variable
• the time or number of responses will
vary around a particular number or
randomized number
• Example: Slot machine play
Fixed
• reinforcement occurs after a set period of
time or after a fixed number of responses
• Example: A new ball after 10,000 points in
pinball
52. 52#WebVisions
Challenge Details
Setup
• Classrooms often have a mix of students who are ahead (and bored) as well as
students who are behind (and anxious or disengaged).
• Often the students who are behind, are so partly because their parents are not
engaged with their learning. Schools, who are strapped for resources, may not
be able to provide the 1-on-1 attention these students need.
Challenge
• Create a game concept that encourages peer-supported learning in order to
engage students at different levels.
• This can bring in other resources (like counselors) but should primarily “run” via
activities of the students.
• Consider all 4 elements of Story, Aesthetics, Technology and Mechanics (although
some may take more lead than others).
54. 54#WebVisions
SKILLS (specialized abilities to develop - physical, mental, social)
RESOURCES (spaces and supplies)
RESISTANCE (opposition + uncertainty)
ACTIONS (moves and decisions)
FEEDBACK (system response)
BLACK BOX (rules engine)
Game Name
ACTIVITY (the real-world endeavor that the game is built upon)
PLAYER PROFILE (trait-based descriptions of players, their drivers and symptoms)
OBJECTIVES(shorttermandlongtermgoalsforgameplay)
OUTCOMES(resultsfromaplayermeetingormissingshort-termgoals)
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
56. 56#WebVisions
QueSocial Mechanics
• Objective
– Use social media channels to meet sales or recruiting goals (via
forming tiny habits)
• Resistance
– Competition, scarcity
• Levels
– Based on challenges finished in connecting, learning, and
sharing
57. 57#WebVisions
SKILLS – a habit of sharing, good social media etiquette, responsiveness
RESOURCES – web browser and accounts in one or more of the following:
LinkedIn, Facebook, Twitter. Login to QueSocial platform. Within game: points,
learning modules, shareable content.
RESISTANCE – scarcity (points), competition
ACTIONS – Challenges like: connect with 5 new people on LinkedIn, share
QueSocial content with 3 people on Facebook, follow 5 new people on Twitter,
thank someone who’s followed you, complete a training module
FEEDBACK – points increase when the player refreshes the dashboard. Levels
increase, and progress towards level completion is shown. New challenges
appear when previous ones are completed.
BLACK BOX (rules engine)
On page refresh APIs with
Twitter, Facebook, and
LinkedIn are checked. Points
and levels are changed with
the following values:
• X points each for Challenges
1-4 and 6-8
• X points for Challenge #5
(complete training #1)
• X points for Challenge #8
(share content)
• Level up if Challenges 5 & 8
are completed and at least 3
of remaining challenges
QueSocial
ACTIVITY
Using social media channels
PLAYER PROFILE
Professionals in sales and recruiting, who have explicit goals to meet. In particular
those who are not using social media channels regularly. This may be due both to
lack of faculty (knowledge, skills) and volition (motivation, interest).
OBJECTIVES
Longterm:generateandclosemoreleads(salesandrecruiting)
Shortterm:createmore,betterconnections;learnaboutsocialmediausage
OUTCOMES
Changeinvisibilityamongpeers,pointstotradeinforbenefits,accesstotraining
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
58. 58#WebVisions
SKILLS (specialized abilities to develop - physical, mental, social)
RESOURCES (spaces and supplies)
RESISTANCE (opposition + uncertainty)
ACTIONS (moves and decisions)
FEEDBACK (system response)
BLACK BOX (rules engine)
Game Name
ACTIVITY (the real-world endeavor that the game is built upon)
PLAYER PROFILE (trait-based descriptions of players, their drivers and symptoms)
OBJECTIVES(shorttermandlongtermgoalsforgameplay)
OUTCOMES(resultsfromaplayermeetingormissingshort-termgoals)
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
59. 59#WebVisions
Objectives
• Objectives are goals toward which effort is directed.
