135
Gamification - defining, designing and using it Zachary Fitz-Walter Mobile Innovation Lab, QUT http://www.flickr.com/people/8473570@N02 http://zefcan.com

Gamification - Defining, Designing and Using it

Embed Size (px)

DESCRIPTION

A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :) Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com

Citation preview

Page 1: Gamification - Defining, Designing and Using it

Gamification - defining, designing and using itZachary Fitz-Walter Mobile Innovation Lab, QUT

http://www.flickr.com/people/8473570@N02

http://zefcan.com

Page 2: Gamification - Defining, Designing and Using it

Today’s missions >>

1. What is gamification?

2. Designing gamification

Page 3: Gamification - Defining, Designing and Using it

http://www.!ickr.com/photos/ramblingtraveler/3544734138/

Let’s say you caught the train this morning to work...

Page 4: Gamification - Defining, Designing and Using it

http://www.!ickr.com/photos/walkingsf/5463240793/

...and you know you should take the stairs, but the escalator is just so much easier.

Page 5: Gamification - Defining, Designing and Using it

How can we encourage people to take the stairs and get a little more exercise?

Page 6: Gamification - Defining, Designing and Using it

Odenplan, Stockholm, Sweden

http://www.thefuntheory.com/piano-staircase

Here’s an interesting idea...

Page 7: Gamification - Defining, Designing and Using it

Piano Stairs

http://www.thefuntheory.com/piano-staircase

Turn them into a piano?

Page 8: Gamification - Defining, Designing and Using it

Using play to motivate

http://www.thefuntheory.com/piano-staircase

Page 9: Gamification - Defining, Designing and Using it

Gamification

http://www.thefuntheory.com/piano-staircase

Gamification is similar...

Page 10: Gamification - Defining, Designing and Using it

Gamification

http://www.forbes.com/sites/danieltack/2013/01/02/world-of-warcraft-gearing-up-at-level-90/

...but it draws more specifically on video games rather than just play.

Page 11: Gamification - Defining, Designing and Using it

1. What is gamification?

Page 12: Gamification - Defining, Designing and Using it

Gamification is a special word

Page 13: Gamification - Defining, Designing and Using it

It hasn’t been around for very long...

Page 14: Gamification - Defining, Designing and Using it

2009 2010 2011 2012 2013

Web search interest in gamification

trends.google.com

Page 15: Gamification - Defining, Designing and Using it

Foursquare really took off in 2011...

Page 16: Gamification - Defining, Designing and Using it

Text

...and was well known for the game elements it added

Page 17: Gamification - Defining, Designing and Using it

“By 2015, More than 50 percent of organizations that manage innovation processes will gamify those processes”

Gartner Press Release - 2011http://www.gartner.com/it/page.jsp?id=1629214

Gartner released this statement in 2011

Page 18: Gamification - Defining, Designing and Using it

Gamification became a buzzword

Page 19: Gamification - Defining, Designing and Using it

http://www.bogost.com/blog/gamification_is_bullshit.shtml

And it’s made a bit of a name for itself both good... and not so good.

Page 20: Gamification - Defining, Designing and Using it

http://www.flickr.com/people/14516334@N00

It’s become a bit of a cure all for engagement problems...

Page 21: Gamification - Defining, Designing and Using it

“80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design”

Gartner Press Release - 2012http://www.gartner.com/newsroom/id/2251015

And then Gartner released this statement...

Page 22: Gamification - Defining, Designing and Using it

http://www.redherring.com/internet/gamification-platform-badgeville-raises-25m/

Yet still there is a lot of money in it...

Page 23: Gamification - Defining, Designing and Using it

Mixed Messages?

Page 24: Gamification - Defining, Designing and Using it

Gamification

To understand it...

Page 25: Gamification - Defining, Designing and Using it

Games

...we have to go back to it’s roots.

Page 26: Gamification - Defining, Designing and Using it

http://laportecreative.com/blog/wp-content/uploads/2012/09/nerdyrevenge.jpg

The average gamer?

Is a young, nerdy male who plays video games (often violent) all by themselves right?

Page 27: Gamification - Defining, Designing and Using it

Not really...

