playrocket: a platform for enhancing business software with game elementsTadej Gregorcic
Playrocket is a platform and a web application that helps developers integrate game elements into enterprise software (such as software for call centers or sales teams).
Motivational Design (Gamification) and the WorkplaceTadej Gregorcic
What is "gamification"?
Is there a better term to describe the use of games in a serious context?
How can motivational design be applied to office work?
This presentation is a sneak-preview of Playrocket and how it is being applied in a call center.
Designing Serious Games - how to get started?Fred Moritz
Fred is a 22-year-old game designer from Estonia who has been designing games for 4 years. He discusses how to start making serious games by first finding a problem to solve, assembling a team, polishing the game idea, and assigning work. Fred provides tips for game development such as holding quick stand-up meetings and letting people choose their own tasks. The goal is to eventually market and monetize the completed game.
Trails of a Graduate Start-Up Studio - Develop Conference 2012benni_hill
This document outlines the challenges of starting an independent game development studio after graduating, including development, team communication, financing, marketing, and starting a business. It provides advice in each area, such as planning ahead and getting involved in the community to help with development, using digital filing systems to aid communication, self-funding and applying for funding to manage finances, and utilizing social media and attending events for marketing. The document cautions the reader to consider if independence is the right path and if they have the skills and commitment needed before embarking on this challenging endeavor.
The document discusses key aspects of game business development including concept design, technical design, implementation phases, marketing, and post-release activities. It emphasizes the importance of business planning and managing the relationships between user needs, technical requirements, economic factors, and innovation. Various frameworks for game design and types of fun in games are presented. Lessons learned around failures and alternative plans are also covered.
Ben Hill - Develop Indie Dev Day Presentationjoel_tecmark
Futureworks Game Design lecturer and White Paper Games co-founder Ben Hill's presentation from the recent Indie Dev Day at the Develop Conference in Brighton.
This document discusses gamification, which is using game mechanics and design principles to motivate and engage people. It covers topics such as game thinking, why games work by appealing to psychological needs, gamer types, and gamification tools and frameworks. The goal of gamification is to encourage behaviors or skills through digital games rather than personal engagement. It focuses on enabling players to achieve goals that also benefit an organization.
(H2H)3D Game-Based Human-to-Human Solutions for BusinessDramagame
This document discusses human-to-human gamification and the Dramagame genre of games. It describes Dramagame's unique multiplayer story games that enable conversation and interactions as gameplay. Examples provided include Lateral Gallery and Agile Avenue games used for innovation, coaching, meetings, and exploring business practices. User feedback highlights how these games generated more new ideas than traditional meetings and helped players learn new qualities of colleagues.
playrocket: a platform for enhancing business software with game elementsTadej Gregorcic
Playrocket is a platform and a web application that helps developers integrate game elements into enterprise software (such as software for call centers or sales teams).
Motivational Design (Gamification) and the WorkplaceTadej Gregorcic
What is "gamification"?
Is there a better term to describe the use of games in a serious context?
How can motivational design be applied to office work?
This presentation is a sneak-preview of Playrocket and how it is being applied in a call center.
Designing Serious Games - how to get started?Fred Moritz
Fred is a 22-year-old game designer from Estonia who has been designing games for 4 years. He discusses how to start making serious games by first finding a problem to solve, assembling a team, polishing the game idea, and assigning work. Fred provides tips for game development such as holding quick stand-up meetings and letting people choose their own tasks. The goal is to eventually market and monetize the completed game.
Trails of a Graduate Start-Up Studio - Develop Conference 2012benni_hill
This document outlines the challenges of starting an independent game development studio after graduating, including development, team communication, financing, marketing, and starting a business. It provides advice in each area, such as planning ahead and getting involved in the community to help with development, using digital filing systems to aid communication, self-funding and applying for funding to manage finances, and utilizing social media and attending events for marketing. The document cautions the reader to consider if independence is the right path and if they have the skills and commitment needed before embarking on this challenging endeavor.
