9.5 Theses on the Power and Efficacy of Gamification
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Transcript of 9.5 Theses on the Power and Efficacy of Gamification
9.5 Theseson the power and efficacyof gamificationSebastian Deterding (@dingstweets)Interflex »Games, Life, and Utopia« Conference November 11, 2011, Potsdam
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1 Gamification isthe cool new kid in town.
Productivity
Sustainability
Activism
Life
In Business Bibles
On Google Trends
On the Gartner Hype Curvehttp://www.gartner.com/it/page.jsp?id=1763814
Everywhere
The blueprint (still)
PointsTracking, Feedback
BadgesGoals, surprise
LeaderboardsCompetition
IncentivesRewards
The Enablers
success stories
sensors & analytics practices & discourses
2 Gamification isnothing new.
»Mowing the lawn or waiting in a dentist’s office can become enjoyable provided on restructures the activity by providing goals, rules, and the other elements of enjoyment to be reviewed below.«
flow: the psychology of optimal experienceMihaly Csikszentmihalyi
Precursors(1980+)
man as computerCognitive sciences
man as machineErgonomics
man as meaning-makerHuman sciences
Repurposings(2001+)
UX(2002+)
Hedonic attributesGame UX
Ludic design(2002+)
Playfulness(2005+)
CSCW(2005+)
Persuasive Tech(2006+)
Harrison, S., Tatar, D., and Sengers, P. The Three Paradigms of HCI. Proc. AltCHI 2007, ACM Press (2007).
HCI Prehistory
Precursors (1980-)
Repurposings (2001-)
Dennis Chao, Doom as an Interface for Process Management (2001)
Louis von Ahn, Games with a Purpose (2006)
User Experience (2002-)
Game UX (2002-)
“Ludic Design” (2002-)
Playfulness (2005-)
CSCW (2005-)
Persuasive Technology (2006-)
Precursors(1980+)
Repurposings(2001+)
UX(2002+)
Hedonic attributesGame UX
Playfulness(2005+)
Persuasive Tech(2006+)
Ludic design(2002+)
CSCW(2005+)
Game Studies Prehistory
Precursors(1980+)
Repurposings(2001+)
UX(2002+)
Hedonic attributesGame UX
Playfulness(2005+)
Persuasive Tech(2006+)
Serious Games(1960+)
DigitalSerious Games
(2001+)
Alternate Reality/Pervasive Games
(2001+)Serious Gaming
(2006+)
Ludificationof culture
(2006+)
Ludic design(2002+)
CSCW(2005+)
Game Studies Prehistory
Serious Games (1960-)
Digital Serious Games (2001-)
Serious Gaming (2006-)
Alternate Reality Games (2001-)
Pervasive Games (2001-)
Ludification of Culture (2006-)
3 Gamification isthe use of game design elements in non-game contexts.
Gamification:The use ofgame design elements in non-game contexts
Gamification:The use ofgame design elements in non-game contexts
Gaming, not playing
Gaming
Playing
Gaming, not playing
Roger Cailloisman, play, and games (1958)
LudusPaidiaplay
improvisationtumultuousimmoderate
gameskill, effort
orderedrule-bound
Story
Elements, not whole systems
Story
Systems Elements
Elements, not whole systems
Game Design Elements
Game-based technology Controllers, AI, 3D engines, ...
Game-based practices Serious Gaming
Game-based design Gamification
Non-Game Contexts
Story
Syst
emElem
ents
Gaming
Playing
gamification(serious) games
playful design(serious) toys
4 Gamification isnot very playful.
Roger Cailloisman, play, and games (1958)
LudusPaidiaplay
improvisationtumultuousimmoderate
gameskill, effort
orderedrule-bound
… vs. Quality and VarietyTrust and Safety
http://www.flickr.com/photos/titanas/1051688629/sizes/o/
Surprise
Expressive, generative toys
… vs. Quality and VarietyBenign Breaks of Social Rules
Room for Mischief
5 Gamification isthinking inside the box.
The Box
The BoxGameA designed artifact
The BoxGameA designed artifact
The BoxGameA designed artifact
PlayingA frame of engagement
debugging
playtesting/reviewing
presenting gameplay
making a machinima
a scientific study
learning (serious games)
sports (e-sports)
work (goldfarming)
“I need to be very routinized; I mustn’t let myself drift.” “I hammer it through.”“Often, you have to force yourself to do it.”“You’re under real pressure.”“It’s extremely exhausting.”“It wears you out.” “My friends usually cannot comprehend how stressful this is.”
“Sometimes, you have to play, you have to get further – and then, play is work.”
QuestionWhen work can make the best game tedious, why should games make work engaging?
Sociotechnical systemsInformation ecologiesSituated actionEmbodied interactionSocial contextures...
QuestionWhat about context?
“Sometimes, you have to play, you have to get further – and then, play is work.”
