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ConceptsProcess
ObjectivesGame Elements
References
Gamification
Concepts
Gamification is the use of game elements or creating game like emotions in non-game context
Gamification
Similar Concepts
Game Based Learning Digital Game
Based Learning Serious GamesLearning Games Edutainment
Gamification
Game is a activity of play in the pretended reality where participants try to achieve challenging goal by acting in
accordance with rules
Game
Game is not always
• Competition
• Conflict – Game theory (math)
• Entertaining – serious games
• Fun?
The implementation of (entertaining or learning) games as learning tools
or activities
Game Based Learning
Games for serious purpose
Not only for entertainment
E.g.: education, defense, health care, scientific exploration, emergency
management, urban planning, engineering, religion, politics, …
Serious Games
Education + EntertainmentForm of entertainment designed to
educate as well as to amuse
Edutainment
Gamification Process
Gamification Design Process
• Define objectives
• Define expected user behavior
• Describe the target group
• Define extrinsic motivator
• Define intrinsic motivator
• Define feedback loop
• Define progress phases
• Add entertaining elements
• If needed ad additional game elements
Increase the engagement
… motivation, participation, activity, …
To generate a flow
The Purpoce of Gamification
State of mind where one is so deeply concentrated in the task in hand that she looses the sense of time and stop worrying about self
Flow
FlowAutotelic Experience
Skill-challenge
Balance
Unambiguous
Feedback
Clear
Goals
Control
Losing
Self-consciousness
Time
transformation
Concentration
Merging
Action-awareness
Flow
Mihaly Csikszentmihalyi 1990
Every element that can be found in the game
Game Elements
Achievements Actions Aesthetics Altruism Art Atmosphere Attitudes
Autonomy Autotelic Avatar Badges Balance Boss Challenges Characters
Cheating Cognition Collaboration Communication Community Competences
Competition Concentration Conditions Control Creativity Culture Curiosity
Decision_Making Difficulty Dimensions Discovering Emotions Empathy
Engagement Engrossment Enjoyment Environment Ethics Events
Experience Expressions Fairness Fantasy Feedback Fight FLOW Followership
Fun Gameplay Goals Group Identity Imagination Immersion Importance
Interaction Interest Involvement Knowledge Levels Location
Loosing_Self Loyalty Luck Meaningfulness Merging Messages
Motivation NPC Opponent Performance Physiology Player Points Preferences
Progress Psychology Recruiting Relatedness Relations Reputation Resources RewardRisk Roles Rules Scoreboard Skills Socialization Sound Space Status Stile Story
Support Surprise Teamwork Time Time_Transformation Turns Uncertainty
Unknown Utility Voluntariness World
PointsBadges
Scoreboard
Extrinsic Motivators
Meaningful challengesFeeling competent
FeedbackEntertainment
Feeling emotionsCuriosity (interest)
Feeling control (power)Self identification
Relatedness
Intrinsic Motivators
Motivators
Intrinsic Extrinsic
Physiological
Needs
Psychological
Needs
Social
Needs
Cognitive
Needs
Emotional
NeedsEnvironmental
Aspects
Autonomy
Self Identification
Interest
Importance
Meaningfulness
Goals
Attitudes
Identity
Fun
Control
Challenging
And
Meaningful
Activity
Ethics
Achievements
Feeling
Competent
Feedback
Utility
Extrinsic
Reward
Points
Badges
Culture
Scoreboard
Relatedness
Followership
Feedback Loop
Progress
Levels
Missions
Story
Map
Time
Score and scoreboard
Badges
Progress bar
Entertaining Elements
• Gameplay – challenges and actions• Aesthetics – style of the environment• Harmony – all elements fit in to the big picture• Storytelling – interactive story telling• Risk and reward – uncertainty, hidden information• Novelty and variety• Learning – how to proceed, content• Creative and expressive play – design of game items• Socializing – communicating with others• Immersion – forgetting real world
Challenges
Most Important Game Element
Common Game Challenges
• Physical coordination – speed and accuracy • Formal logic – puzzles where no additional information is
needed• Math – e.g. financial calculations• Time pressure• Factual knowledge – e.g. quiz• Memory• Pattern recognition – in NPC action or in environment• Exploration – finding hidden objects• Strategy – planning and executing• Economics – resource accumulation• Conceptual reasoning - puzzles where external knowledge is
needed
Genre = Challenge
Phys Eco Concept Tact Log Expl Logic
Action + + ~ ~ – – –
Strategy – ~ ~ + ~ ~ _
Role – + ~ + + + ~
Simulation + – – + ~ – –
Management – + + + ~ – –
Adventure – ~ ~ – – + +
Puzzle ~ – + – – – +
Ref: Ernest Adams (2009) Fundamentals of game design
Examples of Additional Game Elements
• Competition – scoreboard, quiz, occupying the point first, …
• Collaboration – forming teams, defining roles, …
• Aesthetics – game like app, using game aesthetics on handouts, …
• Game World – game like map, augmented reality, …
• Characters – avatar design, NPC guides, …
• Risk and Luck – random missions, opponent acts, hidden information, …
• Story – hero's journey, revealing story chapters in mission points, …
• Control – players decide the order of challenges, …
• Voluntariness – letting to select the challenges, roles, teams, …
• …
References
Additional Reading
Lee Sheldon
Gamification Literature
GBL Literature
Game Design Literature
Martin Sillaots