The document discusses key aspects of game business development including concept design, technical design, implementation phases, marketing, and post-release activities. It emphasizes the importance of business planning and managing the relationships between user needs, technical requirements, economic factors, and innovation. Various frameworks for game design and types of fun in games are presented. Lessons learned around failures and alternative plans are also covered.
Ben Hill - Develop Indie Dev Day Presentationjoel_tecmark
Futureworks Game Design lecturer and White Paper Games co-founder Ben Hill's presentation from the recent Indie Dev Day at the Develop Conference in Brighton.
This document discusses gamification, which is using game mechanics and design principles to motivate and engage people. It covers topics such as game thinking, why games work by appealing to psychological needs, gamer types, and gamification tools and frameworks. The goal of gamification is to encourage behaviors or skills through digital games rather than personal engagement. It focuses on enabling players to achieve goals that also benefit an organization.
(H2H)3D Game-Based Human-to-Human Solutions for BusinessDramagame
This document discusses human-to-human gamification and the Dramagame genre of games. It describes Dramagame's unique multiplayer story games that enable conversation and interactions as gameplay. Examples provided include Lateral Gallery and Agile Avenue games used for innovation, coaching, meetings, and exploring business practices. User feedback highlights how these games generated more new ideas than traditional meetings and helped players learn new qualities of colleagues.
The document discusses how business games and simulations created by InContext can be used to deploy vision and strategy, align teams, improve performance and change behaviors in large organizations. It states that such simulations that mirror the reality of an organization can create a shared, meaningful experience that is remembered positively. Testimonials from executives praise how the simulations highlight the need for cross-functional collaboration and how recognizable and discussion-provoking they can be. The document promotes InContext's services in designing customized organizational games and simulations to impact organizations.
This document discusses Lego Serious Play, a group facilitation methodology that uses Lego bricks to build models that represent ideas, thoughts, and solutions. It allows participants to engage in rich dialogue and work out solutions using their hands and minds through building with Lego bricks, requiring no technical skills. Some applications of Lego Serious Play include team building, problem-solving, strategy development, mind-setting, and creative thinking.
Developing the conditions for better compulsion loops in new product developmentMark Hart
How do you get individuals involved in new product development to do more of the effective activity? In this presentation, I will explore several concepts from game development. I will describe how to develop the conditions for a core compulsion loop to drive positive Development Experiences (DX) in new product development.
Gamification involves using game elements and mechanics in non-game contexts to motivate and engage users. It can be applied by adding badges, points, leaderboards and other rewards to encourage behaviors. However, gamification requires understanding the target audience and their motivations. It also needs clear goals and metrics to define success, without deceiving users or being too ambitious in scope. When done right, gamification can create more engaging user experiences.
WiG 2007 - Invited Presentation Kim Blake, Blitz GamesEmma Westecott
Kim Blake gives a presentation on why women would want to work in the video game industry. She notes that while women currently make up a small percentage of the industry, around 30% of gamers are women. The presentation discusses the variety of career opportunities available in game development and argues that passion for games is not necessary to enjoy making them. Blake emphasizes that jobs in game development allow one to engage in creative work, collaborative problem solving, and continuous learning while working with intelligent colleagues.
Interactivity in Ico: Involvement, Immersion, Investmentdrew davidson
In this presentation, I delineate the interactive experience of videogames (playing videogames from the perspective of a player) through a series of three experiential steps: initial involvement, immersion, and finally, investment. I then apply these steps as an interpretative lens of my own playing experience of the videogame Ico.
David Vermeir talked about one of the cornerstones of user engagement on online platforms: Gamification. How can you engage your users to participate in e-learning, collaboration, ...
The document discusses a puzzle logo that represents a business that won synergy and teamwork awards. The logo symbolizes how all parts of a business complement each other to work towards a shared mission and vision, with each unique piece playing an important role and resources being used efficiently with no gaps. The logo serves as an inspiration for how businesses and life can work together like a puzzle.
