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Elective Social Media and Customer Experience Games and Gamification 1 Thursday 12 December 13

Games and Gamification by Safak Korkut

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Lecture presentation on 11.12.2013 in FHNW HSW - Elective Social Media and Customer Experience The Lecture focuses on the introduction of Games, Game Industry and Gamification and concludes with three gamification sprint exercises. You can hear the lecture recording on "https://soundcloud.com/safak-korkut/lecture-on-games-and" please be aware that the recording starts after 27th slide.

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Page 1: Games and Gamification by Safak Korkut

IWI – Safak Korkut 11.12.2013IWI – Safak Korkut 11.12.2013

Elective Social Media and Customer ExperienceGames and Gamification

1

1Thursday 12 December 13

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IWI – Safak Korkut 11.12.2013IWI – Safak Korkut 11.12.2013

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

games, data visualizations and social media development.

Safak Korkut is me.

Philip Toledano

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

and MSc co-mentor, guest lecturer.

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Learning Outcomes

Students should be able to:

• read, watch, and filter autonomous information about gamification

• understand what defines a game

• understand basics of video game industry

• understand what gamification and its principals are

• apply gamification to the marketing problems

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YES Laptops. Smartphones. Social Media.

Philip Toledano

4Thursday 12 December 13

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YES Laptops. Smartphones. Social Media.

NO Work. Emails.

Philip Toledano

5Thursday 12 December 13

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YES Laptops. Smartphones. Social Media.

NO Work. Emails.

MUST Comfort. Creativity. Opinions.

Philip Toledano

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So, do you follow a strict flat-screen diet?

laptop.

game console.

iphone.

tablet.

internet contract.

facebook.

whatsapp.

twitter.

linkedin.

xing.

foursquare.

gta v.

call of duty.

tetris.

draw something.

angry birds.

candy crush.

clash of clans.

limbo.

temple run.

minecraft.

desert bus.

Philip Toledano

7Thursday 12 December 13

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Games.

Philip Toledano

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Desert Bus (1995)

9

The objective of the game is to drive a bus from Tucson, Arizona to Las

Vegas, Nevada in real time at a maximum speed of 45 mph. The feat

requires 8 hours of continuous play to complete, since the game cannot

be paused.

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HANDS UP!

10

Players form a group of 4-5 people.

Each player lifts one hand up.

Player one starts and indicates another player.

The player, who is indicated, looses a finger.

The turn moves to the next player (clockwise).

The winner is the last finger standing.

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What is a Game?

12

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?

13

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

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What is a Game?

Extrinsic Motivation. Intrinsic Motivation.

Philip Toledano

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Who is playing games?

16

Games are for kids.

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Who is playing games?

17

Games are for kids.

35Average age

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

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Myth or Fact?

18

Seriously?

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Myth or Fact?

19

Seriously?

31Gam

ers

unde

r 18

.

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

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Myth or Fact?

20

Games make kids violent.

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Myth or Fact?

21

Games make kids violent.

80%G

ames

are

pur

chas

ed b

y ad

ults

.

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

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Fact!

22

As video games have become more popular in the U.S., violent

crime has decreased dramatically, particularly among youth.

(U.S. Dept. of Justice - Federal Bureau of Investigation, Preliminary Annual Crime Stats, 2012; The NPD Group, Inc./Retail Tracking, 2012)

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Myth or Fact?

23

Games are waste of time.

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Myth or Fact?

24

Games are waste of time.

10Khour

s of

gam

epla

y by

21.

http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html

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Learning with Games

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Learning with Games

http://communities.ptc.com/docs/DOC-2368

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Learning with Games

27

http://www.youtube.com/watch?v=vrIccKvq2Kg

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Video Games and the Luden Revolution

http://popchartlab.com/products/the-evolution-of-video-game-controllers

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Video Games and the Luden Revolution

30

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

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Video Games and the Luden Revolution

31

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

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Video Games and the Luden Revolution

32

$500 MILLION

IN 1 DAY

$373 MILLION

IN 10 DAYS

$285 MILLION

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

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Video Games and the Luden Revolution

33

$800 MILLION

IN 1 DAY

$373 MILLION

IN 10 DAYS

$285 MILLION

IN 10 DAYS

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Video Games and the Luden Revolution

34

$1000 MILLION

IN 1 DAY

$373 MILLION

IN 10 DAYS

$285 MILLION

IN 10 DAYS

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Video Games and the Luden Revolution

35

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

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Wii Fit

36

http://www.youtube.com/watch?v=CFhrYBWkt0M

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Xbox Kinect

37

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

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Online games

38

http://mashable.com/2010/11/19/social-gaming-mainstream/

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Candy Crush Saga (2012)

39

Candy Crush Saga is a match-three puzzle video game released by the

developer King. The game, played mostly on mobile phones, has been

downloaded more than 500 million times, counts 282 million active

players per month and takes in an estimated $901,505 per day.

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Social games

40

http://www.smartkpis.com/blog/wp-content/uploads/Social-games.png

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Social games

41

1% of the w

orld

population

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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.

42

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Gamification.

Philip Toledano

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Gamification is the integration of Game Mechanics

in non-game environments to increase audience

engagement, loyalty and fun.

What is Gamification?

44

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http://fold.it/portal/

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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

49

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

50

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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Zombies Run!

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Zombies Run!

54

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Gamified Applications

55

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Mechanics for Gamification

56

‣ points

‣ achievements

‣ badges

‣ levels

‣ progress bars

‣ leaderboards

‣ virtual currency

‣ rewards

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Donald Norman - The Design of Everyday Things

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Donald Norman - The Design of Everyday Things

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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?

60

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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?

61

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Vocabulary Check

62

Express Compete

Explore Cooperate

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

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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

63

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

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Octalysis: Gamification Framework

64

http://www.yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/

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Octalysis: Gamification Framework

65

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Octalysis: Gamification Framework

66

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Octalysis: Gamification Framework

67

http://www.habitrpg.com

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HabitRPG

68

http://www.kickstarter.com/projects/lefnire/habitrpg-mobile

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Workshop.

Philip Toledano

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Gamification Sprint (10’)

70

As a Facebook follower of Sunrise, you can receive every weekend

free minutes and SMS.

- Create a Facebook/GoogleGlass competition to promote the give-aways.

- Draw the Octalysis of your competition.

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Sunrise Campaign

71

FHNW ICC, Elective Social Media and Customer Experience, Workshop Results, 11.12.2013

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Sunrise Campaign

72

FHNW ICC, Elective Social Media and Customer Experience, Workshop Results, 11.12.2013

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Gamification Sprint (10’)

73

Unser Bier is running a new campaign with code promotion (inspired

by Coca Cola). They are facing a problem, motivation of power-users

is dropping dramatically 3 months before the promotion ends.

- Define a group of power-users

- Sketch an innovative idea to keep motivation

- Draw the Octalysis of your idea.

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Unser Bier Campaign

74

FHNW ICC, Elective Social Media and Customer Experience, Workshop Results, 11.12.2013

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Gamification Sprint (10’)

75

Based on the 2013 half year report, Easyjet lost big part of her coverage

in continental Europe to the competitors. The CEO called your agency,

and gave you and your team the opportunity to design a loyalty system

which would make all the passengers go crazy!

- Motivate new passengers with easy-to-earn rewards

- Motivate frequent flyers with desirable challenges

- Motivate lost passengers with an innovative system

(discounts/points)

http://boardingarea.com/flyingwithfish/2010/04/29/not-using-your-frequent-flyers-miles-is-like-giving-airlines-free-money/

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Thank you!

76

gamifyu.org

@safakkorkut

76Thursday 12 December 13