Gamification Lessius Mechelen

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Deze presentatie werd op 8 november 2011 gegeven aan de studenten MICA en PICA van Lessius Mechelen.

Transcript of Gamification Lessius Mechelen

Gamification (holy grail or holy fail?)

@lucgaloppin  

Agenda

Why? What? How? Who? Why not?

h-p://peace.saum

ag.edu/faculty/kardas/Images/default.htm

l  h-p://www.psywww.com

/intropsych/ch05

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di?o

ning

/app

lied_

analysis_o

f_antecede

nts.html  

Stimulus Response Psychology

h-p://www.th

etwen

tyfirsAloor.com

/?p=

1616  

Default options are sticky

People respond to feedback

Expect error

SRC = Stimulus Response Compatibility

CHOICE ARCHITECTURE

‘A nudge…is any aspect of the choice architecture that alters people’s behavior in a predictable way without

forbidding options or significantly changing their economic incentives.'

h-p://www.crea?

ve-­‐lifestyles.com

/nud

ging-­‐you

r-­‐way-­‐to-­‐a-­‐passionate-­‐life/  

Anatomy of a game: 1. A goal 2. Rules 3. Feedback System 4. Voluntary participation

Anatomy of motivation: 1. Purpose 2. Mastery 3. Progression 4. Autonomy

Stimulus Response Psychology

SRC = Stimulus Response Compatibility

(Choice Architecture)

Game dynamics

Game mechanics (game design)

Response – Stimulus Architecture?

Motivation Manupulation?

“Positive” Psychology? Replacement?

Agenda

Why? What? How? Who? Why not?

h-p://youtu.be/DOEVOFEywV4  

The process of using game thinking and game mechanics to solve problems and

engage users. - Gabe Zichermann

The use of game mechanics/dynamics to drive game-liked engagement and actions

in non-game environments (e.g. work, education, exercise, etc.)

- Michael Wu

Inventing new work and business practices that engage employees, customers and

consumers as effectively as a good game. - Jane McGonigal

h-p://www.gartner.com

/techn

ology/research/hype-­‐cycles/  

Agenda

Why? What? How? Who? Why not?

‘This is not a game yet. They should get points for doing this on time. You should lose points for not doing this on time. They

should recognize that they have built an appointment dynamic and then consciously leverage the game.'

Seth Priebatsch (Scvngr)

1.  Achievement  2.  Appointment  Dynamic  3.  Avoidance  4.  Behavioral  Contrast  5.  Behavioral  Momentum  6.  Blissful  Produc?vity  7.  Cascading  Informa?on  Theory  8.  Chain  Schedules  9.  Communal  Discovery  10.  Companion  Gaming  11.  Con?ngency  12.  Countdown  13.  Cross  Situa?onal  Leader-­‐boards  14.  Disincen?ves  15.  Endless  Games  16.  Envy  17.  Epic  Meaning  18.  Ex?nc?on  19.  Fixed  Interval  Reward  Schedules  20.  Fixed  Ra?o  Reward  Schedule  21.  Free  Lunch  22.  Fun  Once,  Fun  Always  23.  Interval  Reward  Schedules  

24.  Lo-ery  25.  Loyalty  26.  Meta  Game  27.  Micro  Leader-­‐boards  28.  Modifiers  29.  Moral  Hazard  of  Game  Play  30.  Ownership  31.  Pride  32.  Privacy  33.  Progression  Dynamic  34.  Ra?o  Reward  Schedules  35.  Real-­‐?me  v.  Delayed  Mechanics  36.  Reinforcer  37.  Response  38.  Reward  Schedules  39.  Rolling  Physical  Goods  40.  Shell  Game  41.  Social  Fabric  of  Games  42.  Status  43.  Urgent  Op?mism  44.  Variable  Interval  Reward  Schedules  45.  Variable  Ra?o  Reward  Schedule  46.  Viral  Game  Mechanics  47.  Virtual  Items  h-

p://techcrun

ch.com

/201

0/08

/25/scvngr-­‐gam

e-­‐mechanics/  

h-p://youtu.be/-­‐Opk5Ri5gCo  

Source:  G

abe  Zicherman  

h-p://greentechadvocates.com

/201

1/07

/20/insights-­‐on-­‐making-­‐effi

cien

cy-­‐fun

/  

Progression Dynamic Scoreboard Mechanic

h-p://blogs.oregon

state.ed

u/getreal/20

11/07/be

ing-­‐a-­‐good

-­‐engineer-­‐is-­‐all-­‐abou

t-­‐crea?vity

/  h-p://youtu.be/iynzHWwJXaA  

h-p://youtu.be/eLmhq-­‐rkUu8  

Agenda

Why? What? How? Who? Why not?

X  Yor   ?  Generation  

h-p://youtu.be/PbNl6ybhhHI  

‘So what are you standing for?'

‘Spoiled’

‘Lack of ambition’

Games make us happy because they

are hard work that we choose for ourselves.

Jane McGonigal (Reality is Broken)

h-p://youtu.be/pqKmzRw78S0  

h-p://topsecret.ning.com/video/video/show?id=2659035%3AVideo%3A12190  

Happiness Hacking (positive psychology)

h-p://mps-­‐expen

ses.guardian.co.uk/  

Trust Mission matched with your level

Challenging (stretch) No sitting around

Epic Story Positive feedback

Agenda

Why? What? How? Who? Why not?

Killers  are  the  most  ac.ve  and  most  engaged  member  of  the  community.  They  are  just  expressing  their  behavior  in  a  bad  way.  

Replacement & the last word on intrinsic & extrinsic motivation…

“When tasks are directly tied to material rewards, constant calculation of the anticipated payoffs can diminish interest in the activity itself. Rewarding behaviour that would otherwise be done for free can backfire.”

Resources

Why? What? How? Who? Why not?

Presenta?ons  (my  personal  favorites)  

•  h-p://www.slideshare.net/avantgame/games-­‐for-­‐innova?on-­‐a-­‐five-­‐year-­‐forecast  

•  h-p://www.slideshare.net/mich8elwu/2011-­‐0526-­‐digtali-­‐surrey-­‐science-­‐of-­‐gamifica?onv03  

•  h-p://www.slideshare.net/gzicherm/gamifica?on-­‐workshop-­‐framework-­‐slides  

•  h-p://www.slideshare.net/federicof/gamifica?on-­‐pa-erns-­‐be-er-­‐sonware-­‐2011  

•  h-p://www.slideshare.net/ervler/gamifica?on-­‐how-­‐effec?ve-­‐is-­‐it  

•  h-p://www.slideshare.net/avantgame/the-­‐power-­‐of-­‐resilience-­‐and-­‐how-­‐to-­‐get-­‐it-­‐through-­‐gameplay  

Great  Sources  

•  h-p://gamifica?on.org/    WIKI  •  h-p://gamifica?on.co/      BLOG  

•  h-p://janemcgonigal.com/    Jane  McGonigal  

About: @lucgaloppin

www.medemerkers.be

Why? What? How? Who? Why not?