Games Are The New Normal (deck from GfK Tech Scouting conference)Raf Keustermans
Games have become the new normal as generations who grew up playing video games are now consumers and decision-makers. Game mechanics like levels, points, and achievements are familiar to these generations. The number of gamers exploded from 250 million in 2000 to over 1 billion in 2012 due to new open platforms like Facebook and iOS. Brands are now using gamification, which applies game mechanics to non-game applications, to improve customer experiences and marketing. Common gamification elements include leaderboards, badges, virtual currency, and time-based mechanics. Gamification motivates users through goals like status, competition, achievement, and social interaction.
The document discusses gamification and provides an overview of key concepts. It defines gamification as applying game elements to non-game contexts to encourage engagement and behavior change. The document outlines important game concepts that can be employed, such as points, badges, leaderboards, and dynamics, mechanics and components of games. It also discusses how to develop a gamified system, including defining objectives, target behaviors, player types, activity cycles and tools. Potential pitfalls of gamification are explored, such as over-emphasizing points, legal/ethical issues and exploiting users.
Career as a Product Manager / Data Analyst in the Games IndustryThomas Hulvershorn
An introduction to Product management and Data Analytics and advice how to start your career in these areas.
Sahil Gupta and Thomas Hulvershorn talking to Students at Abertay University in Dundee / Scotland
The document discusses principles of conservative gamification, which aims to transform non-game activities into games while adhering closely to definitions of games. It outlines philosopher Johan Huizinga's definition of play and how conservative gamification is guided by applying Huizinga's principles. These include making play voluntary, separating it from reality, avoiding negative stress, having no external rewards, clearly defining time/space, and using fixed rules. The document provides examples of applying these in gamification and evaluates a case study where sales training for an optics chain was gamified based on these principles.
Here are the key points about Chinesegamers' WALKFUN mobile game platform strategy:
- Targets mobile game players in China
- China has a huge and growing mobile games market
- By building a platform, Chinesegamers can aggregate players and games in one place
- This allows them to monetize the platform through things like in-game payments, ads, etc.
- The strategy is to attract both game developers to publish games on the platform for exposure to players
- And to attract players by offering a wide selection of games in one centralized location
So in summary, the key players in their strategy are mobile game developers and players in China. By building a platform, they aim to be the
This document provides an overview of key aspects of game design for a class project. It discusses gameplay elements like objectives, progression, and mechanics. It also covers structural roles in game development such as game designer, art designer, and level designer. The document aims to help students understand the process of designing a game and provides examples and resources to support building a game design document.
Essential Guide to game content development for those who think they have a great game idea, but don't know what to begin with.
The Guide covers:
pre-production - idea development, plot overview, how to staff your game development team and schedule game production,
production - game development stages, insights from real-life game development cases
Using Gaming Mechanics for Marketing - Raf Keustermans #SMM11Our Social Times
Gamification is one of the hottest buzzwords in online marketing, but what does it really mean? In this insightful session Raf Keustermans, former Global Marketing Director at Playfish (EA), will provide a practical guide to using gaming mechanics for marketing. He will provide innovative ideas for motivating customers to engage and examples of how to reward social media advocates. - #SMM11
Using game mechanics and principles of gamification is an emerging trend in marketing. Gamification involves using elements like rewards, levels, competition, and feedback systems to motivate and engage customers. It has grown in popularity as the games industry has expanded and new platforms have emerged. Major brands are now experimenting with gamification by partnering with game developers or integrating game elements into their own offerings. However, simply making a business "more fun" through gamification is not always effective - the right motivations and mechanics must be chosen based on the target audience.
This document provides an overview of how game mechanics can be used to build engagement with SharePoint. It discusses how game mechanics appeal to fundamental human needs like esteem, belonging and self-actualization. Simple mechanics like points, levels and leaderboards can increase participation without a complex implementation if they align with business goals and user needs. The document warns that game mechanics must be carefully designed to avoid unintended consequences or unethical behavior.