• They can be short term (activity completion) and long-
term goals (the ultimate objective).
• Breaking out goals helps players take on manageable
challenges and experience success to keep them
playing.
• Example: The Objective is to balance out the classroom
by encouraging advanced students to help the students
who are behind. Related Goals: answer a question,
mentor a student for 1 hour, etc.
60. 60#WebVisions
SKILLS (specialized abilities to develop - physical, mental, social)
RESOURCES (spaces and supplies)
RESISTANCE (opposition + uncertainty)
ACTIONS (moves and decisions)
FEEDBACK (system response)
BLACK BOX (rules engine)
Game Name
ACTIVITY (the real-world endeavor that the game is built upon)
PLAYER PROFILE (trait-based descriptions of players, their drivers and symptoms)
OBJECTIVES(shorttermandlongtermgoalsforgameplay)
OUTCOMES(resultsfromaplayermeetingormissingshort-termgoals)
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
ACTIVITY (the real-world endeavor that the game is built upon)
61. 61#WebVisions
Activity
• The activity is the real-world endeavor that the
behavioral game is based on – they‟re verbs
• Choose something that you want players to do
more, better, or differently.
• Examples:
– Studying (more often or more effectively)
– Cooking (healthy food at home)
– Driving (more safely)
62. 62#WebVisions
SKILLS
RESOURCES
RESISTANCE
ACTIONS
FEEDBACK
BLACK BOX
Game Name
ACTIVITY- peer-supported learning
PLAYER PROFILE
OBJECTIVES-Longterm–increaseclassperformanceand
interactionbyencouragingstudent-to-studentmentoring
OUTCOMES
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
63. 63#WebVisions
SKILLS (specialized abilities to develop - physical, mental, social)
RESOURCES (spaces and supplies)
RESISTANCE (opposition + uncertainty)
ACTIONS (moves and decisions)
FEEDBACK (system response)
BLACK BOX (rules engine)
Game Name
ACTIVITY (the real-world endeavor that the game is built upon)
PLAYER PROFILE (trait-based descriptions of players, their drivers and symptoms)
OBJECTIVES(shorttermandlongtermgoalsforgameplay)
OUTCOMES(resultsfromaplayermeetingormissingshort-termgoals)
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
64. 64#WebVisions
Player Profile
• A trait-based description of the players in a
behavioral game.
• Consider Drivers…
• ...Volition (intrinsic motivation)…
• …and Faculty (skills and abilities)
ACHIEVEMENT of goals |
STRUCTURE and guidance |
CONTROL of others |
SELF-INTEREST in actions |
ENJOYMENT of experience
FREEDOM to explore
ACCEPTANCE of others
SOCIAL INTEREST in actions
65. 65#WebVisions
SKILLS
RESOURCES
RESISTANCE
ACTIONS
FEEDBACK
BLACK BOX
Game Name
ACTIVITY- peer-supported learning
PLAYER PROFILE – Students from 7th grade to high school
level. Some are ahead and bored, others behind and
anxious or disengaged.
OBJECTIVES
OUTCOMES
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
66. 66#WebVisions
SKILLS (specialized abilities to develop - physical, mental, social)
RESOURCES (spaces and supplies)
RESISTANCE (opposition + uncertainty)
ACTIONS (moves and decisions)
FEEDBACK (system response)
BLACK BOX (rules engine)
Game Name
ACTIVITY (the real-world endeavor that the game is built upon)
PLAYER PROFILE (trait-based descriptions of players, their drivers and symptoms)
OBJECTIVES(shorttermandlongtermgoalsforgameplay)
OUTCOMES(resultsfromaplayermeetingormissingshort-termgoals)
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
67. 67#WebVisions
Actions
• Actions are moves available to the player.
• It includes what they are allowed to do and the where,
when, and how of them.
• Actions influence the tone and style of a behavioral
game.