Page 28: Gamification - Defining, Designing and Using it

Video games have become mainstream

Page 29: Gamification - Defining, Designing and Using it

92% of Australians live in a household with at least one device used for playing games

Interactive Games & Entertainment Association, 2012http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf

Page 30: Gamification - Defining, Designing and Using it

The average age of a gamer is 32

Interactive Games & Entertainment Association, 2012http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf

(And 43% of people aged 51 or older are also gamers)

Page 31: Gamification - Defining, Designing and Using it

Genderof Australian gamers

53%Male

47%Female

Interactive Games & Entertainment Association, 2012http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf

Page 32: Gamification - Defining, Designing and Using it

Video games have become big business

Page 33: Gamification - Defining, Designing and Using it

The video game industry in Australia netted $1.161 billion in revenue last year

Interactive Games & Entertainment Association, 2012http://www.igea.net

Page 34: Gamification - Defining, Designing and Using it

In the US consumers spent $24.75 billion on video games, hardware and accessories in 2011.

Entertainment Software Association, 2011 - http://www.theesa.com/facts/index.aspThe Numbers, 2011 - http://www.the-numbers.com/market/

Page 35: Gamification - Defining, Designing and Using it

Video games have become mobile

Page 36: Gamification - Defining, Designing and Using it

Mobile phones are used to play games in 43% of game households, tablet computers in 13%

Interactive Games & Entertainment Association, 2012http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf

Page 37: Gamification - Defining, Designing and Using it

Video games have become social

Page 38: Gamification - Defining, Designing and Using it

1 in 5 gamers play social network games1 in 10 play massively multiplayer games

Interactive Games & Entertainment Association, 2012http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf

Page 39: Gamification - Defining, Designing and Using it

Games are incredibly engaging

Page 40: Gamification - Defining, Designing and Using it

World of Warcraft

One of the most engaging games out there is this one.

Page 41: Gamification - Defining, Designing and Using it

You create a character...

Page 42: Gamification - Defining, Designing and Using it

...and then embark on quests and adventures in the world with other players.

Page 43: Gamification - Defining, Designing and Using it

You get quests.

Page 44: Gamification - Defining, Designing and Using it

Kill 3 boars

Like this one.

Page 45: Gamification - Defining, Designing and Using it

You go off and complete them.

Page 46: Gamification - Defining, Designing and Using it

And then get a reward.

Page 47: Gamification - Defining, Designing and Using it

Wait... this is just like work

After playing for 8 hours straight it hit me...

Page 48: Gamification - Defining, Designing and Using it

But it was really fun work

Page 49: Gamification - Defining, Designing and Using it

12 million subscribers in 2010

Others think it’s fun as well, even many years after it was released.

Page 50: Gamification - Defining, Designing and Using it

So what is a game?

Page 51: Gamification - Defining, Designing and Using it

Most games boil down to solving a problem...

Page 52: Gamification - Defining, Designing and Using it

• Find a way to kill 3 boars

• Find a way to get more points than the other team

• Find a way to get to the finish line before the other players

• Find a way to complete this level

• Find a way to destroy the other player before they destroy you

Last four examples are from The Art of Game Design, Jesse Schell, 2008

Page 53: Gamification - Defining, Designing and Using it

It’s how this activity is presented that plays an important part in creating a fun experience

Page 54: Gamification - Defining, Designing and Using it

"Fun from games arises out of mastery. It arises out of comprehension. It is the act of solving puzzles that makes games fun. In other words, with games, learning is the drug”

- Raph KosterA Theory of Fun, 2005

Page 55: Gamification - Defining, Designing and Using it

Hang on, if games are so engaging...

Page 56: Gamification - Defining, Designing and Using it

...could we use them to make other things engaging?

Page 57: Gamification - Defining, Designing and Using it

Gamification

Now we’re seeing where this concept of gamification comes from...

Page 58: Gamification - Defining, Designing and Using it

Serious games

...but wait, the concept of serious games has been around long before gamification.

Page 59: Gamification - Defining, Designing and Using it

http://latimesblogs.latimes.com/photos/uncategorized/2009/02/09/oregontrail.jpg

Oregon Trail - 1971

Page 60: Gamification - Defining, Designing and Using it

http://www.whatisthe2gs.apple2.org.za/files/ReaderRabbit/ScreenGrab_1/reader_rabbit_shot.gif

Reader Rabbit - 1986

Page 61: Gamification - Defining, Designing and Using it

Where in the World is Carmen Sandiego

http://www.abandonia.com/games/13

Page 62: Gamification - Defining, Designing and Using it

Why gamification? Why now?

Page 63: Gamification - Defining, Designing and Using it

First, video games have become really popular...

Page 64: Gamification - Defining, Designing and Using it

...and second there has been a change in technology like no other. In particular mobile devices, constant connection and sensors.