This document discusses gamification in enterprise software. It begins by comparing key attributes of games versus work, then defines gamification as using game mechanics to engage users in solving problems. Examples of gamified systems like Nike+ and LinkedIn are provided. The document advocates gamifying enterprise software to engage digital native employees. It presents a player-centered design framework involving knowing players, identifying missions, understanding motivation, applying mechanics, and managing/measuring outcomes. Game mechanics like points, leaderboards, and badges are explained. The benefits of gamification in enterprises are increasing engagement and motivation.
The document discusses how business games and simulations created by InContext can be used to deploy vision and strategy, align teams, improve performance and change behaviors in large organizations. It states that such simulations that mirror the reality of an organization can create a shared, meaningful experience that is remembered positively. Testimonials from executives praise how the simulations highlight the need for cross-functional collaboration and how recognizable and discussion-provoking they can be. The document promotes InContext's services in designing customized organizational games and simulations to impact organizations.
This document discusses Lego Serious Play, a group facilitation methodology that uses Lego bricks to build models that represent ideas, thoughts, and solutions. It allows participants to engage in rich dialogue and work out solutions using their hands and minds through building with Lego bricks, requiring no technical skills. Some applications of Lego Serious Play include team building, problem-solving, strategy development, mind-setting, and creative thinking.
Developing the conditions for better compulsion loops in new product developmentMark Hart
How do you get individuals involved in new product development to do more of the effective activity? In this presentation, I will explore several concepts from game development. I will describe how to develop the conditions for a core compulsion loop to drive positive Development Experiences (DX) in new product development.
Gamification involves using game elements and mechanics in non-game contexts to motivate and engage users. It can be applied by adding badges, points, leaderboards and other rewards to encourage behaviors. However, gamification requires understanding the target audience and their motivations. It also needs clear goals and metrics to define success, without deceiving users or being too ambitious in scope. When done right, gamification can create more engaging user experiences.
WiG 2007 - Invited Presentation Kim Blake, Blitz GamesEmma Westecott
Kim Blake gives a presentation on why women would want to work in the video game industry. She notes that while women currently make up a small percentage of the industry, around 30% of gamers are women. The presentation discusses the variety of career opportunities available in game development and argues that passion for games is not necessary to enjoy making them. Blake emphasizes that jobs in game development allow one to engage in creative work, collaborative problem solving, and continuous learning while working with intelligent colleagues.
Interactivity in Ico: Involvement, Immersion, Investmentdrew davidson
In this presentation, I delineate the interactive experience of videogames (playing videogames from the perspective of a player) through a series of three experiential steps: initial involvement, immersion, and finally, investment. I then apply these steps as an interpretative lens of my own playing experience of the videogame Ico.
David Vermeir talked about one of the cornerstones of user engagement on online platforms: Gamification. How can you engage your users to participate in e-learning, collaboration, ...
The document discusses a puzzle logo that represents a business that won synergy and teamwork awards. The logo symbolizes how all parts of a business complement each other to work towards a shared mission and vision, with each unique piece playing an important role and resources being used efficiently with no gaps. The logo serves as an inspiration for how businesses and life can work together like a puzzle.
Games Are The New Normal (deck from GfK Tech Scouting conference)Raf Keustermans
Games have become the new normal as generations who grew up playing video games are now consumers and decision-makers. Game mechanics like levels, points, and achievements are familiar to these generations. The number of gamers exploded from 250 million in 2000 to over 1 billion in 2012 due to new open platforms like Facebook and iOS. Brands are now using gamification, which applies game mechanics to non-game applications, to improve customer experiences and marketing. Common gamification elements include leaderboards, badges, virtual currency, and time-based mechanics. Gamification motivates users through goals like status, competition, achievement, and social interaction.
The document discusses gamification and provides an overview of key concepts. It defines gamification as applying game elements to non-game contexts to encourage engagement and behavior change. The document outlines important game concepts that can be employed, such as points, badges, leaderboards, and dynamics, mechanics and components of games. It also discusses how to develop a gamified system, including defining objectives, target behaviors, player types, activity cycles and tools. Potential pitfalls of gamification are explored, such as over-emphasizing points, legal/ethical issues and exploiting users.