• Examples:
– Posting a question
– Taking a quiz
– Rating a comment
68. 68#WebVisions
SKILLS (specialized abilities to develop - physical, mental, social)
RESOURCES (spaces and supplies)
RESISTANCE (opposition + uncertainty)
ACTIONS (moves and decisions)
FEEDBACK (system response)
BLACK BOX (rules engine)
Game Name
ACTIVITY (the real-world endeavor that the game is built upon)
PLAYER PROFILE (trait-based descriptions of players, their drivers and symptoms)
OBJECTIVES(shorttermandlongtermgoalsforgameplay)
OUTCOMES(resultsfromaplayermeetingormissingshort-termgoals)
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
69. 69#WebVisions
Skills
• Skills are learnable, specialized abilities put to use
in behavioral games.
• Generally they fall into these categories:
– Physical skills (like running or keeping rhythm)
– Mental skills (pattern recognition, memory…)
– Social skills (presenting, meeting new people…)
• Skill development should be valuable both in the
game and in the real world.
70. 70#WebVisions
SKILLS – mentoring, social skills, academic
knowledge, good study habits
RESOURCES
RESISTANCE
ACTIONS
FEEDBACK
BLACK BOX
Game Name
ACTIVITY- peer-supported learning
PLAYER PROFILE
OBJECTIVES
OUTCOMES
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
71. 71#WebVisions
SKILLS (specialized abilities to develop - physical, mental, social)
RESOURCES (spaces and supplies)
RESISTANCE (opposition + uncertainty)
ACTIONS (moves and decisions)
FEEDBACK (system response)
BLACK BOX (rules engine)
Game Name
ACTIVITY (the real-world endeavor that the game is built upon)
PLAYER PROFILE (trait-based descriptions of players, their drivers and symptoms)
OBJECTIVES(shorttermandlongtermgoalsforgameplay)
OUTCOMES(resultsfromaplayermeetingormissingshort-termgoals)
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
72. 72#WebVisions
Resources
• Resources are the space and supplies that players
use or can acquire.
• Traditional games may have boards, pieces, cards,
play money, or courts.
• Digital games may have items carried, or virtual
currency
• Each item has attributes (what it can do and what
can be done with it) and states (active/inactive, for
example).
73. 73#WebVisions
SKILLS (specialized abilities to develop - physical, mental, social)
RESOURCES (spaces and supplies)
RESISTANCE (opposition + uncertainty)
ACTIONS (moves and decisions)
FEEDBACK (system response)
BLACK BOX (rules engine)
Game Name
ACTIVITY (the real-world endeavor that the game is built upon)
PLAYER PROFILE (trait-based descriptions of players, their drivers and symptoms)
OBJECTIVES(shorttermandlongtermgoalsforgameplay)
OUTCOMES(resultsfromaplayermeetingormissingshort-termgoals)
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
74. 74#WebVisions
Resistance
• Resistance is the force of opposition that
creates tension.
• This is important because playing a game we
know we‟re going to win is no fun.
• Examples are:
– Competition
– Chance
– Time Pressure
– Scarcity
75. 75#WebVisions
SKILLS (specialized abilities to develop - physical, mental, social)
RESOURCES (spaces and supplies)
RESISTANCE (opposition + uncertainty)
ACTIONS (moves and decisions)
FEEDBACK (system response)
BLACK BOX (rules engine)
Game Name
ACTIVITY (the real-world endeavor that the game is built upon)
PLAYER PROFILE (trait-based descriptions of players, their drivers and symptoms)
OBJECTIVES(shorttermandlongtermgoalsforgameplay)
OUTCOMES(resultsfromaplayermeetingormissingshort-termgoals)
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
76. 76#WebVisions
Feedback
• Feedback is a system‟s response to a players actions.
• It‟s what tells us the result of a decision.
• Good feedback is a key building block as it helps the
player evaluate their performance, and helps them gain
confidence in their faculty – their ability to meet the
objectives.