Page 65: Gamification - Defining, Designing and Using it

With our powers combined...

The world is our playground

Page 66: Gamification - Defining, Designing and Using it

Gamification

Page 67: Gamification - Defining, Designing and Using it

Framing real life activities like a video game, in order to make these activities more engaging

Gamification

Page 68: Gamification - Defining, Designing and Using it

Sustainability - Nissan My Leaf

Sustainability Nissan CARWINGS

Page 69: Gamification - Defining, Designing and Using it

Sustainability - Nissan My Leaf

Sustainability Nissan CARWINGS

Page 70: Gamification - Defining, Designing and Using it

Exercise Nike+

Page 71: Gamification - Defining, Designing and Using it

Exercise Nike+

Page 72: Gamification - Defining, Designing and Using it

Lifestyle Health Month

Page 73: Gamification - Defining, Designing and Using it

Lifestyle Health Month

Page 74: Gamification - Defining, Designing and Using it

Education Khan Academy

Page 75: Gamification - Defining, Designing and Using it

Education Khan Academy

Page 76: Gamification - Defining, Designing and Using it

Finance Mint

Page 77: Gamification - Defining, Designing and Using it

Finance Mint

Page 78: Gamification - Defining, Designing and Using it

Productivity Epic Win

Page 79: Gamification - Defining, Designing and Using it

Google Glass

If technology continues to evolve...

http://pctechmag.com/wp-content/uploads/2013/02/google-glasses.jpeg

Page 80: Gamification - Defining, Designing and Using it

Eran May-raz and Daniel Lazo, 2012, https://vimeo.com/46304267

Page 81: Gamification - Defining, Designing and Using it

But can it actually work?

Page 82: Gamification - Defining, Designing and Using it

2. Designing Gamification

Page 83: Gamification - Defining, Designing and Using it

Gamification Blueprint

Page 84: Gamification - Defining, Designing and Using it

•Points•Badges•Leaderboards•Levels

Page 85: Gamification - Defining, Designing and Using it

Became popular with Foursquare

Page 86: Gamification - Defining, Designing and Using it

•Points•Badges•Leaderboards•Levels

Page 87: Gamification - Defining, Designing and Using it

•Points•Badges•Leaderboards•Levels

= Rewards}

Page 88: Gamification - Defining, Designing and Using it

Behaviour + Rewards = Fun!

Page 89: Gamification - Defining, Designing and Using it

Behaviour + Rewards = Fun!Behaviour + Rewards = Fun!

Page 90: Gamification - Defining, Designing and Using it

progresswars.com

Otherwise this would be the best game out there...

Page 91: Gamification - Defining, Designing and Using it

So what’s missing?

Page 92: Gamification - Defining, Designing and Using it

"Fun from games arises out of mastery. It arises out of comprehension. It is the act of solving puzzles that makes games fun. In other words, with games, learning is the drug”

- Raph KosterA Theory of Fun, 2005

Page 93: Gamification - Defining, Designing and Using it

Where’s the puzzle? Where’s the challenge?

Page 94: Gamification - Defining, Designing and Using it

So how can we design engaging gamification experiences?

Page 95: Gamification - Defining, Designing and Using it

Motivation

There are two types...

Page 96: Gamification - Defining, Designing and Using it

Extrinsic Motivation

http://2bgr8stock.deviantart.com/art/Money-Cash-113445826

Motivation for an external reward

Page 97: Gamification - Defining, Designing and Using it

Behaviour + Rewards = ExtrinsicMotivation

Page 98: Gamification - Defining, Designing and Using it

Intrinsic Motivation

Tim Pierce http://www.!ickr.com/photos/48439369@N00

When an activity is performed for the internal satisfaction of under the activity itself

Page 99: Gamification - Defining, Designing and Using it

Intrinsic Motivation

http://www.flickr.com/photos/allisonjohnstonn/6332963681/

The act of playing a game is generally considered an intrinsically satisfying activity

Page 100: Gamification - Defining, Designing and Using it

So what makes a game motivating to play?

Page 101: Gamification - Defining, Designing and Using it

• Autonomy - choice to play and choice over actions

• Competence - ability to optimally challenge players

• Relatedness - connection with others

(Ryan, Rigby, and Przybylski, 2006)http://link.springer.com/article/10.1007/s11031-006-9051-8

Page 103: Gamification - Defining, Designing and Using it

• Intense and focused concentration

• Merging of action and awareness

• A loss of reflective self-consciousness

• A sense control or agency over the activity

• A distortion of time

• Experience of the activity as being intrinsically rewarding

Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.

