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Gamification: A Framework for Community Engagement

Presentation by Manny Acevedo

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'A Framework for Community Engagement' by Manny Acevedo

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Page 1: Presentation by Manny Acevedo

Gamification: A Framework for Community Engagement

Page 2: Presentation by Manny Acevedo

Me Mini me

MannyAcevedo.com@[email protected]

Page 3: Presentation by Manny Acevedo
Page 4: Presentation by Manny Acevedo

The Challenge

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Don’t Ask Don’t tell

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Warning! Hype Cycle Ahead

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Gamification isn't new

Got Bug Juice?

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An established framework

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The Current Model(so far)

Points

* Don’tPlayGamesWithMe,SebastianDeterding

Tracking & Feedback

Badges

Goals, Rewards, Status

LeaderboardsComparison , Competition

IncentivesRewards

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Gamification: What it used to mean

A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. Rules of Play: Game Design Fundamentals Katie Salen & Eric Zimmerman

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Gamification: What it means today

Gamification as the infusion of game design techniques, game mechanics, and/or game style into anything. This definition is purposely broad to support the many uses of the word. The Gamification Wiki

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Where is this going?

Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes http://www.gartner.com/it/page.jsp?id=1629214s

ResearchKart says Gamification industry to grow to a 3.6 billion dollar market between 2012-2017 http://researchkart.wordpress.com

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Gamification Battleground

User Interests

Business Interests

The “Sweet Spot”

Users gaming the systemUsers that will play anything

* Buster Benson

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A Framework: 4D

Discover

Design

Develop

Deploy

* ME!

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Discover : Why?

Sample questions 1. Why are you “Gamifying” your

product/ service?2. How does this benefit your user?3. Is there a skill to be learned? If not,

gamification probably won’t help.4. Are you trying to make a game

instead?.5. What are the goals of the business?6. What actions do you want your

users to take to support these goals?

7. What if it goes wrong?8. What do you need to measure and

know?9. What are the goals of the people

using the product/service?10. What kind of experience are you

looking to create?

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Discover : MVP/Metrics

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Design : Define the player & motivations

“Intrinsic & Extrinsic motivation doesn’t exists…They are taking many diverse human needs and motivations, putting them into just two categories, and then saying one type of motivation is better than another…” Stephen Reiss , Researcher & Professor of Psychology Ohio State

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Design : Defining the player & motivations

What We

“Really”

Want

Autonomy

Mastery

Order

Tranquility

Honor

Winning

Meaning

Sensuality

Physical Activity

Romance

Status

Power

Social Contact

Collecting

Acceptance

Family

Our Basic

Desires

Who am I? The 16 Basic Desires that Motivate Our Actions and Define Our Personalities ~Stephen Reiss

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Design : Defining the player & motivations

Autonomy, Mastery, Purpose~Drive, Dan Pink

PERMA~Flourish, Martin Seligman

SAPS~Gabe Zichermann

Why We Play Games & The 4 Keys to Fun~Nicole Lazzaro

Lifecycle design : Sustainable Social systems~Amy Jo Kim

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Design : Defining the player & motivations

FLOW~Flow, Mihaly Csikszentmihalyi

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Design : Define the path to Mastery

*Smart Gamification, Amy Jo Kim

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Design : TEST!

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Develop: DIY?

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Deploy!

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It’s not magic

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Where are they now?

Huffington Post:Spurned by the community! But still hanging on….

Google News:Faded into obscurity?Does anyone care?

We Don’t need no stinkin’

badges!

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Badges are pretty important to these guys

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Next steps

1. Do the research2. Define the experience3. Implement a point system and refine it first (Easy

WIN!)4. Ask a professional5. Build , Test, Refine, etc… etc

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Thanks!

MannyAcevedo.com@[email protected]

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Recommended ReadingReality is Broken~ Jane McGonigal

Predictably Irrational: The Hidden Forces That Shape Our Decisions~Dan Ariely

Drive~Dan Pink

FLOW~Flow, Mihaly Csikszentmihalyi

Flourish~ Martin Seligman

The Art of Game Design: A book of lenses~ Jesse Schell

A Theory of Fun for Game Design~Raph Kaster

Papers on: Why We Play Games & The 4 Keys to Fun ~Nicole Lazzaro

Slides on : Lifecycle design : Sustainable Social systems~Amy Jo Kim

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People

• Sebastian Deterding http://codingconduct.cc/• Buster Benson http://busterbenson.com/• Dustin DiTommaso http://www.d-bin.com/• Amy Jo Kim http://www.shufflebrain.com/

Nicole Lazzaro http://www.xeodesign.com/• Gabe Zichermann http://dopa.mn/

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References/Credits• Images : All images and logos are owned by their respective copyright owners. Thanks for the use

• Game designer: • http://www.whatiamreallydoing.com/tag/what-i-think-i-do/

• Open Graph:• https://developers.facebook.com/docs/opengraph/

• Twitter revolution: • http://new-middle-east.blogspot.com/2011/04/social-media-force-for-political-change.html

• Starbucks:• http://grist.org/list/starbucks-strawberry-frappuccino-dyed-with-crushed-beetles/ • Photo by Ben Adams.

• Difference chart• http://gapingvoid.com

• Boy scout• http://www.ocbsa.org/home/merit-badge-days/

• 8 ball• http://www.officeplayground.com/Magic-8-Ball-P276.aspx

• Awesome Smileys• http://knowyourmeme.com/

• Unicorn Pillow• http://www.ohhoneychild.com/• Eightball

• http://www.officeplayground.com/Magic-8-Ball-P276.aspx• Scott Pilgrim

• http://www.onipress.com/• Carrot

• http://www.flickr.com/photos/opensourceway/4504724163/sizes/o/in/photostream/• Crossover Turtle

• http://stevencreech.com/images/posters/Crossovers14.jpg• References

• Hype Cycle• http://www.gartner.com/technology/research/methodologies/hype-cycle.jsp

• Gartner predictions• http://www.gartner.com/it/page.jsp?id=1629214s

• Resaerchkart Report• http://researchkart.wordpress.com/2012/03/26/gamification-2012-2017-opportunities-and-market-outlook-for-next-

generation-brandproduct-advertising-through-embedded-gaming/