• Examples of feedback:
– A roomful of laughter (sound)
– A speedometer‟s reading (data)
77. 77#WebVisions
SKILLS (specialized abilities to develop - physical, mental, social)
RESOURCES (spaces and supplies)
RESISTANCE (opposition + uncertainty)
ACTIONS (moves and decisions)
FEEDBACK (system response)
BLACK BOX (rules engine)
Game Name
ACTIVITY (the real-world endeavor that the game is built upon)
PLAYER PROFILE (trait-based descriptions of players, their drivers and symptoms)
OBJECTIVES(shorttermandlongtermgoalsforgameplay)
OUTCOMES(resultsfromaplayermeetingormissingshort-termgoals)
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
78. 78#WebVisions
Black Box
• The Black Box is a system‟s rules engine. This could be
a computer program or a document (or just be in the
designer‟s head).
• It contains the information about ties between actions
and feedback (and if/then scenarios)
• For Nike+:
– The runner takes action by running at a certain pace
– They get feedback in the form or auditory encouragement
– The black box determines when it will play the audio
79. 79#WebVisions
SKILLS (specialized abilities to develop - physical, mental, social)
RESOURCES (spaces and supplies)
RESISTANCE (opposition + uncertainty)
ACTIONS (moves and decisions)
FEEDBACK (system response)
BLACK BOX (rules engine)
Game Name
ACTIVITY (the real-world endeavor that the game is built upon)
PLAYER PROFILE (trait-based descriptions of players, their drivers and symptoms)
OBJECTIVES(shorttermandlongtermgoalsforgameplay)
OUTCOMES(resultsfromaplayermeetingormissingshort-termgoals)
Achievement |
Structure |
Control |
Self-interest |
Enjoyment
Freedom
Acceptance
Social Interest
Based on “Game Frame” by Aaron Dignan
80. 80#WebVisions
Outcomes
• Outcomes are the positive and negative results that
happen while in pursuit of the ultimate objective.
• Positive outcome: tangible and intangible awards such
as moving up a level
• Negative outcome: starting over or losing key resources
82. 82#WebVisions
Challenge Details
Challenge
• Detail the framework for one of your concepts - encouraging
peer-supported learning in order to engage students at
different levels.
Reminder…
• This can bring in other resources (like counselors) but should
primarily “run” via activities of the students.
• If you need some inspiration, check out our playing cards.
85. 85#WebVisions
Barbie Life in the Dreamhouse Mechanics
• Objective
– Immerse players in the story of Barbie and her friends
• Resistance
– Scarcity, Targets
• Levels
– Based on participating in activities and exchanges, playing
games and watching videos
88. 88#WebVisions
Making a Splash in the Dreamhouse Pool
• Season 1 in June „12 (Season 2 October ‟12)
• 22 languages
• 400k+ players registered
• 500 million B-Coins awarded
• 325k hearts given out
• 400k B-Gifts from characters to players
• 500k “Love Its”
• 20+ million videos watched
91. 91#WebVisions
Activity Motivators
• Activity motivators are interactive features on a site that
are expressly added to encourage both an increase in
the amount and/or quality of an individual‟s activity on a
site, and the overall growth of the community.
• Examples of motivators are features that track the
number of people you‟re connected to. On community
sites, common motivators center on building your
network, completing a goal, achieving levels of status,
and building your reputation.
92. 92#WebVisions
Connecting
One of the most common features of a community site is the
ability to connect with people you know, and find new people to
connect with, adding them as friends or connections. There is a
competitive status with having a high total number of
connections (which LinkedIn strengthens by making this number
very prominent in lists and icons). Common motivations are
meeting new people, and maintaining closer contact with others
that have proven relationships or shared interests.
There’s a dopamine rush associated with getting a response
to anything you post.