Factors of a flow experience

Page 104: Gamification - Defining, Designing and Using it

• A clear goal

• Clear progress

• Clear and immediate feedback

• Balance of challenge and skill

Conditions for flow

Page 106: Gamification - Defining, Designing and Using it

These are important factors to consider when trying to design a game.

Page 107: Gamification - Defining, Designing and Using it

These are important factors to consider when trying to design gamification.

Page 108: Gamification - Defining, Designing and Using it

Designing gamification

Page 109: Gamification - Defining, Designing and Using it

Start with an activity

http://www.flickr.com/photos/hoteldelapaixgeneve/5726470040/

Page 110: Gamification - Defining, Designing and Using it

Ask, do you really need gamification?

Page 111: Gamification - Defining, Designing and Using it

• Have you got an engagement or motivation problem, or is it something else? E.g., Usability

• Ask yourself is this a problem that can’t be improved in any other way?

• If motivation is lacking... looking towards game elements and theory might be worthwhile.

Page 112: Gamification - Defining, Designing and Using it

Ask why is this activity boring? What’s missing?

Page 113: Gamification - Defining, Designing and Using it

• Clear and interesting goals?

• Feedback?

• Interesting and playful mechanics?

• Challenge?

• Progression and Mastery?

Page 114: Gamification - Defining, Designing and Using it

Determine the goals

The goals of the activity you’re trying to encourage (e.g., getting fit)

Page 115: Gamification - Defining, Designing and Using it

Derive goal metrics

Work out how you can measure these goals

Page 116: Gamification - Defining, Designing and Using it

Sensors?

http://www.wired.com/reviews/2012/10/fitbit-zip/

Page 117: Gamification - Defining, Designing and Using it

People

http://gamingtheclassroom.wordpress.com/syllabus/

Page 118: Gamification - Defining, Designing and Using it

Design the gamification

Page 119: Gamification - Defining, Designing and Using it

Design like a game

http://www.flickr.com/people/8473570@N02

Page 120: Gamification - Defining, Designing and Using it

Think of the player

http://www.flickr.com/photos/allisonjohnstonn/6332963681/

What are their demographics? What do they like playing?

Page 122: Gamification - Defining, Designing and Using it

Test and playtest!

http://www.flickr.com/people/8473570@N02

Page 123: Gamification - Defining, Designing and Using it

Dangers of Gamification

Page 124: Gamification - Defining, Designing and Using it

Games get boring

What happens after your user gets bored of the gamification? Will they keep using it?

Page 125: Gamification - Defining, Designing and Using it

Cheating

http://commons.wikimedia.org/wiki/File:Cheating.JPG

People cheat, it’s a challenge. How will cheating affect your underlying activity?

Page 126: Gamification - Defining, Designing and Using it

Cheating

http://commons.wikimedia.org/wiki/File:Cheating.JPG

Page 127: Gamification - Defining, Designing and Using it

Real life dangers

http://www.flickr.com/photos/ellenm1/6050529448/

In games you get many lives... however in real life you only get one. Gamify carefully.

Page 128: Gamification - Defining, Designing and Using it

A good example...

Page 129: Gamification - Defining, Designing and Using it
Page 130: Gamification - Defining, Designing and Using it

• Clear and interesting goals

• Feedback

• Interesting and playful mechanics

• Challenge

• Progression and Mastery

• Aesthetics and Narrative

•Handles potential dangers

Billie Weiss, Original uploader Rschuman at en.wikipedia http://commons.wikimedia.org/wiki/File:Zombie_Chase.jpg

Page 131: Gamification - Defining, Designing and Using it

Wrapping it all up

Page 132: Gamification - Defining, Designing and Using it

Gamification is more than just badges

Page 133: Gamification - Defining, Designing and Using it

Design it like a good game

Page 134: Gamification - Defining, Designing and Using it

It’s easy, so start trying it!

Page 135: Gamification - Defining, Designing and Using it

•Name: Zac Fitz-Walter

• Class: PhD Candidate from QUT

• Abilities: Research, Teaching, iPhone Development

•Weaknesses: Cats and Mangoes

<Replay?>

Zac Fitz-Walter• Email: z."[email protected]

•www: http://zefcan.com

•Newsletter: http://gami"cationweekly.com

• Twitter: @zefcan