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This is a short workshop about how to turn your startup service into a playful and fun experience. It was set up in a few minutes to be hold at the Startupcamp.ch 2013 in Basel, Switzerland. Gbanga creates mixed-reality games to entertain players in a new and fun way.
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Playful Design, Fun Products & Gamification for
StartupsMatthias Sala
Gbanga
[email protected], Basel
February 23, 2013
«I've played many video
games, but never thought that I
would run around in heavy rain just
for a mobile game…»
«Gamification» Trend
http://www.google.com/trends/explore#q=Gamification&cmpt=q
History of Games
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ames
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pute
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mes
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t)B
row
ser g
ames
(Fla
sh)
Face
book
gam
es
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Gam
eboy
Wii
iPho
ne
200720061989
1977
Con
verg
ence
to
mob
ile a
nd s
ocia
l
Media Consumption
http://online.wsj.com/article/SB10001424052748704590704576092460302990884.html
Definition
Gamification
Product design
Motivation
Entertainment(frustration
management)
Edutainment
Behaviour
Retention
Advertising
Psychology
Health Games
Loyalty programmes
Serious Games
Gamification Criticism
«excluding elements like storytelling and experiences and using simple reward systems in place of true game mechanics»
«not being fun and creating an artificial sense of achievement»
«"exploitationware" as a more suitable name for the games used in marketing»
«Gamification is to games as jingles are to music.»http://en.wikipedia.org/wiki/Gamification#Criticism, http://radar.oreilly.com/2011/06/gamification-criticism-overjustification-ownership-addiction.html
Focus today
Gamification
Product design
Motivation
Entertainment(frustration
management)
Edutainment
Behaviour
Retention
Advertising
Psychology
Health Games
Loyalty programmes
Serious Games
http://mashable.com/2010/07/13/game-mechanics-business/
The «Compulsion Loop»For instance in a simulation game like «Sim City»
Wait for outcome, i.e.: Population growth Side-effects: pollution, taxes
Create buildings
Present effects
in world
Adapt strategy
Challenges:
Environmental changes
(population growth),
incidents and
catastrophes
Happen randomly or triggered through
tendentious /extreme user activityAnalyze effect
Decide what to build, what to
replace, …
Rewards:
Unlock new plants and
technologies, happy
citizens
Happen based on research
activity and on time (historic/
chronological unlocks)
Computer-controlled “hidden” game rules (black box)
Visual feedback (visualization)
Player decisions and actions
Parts of the simulation system
Self-actuali-sation
Esteem
Love/belonging
Safety
Physiological
Fun
Usability
Reliability
Functionality
http://en.wikipedia.org/wiki/Maslow's_hierarchy_of_needs
Intrinsic motivations (psychology)
• Acceptance, the need for approval• Curiosity, the need to learn• Eating, the need for food• Family, the need to raise children• Honor, the need to be loyal to the traditional values of one's clan/ethnic group• Idealism, the need for social justice• Independence, the need for individuality• Order, the need for organized, stable, predictable environments• Physical activity, the need for exercise• Power, the need for influence of will• Romance, the need for sex and for beauty• Saving, the need to collect• Social contact, the need for friends (peer relationships)• Social status, the need for social standing/importance• Tranquility, the need to be safe• Vengeance, the need to strike back and to compete
http://en.wikipedia.org/wiki/Motivation#Intrinsic_motivation_and_the_16_basic_desires_theory
Game mechanics card game
Buy the PlayGen cards here: http://gamification.playgen.com/