Johan Huizinga
»First and foremost, all play is a voluntary activity.«
homo ludens (1938)
Johan Huizinga
»First and foremost, all play is a voluntary activity.«
homo ludens (1938)
a.k.a.“autonomy”
6 Gamification isan inadvertent con.
Margaret Robertson
»Gamification is an inadvertent con. It tricks people into believing that there’s a simple way to imbue their thing ... with the psychological, emotional and social power of a great game.«
can’t play, won’t play (2009)
Confusion
#1
Earn 1,000,000,000,000 points
Score: 964,000,000,000,000(You rock!)
Raph Koster
»Fun is just another word for learning.«
a theory of fun for game design (2005)
Raph Koster
»Fun from games arises out of mastery. It arises out of comprehension. It is the act of solving puzzles that makes games fun. With games, learning is the drug.«
a theory of fun for game design (2005)
Feedback without challenge
http://www.flickr.com/photos/diego_rivera/4261964210
Extrinsic motivation
Intrinsic motivationhttp://www.flickr.com/photos/areyoumyrik/308908967
Edward Deci, Richard Ryan
»An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.«
the what and why of goal pursuit (2000)
The fun in playing games chiefly arises from intrinsic enjoyment, not extrinsic incentives.
Con(fusion) number 1
Confusion
#2
Confusion
#2
Theodore Sturgeon
»Ninety percent of everything is crud.«
sturgeon‘s revelation (1958)
Games are not fun because they‘re games, but when they are well-designed.
Con(fusion) number 2
7 Gamification ispromising to designers.
As a source of patterns
As a source of lenses/heuristics
As a source of models
Hard FunFiero
People FunAmusement
Easy FunCuriosity
SeriousFunRelaxation
emotion < choice < mechanic > choice > emotion
As a source of methods
As a field
8 Gamification isworth researching.
Motivational DesignMarrying the psychology of motivation with the practice of design.
Topic#1
Rule Design StudiesThe holistic study and design of rule systems.
Topic#2
Law
Economics
Sociology
CS
Game Studies
GovernancePublic PolicyInterpretation
Social orderInstitutionalizationScripts (STS)
AlgorithmsModeling, abstraction,automation, simulation
Game TheoryIncentivesBusiness processes
DesignDynamics & AestheticsSemiotics
Play StudiesUnderstanding playing and gaming in their relation to games and toys.
Topic#3
Player Studies
Player Studies
Are you “playing” or “using” it?
(IMHO)
9 “Gamification” isa terrible word to use.
Ian Bogost
»Unlike liars, bullshitters have no use for the truth. All that matters to them is hiding their ignorance or bringing about their own benefit. Gamification is bullshit.«
gamification is bullshit (2011)http://www.gamasutra.com/view/feature/4294/persuasive_games_shell_games.php
Issue#1
Ian Bogost
»This is why gamification is such an effective term. It keeps the term game and puts it right up in front, drawing attention to the form’s mysterious power. But the kicker comes at the end: the -ify suffix makes applying that medium to any given purpose seem facile and automatic.«
exploitationware (2010)
What is a “game element”?** Most game definitions have multiple necessary conditions
Issue#2
gamification
Rules
Goals
Avatars
Story
Story
Redeemable rewards
Commitment
Analytics
NotificationsComments
Quantitative feedback
gamification
Rules
Goals
Avatars
Story
Story
not game-specific
Redeemable rewards
Commitment
Analytics
NotificationsComments
Quantitative feedback
gamification
Rules
Goals
Avatars
Story
Story
not game-specific
Redeemable rewards
Commitment
Analytics
NotificationsComments
not game-related
Quantitative feedback
Remember “Playfulness”?
Gamefulness!
Story
Syst
em/A
rtef
act
Elements
Gaming
Playing
gamification(serious) games
playful design(serious) toys
Story
Syst
em/A
rtef
act
Elements
Gaming
Playing
gamification(serious) games
playful design(serious) toys
Quality/mode
Story
Syst
em/A
rtef
act
Elements
Gaming
Playing
gamification(serious) games
playful design(serious) toys
Gameful Design
Quality/mode
1 2 3
4 5 6 7 8 9
Gamification is the cool new kid in town.Gamification is nothing new.Gamification is the use of game design elements in non-game contexts.Gamification is not very playful.Gamification is thinking inside the box.Gamification is an inadvertent con.Gamification is promising to designers.Gamification is worth researching.»Gamification« is a terrible word to use.
9.5 Ceterum CenseoYou should all read The Well-Played Game
»It is through a community of people who care more about fun than winning that the Well-Played Game happens.«
Bernie de Koventhe well-played game (1978/2002)
»Inscribed in gold in our flag is the motto If you can’t play it, change it, and woven into our banner are the words If it helps, cheat.«
Bernie de Koventhe well-played game (1978/2002)
@dingstweets
codingconduct.cc
Thank You.