93. 93#WebVisions
Collecting / Completing
Completing a task has its own rewards, and completing a larger
goal with multiple subtasks can be a motivator for repeat visits
and higher commitment. In a way, this can be like completing a
game; it‟s nice to have others view your success (an indicator of
status), but the primary motivator is often a personal drive to
complete and master a challenge. LinkedIn uses completeness
as a motivator to encourage users to create a full profile. Key to
this is providing a visual indicator of progress, and clear and
actionable methods to move towards completeness. A sense of
achievement can be attained with or without a prominent
indication of status.
94. 94#WebVisions
Status
One of the strongest motivators that can be introduced to a community
is the visible indication of status, which can be driven by a desire for
personal status or by group competition. Status measures often do not
require a large initial investment from the user, but allow people to grow
incrementally. They can range from subtle to direct, and private to
prominent. For example, a subtle measure may simply be a statistic
shown on a user‟s private profile page; a less subtle measure may be a
comparison of that statistic against the same for the average user; and
a direct measure may be the creation of distinct status levels such as
MyC4‟s 10-levels indicating the amount a user has donated (which is
also fairly prominent, as it appears on a user‟s public profile page).
95. 95#WebVisions
Status
Keep in mind that introducing very blatant and prominent status measures in a
community may alter the tone of the site depending on how it is presented, as it
can add a feeling of competition rather than cooperation. For a site centered on
giving that chooses to display status, it will be important to ensure those who
give once still feel the satisfaction of giving, but allow those who desire status
additional access and visibility into these features.
A benefit of this motivation for status is that it can be tied to reputation, leading
to a higher degree of integrity on the site overall. This is a key lynchpin for
eBay‟s strategy, as a good reputation can directly impact your ability to make
money or buy items on the site.
96. 96#WebVisions
Reputation
Reputation motivators are a type of status motivator, with the
additional connotation of a user being considered reliable and/or
an expert within the community. They are useful on social
networking sites that require trust between members or roles; for
example to ensure high-quality user-generated content, or high-
integrity financial interactions. For example, a user on eBay may
have sold many items (showing that they are highly active) but
may not have good feedback on the site, thus having a weak
reputation. Reputation motivators can be a very effective way to
reduce the amount of time and effort needed to police a site, as
the community itself performs much of the policing.
97. 97#WebVisions
Good Activity Motivators…
• Reflect the primary business objectives driving the inclusion of
community building features (for example, “increase the
overall number of donors” could be primary, while “increase
the overall amount of each donation” may be secondary)
• Ideally, can only be attained and increased by actions that are
possible to perform via the site itself
• Have a simple, easy to understand structure with a small
number of “moving parts”
• Have consistent rules that rarely change (although additional
methods for attaining status may be added)
98. 98#WebVisions
Good Activity Motivators…
• Are visible in a central, personalized area such as a group or
individual profile
• Have a low barrier to initial participation
• Encourage repeat and incremental participation
• Reward the user when a level or goal has been attained (this
can be a tangible reward, like a gift, or a conceptual reward
like a status level or other visual indicator of completion,
status, reputation, etc.). Common methods for tracking and
rewarding are counts, scores, levels, titles, and ratings.
99. 99#WebVisions
Social Activities
• Advocate
• Argue
• Comment
• Compare
• Compete
• Curate
• Explore
• Express
• Flirt
• Give
• Greet
• Harass
• Help
• Join
• Like
• Mug
• Poke
• Rate
• Read
• Recommend
• Share
• Show off
• Taunt
• View
• Vote
100. 100#WebVisions
Common Gamification Elements
• achievement "badges"
• achievement levels
• leader boards
• a progress bar or other visual meter to indicate how close people
are to completing a task a company is trying to encourage, such as
completing a social networking profile or earning a frequent shopper
loyalty award.
