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mittagXperten Games and Gamification 1

20140424 XING mittagXperten Games and Gamification - Safak Korkut

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The game industry has already overcome the Hollywood’s most expensive productions. In November 2013, one retail game sold $1 billion worth of copies all around the world in one single day; a number that no Hollywood production ever came closer. While the industry is growing and players are getting more and more addicted, the side effects are also started to come to the surface in various sectors outside of the game world: a trend that many enterprises want to jump in, but most don’t know how to do. This presentation will focus not only on the ideas and applications of gamification, but also will show insights from FHNW’s gamified learning project: Tourney.

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Page 1: 20140424 XING mittagXperten Games and Gamification - Safak Korkut

XING mittagXperten – Safak Korkut 28.04.2014

mittagXpertenGames and Gamification

1

Page 2: 20140424 XING mittagXperten Games and Gamification - Safak Korkut

XING mittagXperten – Safak Korkut 28.04.2014

I am interested in the latest technologies, new communication concepts,

games, data visualizations and social media development.

Safak Korkut is me.

I am also a professional filmmaker, project developer, game designer

and MSc co-mentor, lecturer.

I am also the co-founder of YAAY which is located in Basel, Switzerland.

YAAY is a devoted interdisciplinary team which is aiming to have an

impact on today's visual communication and information design

systems.

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Vorspeise

Hauptgang

Dessert

Menu

3

Overview to Game Industry

Gamification Perspective

Tourney - Gamified University

Open Discussion

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Games.

Philip Toledano 4

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Video Games and the Luden Revolution

$500 MILLION

IN 1 DAY

$373 MILLION

IN 10 DAYS

$314 MILLION

IN 10 DAYShttp://news.xbox.com/2013/05/x360-aaron-greenberg-industry-growth

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Video Games and the Luden Revolution

$800 MILLION

IN 1 DAY

$373 MILLION

IN 10 DAYS

$314 MILLION

IN 10 DAYS

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Video Games and the Luden Revolution

$1000 MILLION

IN 1 DAY

$373 MILLION

IN 10 DAYS

$314 MILLION

IN 10 DAYS

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Video Games and the Luden Revolution

http://news.xbox.com/2013/05/x360-aaron-greenberg-industry-growth

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Video Games and the Luden Revolution

http://news.xbox.com/2013/05/x360-aaron-greenberg-industry-growth

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What is a Game?

Goal.

Rules.

Feedback.

Voluntary participation.

(McGonigal, J., Reality is broken: Why Games Make Us Better and How They Can Change the World, The Penguin Books, 2011)

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What is a Game?

Playing a Game is the voluntary attempt to overcome

unnecessary obstacles.

(McGonigal, J., Reality is broken: Why Games Make Us Better and How They Can Change the World, The Penguin Books, 2011)

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What is a Game?

Extrinsic Motivation. Intrinsic Motivation.

Philip Toledano 14

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What is a Game?

Extrinsic Motivation. Intrinsic Motivation.

Philip Toledano 15

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Who is playing games?

Games are for kids.

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Who is playing games?

Games are for kids.

35Average age

http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf

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Myth or Fact?

Seriously?

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Myth or Fact?

Seriously?

31Gam

ers

unde

r 18

.

%http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf

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Xbox Kinect

http://www.youtube.com/watch?v=4OMLjXRfaDQ

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Games are designed to trigger our intrinsic motivation.

This can lead to an addiction.

Facing this problem, the game industry and researchers

started to study the phenomenon.

Result: They set up a process to design games from the scratch,

managing intrinsic motivation and addictive game elements.

As a side effect: Gamification.

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Gamification.

Philip Toledano 22

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Gamification is the integration of

– Feedback mechanics in Games

– Game-thinking

in non-game environments to increase audience

engagement, loyalty and fun.

What is Gamification?

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The Broccoli Effect

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70% of us have the gene that

makes broccoli taste bitter.

(Htas2r28)

The statistics show that it takes

an average child 12 years* to

start liking broccoli.

* Thanks to the relentless efforts

of the average mothers.

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The Broccoli Effect

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Approach #1 - Forcing them

Approach #2 - Convincing them

Approach #3 - “Airplane” method

Approach #4 - Cheese sauce

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Kinect Effect

http://www.youtube.com/watch?v=oq98_35sQko

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Feedback Mechanics in Games

• points

• achievements

• badges

• levels

• progress bars

• leaderboards

• virtual currency

• rewards

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Foursquare

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Foursquare

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Foursquare

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Gamification, the process of applying the psychological

and sociological factors that drive intense game play

to consumer measurement, enables us to understand

the thought process behind consumers’ willingness

to participate in and comply with consumer behavior

and attitude measurement tasks.

Gamification

http://web.fhnw.ch/plattformen/blogs/gamifyu/2013/08/07/gamification/

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- Increase in the frequency of purchase

- Boost the value per purchase

- Encourage usage of a new sales channel

- Drive new product/service adoption

- Perform consumer profiling

- Conduct new customer acquisition

- Obtain feedback

- Upsell/cross-sell

Marketing Strategies with Gamification

http://www.mobilemarketer.com/cms/opinion/columns/10671.html

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Nike Plus app

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Nike Plus Universe

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FuelBand users in 2012:

– earned more than 409 billion

total fuel points = 44.1 million

marathons.

Today,

– 11 million active Nike+ users

– collect more than 1 billion

points each day = 6,772 houses

daily electricity need.

http://mashable.com/2013/02/22/nike-fuelband-stats/

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Ch

allen

ge

Time Spent

Gam

e M

echan

ic Z

enAnxiety

Boredom

http://www.goodreads.com/book/show/66354.Flow

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Early-on gamification involved adding simple game mechanics

like points, badges and leaderboards to websites and apps.

But that’s not what makes games truly compelling.

What is not Gamification?

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Early-on gamification involved adding simple game mechanics

like points, badges and leaderboards to websites and apps.

But that’s not what makes games truly compelling.

Good games take players on a journey, giving them something

to learn, master and share.

Gamification 2.0 is about creating game-like digital services

that shape real-world behavior and deliver deep value

to players, — using a blend of intrinsic and extrinsic motivations.

What is not Gamification?

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1. Know who’s playing — design for their social style

2. Build Positive Emotions into your core activity loop

3. Build a system that’s easy to learn and hard to master

4. Design for Onboarding (Tutorial), Habit-Building, and Mastery

5. Use Progress Mechanics to “light the way” towards learning and mastery

6. As players progress, unlock greater challenges and complexity

7. Deliver intrinsic motivations like Power, Autonomy and Belonging

Seven Golden Rules of Gamification 2.0

http://www.slideshare.net/amyjokim/beyond-gamification-7-core-concepts-for-creating-compelling-products

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Bon Appétit!

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Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut, Danilo Wanner 16.04.2014

TourneyGamified University

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Learning with Games

Tourney the Game, Strategische Initiative Simulated Reality, 2014

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Learning with Games

Tourney the Game, Strategische Initiative Simulated Reality, 2014

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Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut, Danilo Wanner 16.04.2014

The Idea of a Content Independent Game Framework

-Tutors can create game levels for their own class.

-The game offers a testing field for students’ skills.

- It is a safe environment and consequences in the game

do not have any impact on the real world.

-The games can be played outside of the classroom and

enable teachers to engage the students better.

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Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut, Danilo Wanner 16.04.2014

Let’s play!

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http://bit.ly/tourneych

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Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut 16.04.2014 49

Thank you very much.

Philip Toledano