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Deze presentatie werd op 8 november 2011 gegeven aan de studenten MICA en PICA van Lessius Mechelen.
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Gamification (holy grail or holy fail?)
@lucgaloppin
Agenda
Why? What? How? Who? Why not?
h-p://peace.saum
ag.edu/faculty/kardas/Images/default.htm
l h-p://www.psywww.com
/intropsych/ch05
_con
di?o
ning
/app
lied_
analysis_o
f_antecede
nts.html
Stimulus Response Psychology
h-p://www.th
etwen
tyfirsAloor.com
/?p=
1616
Default options are sticky
People respond to feedback
Expect error
SRC = Stimulus Response Compatibility
CHOICE ARCHITECTURE
‘A nudge…is any aspect of the choice architecture that alters people’s behavior in a predictable way without
forbidding options or significantly changing their economic incentives.'
h-p://www.crea?
ve-‐lifestyles.com
/nud
ging-‐you
r-‐way-‐to-‐a-‐passionate-‐life/
Anatomy of a game: 1. A goal 2. Rules 3. Feedback System 4. Voluntary participation
Anatomy of motivation: 1. Purpose 2. Mastery 3. Progression 4. Autonomy
Stimulus Response Psychology
SRC = Stimulus Response Compatibility
(Choice Architecture)
Game dynamics
Game mechanics (game design)
Response – Stimulus Architecture?
Motivation Manupulation?
“Positive” Psychology? Replacement?
Agenda
Why? What? How? Who? Why not?
h-p://youtu.be/DOEVOFEywV4
The process of using game thinking and game mechanics to solve problems and
engage users. - Gabe Zichermann
The use of game mechanics/dynamics to drive game-liked engagement and actions
in non-game environments (e.g. work, education, exercise, etc.)
- Michael Wu
Inventing new work and business practices that engage employees, customers and
consumers as effectively as a good game. - Jane McGonigal
h-p://www.gartner.com
/techn
ology/research/hype-‐cycles/
Agenda
Why? What? How? Who? Why not?
‘This is not a game yet. They should get points for doing this on time. You should lose points for not doing this on time. They
should recognize that they have built an appointment dynamic and then consciously leverage the game.'
Seth Priebatsch (Scvngr)
1. Achievement 2. Appointment Dynamic 3. Avoidance 4. Behavioral Contrast 5. Behavioral Momentum 6. Blissful Produc?vity 7. Cascading Informa?on Theory 8. Chain Schedules 9. Communal Discovery 10. Companion Gaming 11. Con?ngency 12. Countdown 13. Cross Situa?onal Leader-‐boards 14. Disincen?ves 15. Endless Games 16. Envy 17. Epic Meaning 18. Ex?nc?on 19. Fixed Interval Reward Schedules 20. Fixed Ra?o Reward Schedule 21. Free Lunch 22. Fun Once, Fun Always 23. Interval Reward Schedules
24. Lo-ery 25. Loyalty 26. Meta Game 27. Micro Leader-‐boards 28. Modifiers 29. Moral Hazard of Game Play 30. Ownership 31. Pride 32. Privacy 33. Progression Dynamic 34. Ra?o Reward Schedules 35. Real-‐?me v. Delayed Mechanics 36. Reinforcer 37. Response 38. Reward Schedules 39. Rolling Physical Goods 40. Shell Game 41. Social Fabric of Games 42. Status 43. Urgent Op?mism 44. Variable Interval Reward Schedules 45. Variable Ra?o Reward Schedule 46. Viral Game Mechanics 47. Virtual Items h-
p://techcrun
ch.com
/201
0/08
/25/scvngr-‐gam
e-‐mechanics/
h-p://youtu.be/-‐Opk5Ri5gCo
Source: G
abe Zicherman
h-p://greentechadvocates.com
/201
1/07
/20/insights-‐on-‐making-‐effi
cien
cy-‐fun
/
Progression Dynamic Scoreboard Mechanic
h-p://blogs.oregon
state.ed
u/getreal/20
11/07/be
ing-‐a-‐good
-‐engineer-‐is-‐all-‐abou
t-‐crea?vity
/ h-p://youtu.be/iynzHWwJXaA
h-p://youtu.be/eLmhq-‐rkUu8
Agenda
Why? What? How? Who? Why not?
X Yor ? Generation
h-p://youtu.be/PbNl6ybhhHI
‘So what are you standing for?'
‘Spoiled’
‘Lack of ambition’
Games make us happy because they
are hard work that we choose for ourselves.
Jane McGonigal (Reality is Broken)
h-p://youtu.be/pqKmzRw78S0
h-p://topsecret.ning.com/video/video/show?id=2659035%3AVideo%3A12190
Happiness Hacking (positive psychology)
h-p://mps-‐expen
ses.guardian.co.uk/
Trust Mission matched with your level
Challenging (stretch) No sitting around
Epic Story Positive feedback
Agenda
Why? What? How? Who? Why not?
Killers are the most ac.ve and most engaged member of the community. They are just expressing their behavior in a bad way.
Replacement & the last word on intrinsic & extrinsic motivation…
“When tasks are directly tied to material rewards, constant calculation of the anticipated payoffs can diminish interest in the activity itself. Rewarding behaviour that would otherwise be done for free can backfire.”
Resources
Why? What? How? Who? Why not?
Presenta?ons (my personal favorites)
• h-p://www.slideshare.net/avantgame/games-‐for-‐innova?on-‐a-‐five-‐year-‐forecast
• h-p://www.slideshare.net/mich8elwu/2011-‐0526-‐digtali-‐surrey-‐science-‐of-‐gamifica?onv03
• h-p://www.slideshare.net/gzicherm/gamifica?on-‐workshop-‐framework-‐slides
• h-p://www.slideshare.net/federicof/gamifica?on-‐pa-erns-‐be-er-‐sonware-‐2011
• h-p://www.slideshare.net/ervler/gamifica?on-‐how-‐effec?ve-‐is-‐it
• h-p://www.slideshare.net/avantgame/the-‐power-‐of-‐resilience-‐and-‐how-‐to-‐get-‐it-‐through-‐gameplay
Great Sources
• h-p://gamifica?on.org/ WIKI • h-p://gamifica?on.co/ BLOG
• h-p://janemcgonigal.com/ Jane McGonigal
About: @lucgaloppin
www.medemerkers.be
Why? What? How? Who? Why not?