• virtual currency
• systems for awarding, redeeming, trading, gifting, and otherwise
exchanging points
• challenges between users
• embedding small casual games within other activities
101. 101#WebVisions
Resources
• The Art of Game Design, by Jesse Schell
• Game Design Workshop
• Gamification by Design, Gabe Zichermann
• A Theory of Fun for Game Design, Ralph Koster
• GamificationU.com
• SeriousGames.org
Editor's Notes
CC
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JUAlthough it provided a trendsetting examples for play, it recently is stating to move away from it as the primary experience with the latest redesign:http://www.digitaltrends.com/social-media/foursquare-redesign-ditches-gamification-emphasizes-recommendations/CC The way this appealed to multiple types of players
JUhttp://en.wikipedia.org/wiki/History_of_video_gamesWorld-based games – Pitfall, Mario Brothers, Zelda role playing games
JU
JUHistory dates to 3100 BC in Egypt (Senet)Games are an integral part of society – an expression of human natureThey’re formalized expressions of play They capture ideas and behaviors of people during one period of time and carry them forward through timePainting of Egyptian Queen Nefertari playing Senet found in her tombSenet, 3100BChttp://en.wikipedia.org/wiki/SenetThe Senetgameboard is a grid of thirty squares, arranged in three rows of ten. A senet board has two sets of pawns (at least five of each and, in some sets, more, as well as shorter games with fewer). The actual rules of the game are a topic of some debate, although historians have made educated guesses.
JUIt’s a central part of neurological growth and development (especially for kids)It helps you try things in a “safe” environmentIt delights the brain
CC In adults, it boosts creativity, imagination, and decision makingIt makes it easier to take risks and experiment, and gets us over fear of embarrassment and social rejection
CC Increases creativity
CC
CCA knowledge of what needs to be accomplished, and the basic rules that apply in the activity, provides structure so the participant can focus on the activity itself.This is where it’s extremely valuable to have an understanding of the target users of your product, and their likely skill sets.
CC
Ice breaker (15 minutes)Each participant draws a game interaction type from the hat2 teams per interaction typeGroups select from a list of games/physical games by type or self-selectBrainstorm on games that fit your type. Take one and discuss its experience in the group…How is it unique?How does it make you feel?What makes it challenging?How does it motivate you to act? Is it competitive? Cooperative?We get back together as a larger group to shareSimple discussionTakeaway – these are your teams. You’ll use this style of game play / interaction to create a game today.
Single Player vs. Game (Most console games, races to break a record)Player vs. Player (Boxing, Chess)Multiple Individual Players vs. Game (Wheel of Fortune, Jeopardy, Easter Egg hunts)Multilateral Competition (Mario Kart online)Unilateral Competition (Are You Smarter Than a 5th Grader, Tag, Marco Polo, Scotland Yard)Cooperative Play (World of Warcraft to kill a major monster/cross a level)Team Competition (Basketball, Cranium, Pictionary)Interesting crossovers – Werewolf/Mafia mixes cooperative play with competition
Ice breaker (15 minutes)Each participant draws a game interaction type from the hat2 teams per interaction typeGroups select from a list of games/physical games by type or self-selectBrainstorm on games that fit your type. Take one and discuss its experience in the group…How is it unique?How does it make you feel?What makes it challenging?How does it motivate you to act? Is it competitive? Cooperative?We get back together as a larger group to shareSimple discussionTakeaway – these are your teams. You’ll use this style of game play / interaction to create a game today.
JU, CC and participants
CC
JU
JU
CC
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CCZelda specs from 1985
CC
CC Achievementvs enjoyment – is it the outcome or the process that matters to them?Structure vs freedom – do they want to master skills through instruction, or to figure things out for themselves?Power – do they get it from dominion over others, or from their connection to community?Is it about their own progression, or overall progress?
CC
CCA cell phone platform SIMs-like game situated in college using characters as animals… the show Community…
JU
JU
JU
CC
CC
CC
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CC
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CC
CC
CCAchievementvs enjoyment – is it the outcome or the process that matters to them?Structure vs freedom – do they want to master skills through instruction, or to figure things out for themselves?Power – do they get it from dominion over others, or from their connection to community?Is it about their own progression, or overall progress?