Career as a Product Manager / Data Analyst in the Games IndustryThomas Hulvershorn
An introduction to Product management and Data Analytics and advice how to start your career in these areas.
Sahil Gupta and Thomas Hulvershorn talking to Students at Abertay University in Dundee / Scotland
The document discusses principles of conservative gamification, which aims to transform non-game activities into games while adhering closely to definitions of games. It outlines philosopher Johan Huizinga's definition of play and how conservative gamification is guided by applying Huizinga's principles. These include making play voluntary, separating it from reality, avoiding negative stress, having no external rewards, clearly defining time/space, and using fixed rules. The document provides examples of applying these in gamification and evaluates a case study where sales training for an optics chain was gamified based on these principles.
Here are the key points about Chinesegamers' WALKFUN mobile game platform strategy:
- Targets mobile game players in China
- China has a huge and growing mobile games market
- By building a platform, Chinesegamers can aggregate players and games in one place
- This allows them to monetize the platform through things like in-game payments, ads, etc.
- The strategy is to attract both game developers to publish games on the platform for exposure to players
- And to attract players by offering a wide selection of games in one centralized location
So in summary, the key players in their strategy are mobile game developers and players in China. By building a platform, they aim to be the
This document provides an overview of key aspects of game design for a class project. It discusses gameplay elements like objectives, progression, and mechanics. It also covers structural roles in game development such as game designer, art designer, and level designer. The document aims to help students understand the process of designing a game and provides examples and resources to support building a game design document.
Essential Guide to game content development for those who think they have a great game idea, but don't know what to begin with.
The Guide covers:
pre-production - idea development, plot overview, how to staff your game development team and schedule game production,
production - game development stages, insights from real-life game development cases
Using Gaming Mechanics for Marketing - Raf Keustermans #SMM11Our Social Times
Gamification is one of the hottest buzzwords in online marketing, but what does it really mean? In this insightful session Raf Keustermans, former Global Marketing Director at Playfish (EA), will provide a practical guide to using gaming mechanics for marketing. He will provide innovative ideas for motivating customers to engage and examples of how to reward social media advocates. - #SMM11
Using game mechanics and principles of gamification is an emerging trend in marketing. Gamification involves using elements like rewards, levels, competition, and feedback systems to motivate and engage customers. It has grown in popularity as the games industry has expanded and new platforms have emerged. Major brands are now experimenting with gamification by partnering with game developers or integrating game elements into their own offerings. However, simply making a business "more fun" through gamification is not always effective - the right motivations and mechanics must be chosen based on the target audience.
This document provides an overview of how game mechanics can be used to build engagement with SharePoint. It discusses how game mechanics appeal to fundamental human needs like esteem, belonging and self-actualization. Simple mechanics like points, levels and leaderboards can increase participation without a complex implementation if they align with business goals and user needs. The document warns that game mechanics must be carefully designed to avoid unintended consequences or unethical behavior.
This document discusses gamification in enterprise software. It begins by comparing key attributes of games versus work, then defines gamification as using game mechanics to engage users in solving problems. Examples of gamified systems like Nike+ and LinkedIn are provided. The document advocates gamifying enterprise software to engage digital native employees. It presents a player-centered design framework involving knowing players, identifying missions, understanding motivation, applying mechanics, and managing/measuring outcomes. Game mechanics like points, leaderboards, and badges are explained. The benefits of gamification in enterprises are increasing engagement and motivation.
The document discusses gamification and its uses for startups. It defines gamification as incorporating gameplay elements into non-gaming applications to improve customer experience, build engagement, and create loyalty. Popular game mechanics that can be used include social features, customization, tracking experiences and progression, competition through leaderboards, virtual rewards and currencies, and designing interfaces to mimic games. Gamification is aimed at shaping positive behaviors and engaging customers through meaningful experiences. Examples where gamification has been applied include workplaces, schools, healthcare, and communities.
Games are the new Normal (keynote Immersion 2011)Raf Keustermans
The document discusses the rise of gamification and how game mechanics are being used in non-game applications and businesses. It notes that generations who grew up with video games now make up a large portion of consumers and decision-makers. Gamification involves using elements of games like level structures, rewards, competition, and virtual currencies to improve user experiences and engagement. While gamification is not always about making things fun, it is about using game mechanics to motivate users. Many brands have started incorporating gamification strategies. Factors like social interaction, clear goals or victory conditions, and the right motivations are important considerations for effective gamification.
This document provides an overview of a gamification workshop. It includes instructions for downloading the Gametize app and accessing a workshop game. The agenda covers introducing gamification concepts like motivation frameworks and the 5D gamification framework. It demonstrates how to use the Gametize platform to create games, provides resources for game design, and warns against common gamification pitfalls. The goal is to help participants understand gamification and practice designing their own games.
Gamification - Techniques and its applications to enterprisesBrenda Nicole Tan
Gamification techniques can be applied to enterprises to motivate behaviors. It involves using game elements and design in non-game contexts to address problems that can be influenced by motivation. Gamification is not just points and badges, but a strategy to make things fun and engage users. It works best when there is a clear problem that intrinsic or extrinsic motivation can help solve. The GAMETISE framework outlines key elements like generous rewards and goals like engagement to design an effective gamification strategy. Examples show how gamification can increase participation and productivity.
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2. Creativity
- is the act of turning new and imaginative
ideas into reality
- key to make something unique;
might even take to become popular
But not sure
3. • Rovio, Angry Birds
• Supercell, HayDay and Clash of Clans
• Zynga, Texas Hold’Em Poker, FarmVille and CityVille
• Playrix, GardenScape
• Murka, social slots
All these games were not the first games
released by the companies
Whether it’s easy to make a good Game?)
4. Management –
coordination and organization of activities,
operating resources (human and money) and
involves innovation and marketing.
Is in charge of planning, organizing,
directing, and controlling so to meet the
objectives of the policy.
No pain, no gain
5. So, what you need to make your games
hit the market?)
Exactly - creative people
Game Dev -
• For People and about People
• People make everything
• People is the basic and main resource
Creative staff – goal of each Game Dev team
6. Creative Part -
each day task
Typical requests:
• Can you add features as in top games
• Can you make
mix of Clash of Clans
and Fortnight
• Can you add
Gamification to non-game
application?
7. So here we come to:
Game Designers and Game Producers
8. Game Designer Game Producer
• Out of the box thinking
• Ability to merge unexpected
things
• Creating new
features/storyline/gameplay
concepts
• General Game vision
• Financial project results
• LiveOps
• Game overall ‘Ownership’ as
a Driver and Stakeholder
Overall Management
Creative Part
9. Game Producer –
have the general game vision, knows good-working game
features, have financial plan for the game, make general game
setting and direction, focus on target metrics, arrange the game
development as a process. Should control the process.
Game Designer –
Make each ingame element interesting, arranging details of
meta-games, giving original presentation of ideas,
‘head in the clouds’ and creative thinking in details.
Covered within details and can miss administrative tasks/points.
11. Can the one handle all the tasks?
- Doubtful
These task are different by it’s nature. If you keeping
eye on money and process, you can’t free enough
your mind to dream up.
12. In a simple words,
there is no question what you really need
Management or Creative part -
you need both!
However,
you need different people for that
13. Tricky points:
• Demand for Creative Staff growing, now more
300+ open position in CIS.
• Remote work policies making competence
even harder
• More new companies from non-gaming
business coming to Game Dev
14. Advices:
• Have wide communication network within
Game Producers/Designers community.
• Review options to have part time/consultancy
work by experienced Producer/Designer.
• Growing your own talents just with
correlation/advices from experienced staff.
• Getting your own exp might cost you too much
15. Let’s add more creativity
and still keep on track!
Thanks for your attention