Engagement as playful learning
-
Upload
pietro-polsinelli -
Category
Design
-
view
237 -
download
1
Transcript of Engagement as playful learning
Engagement
as playful
learning
Pietro Polsinelli
@ppolsinelli
for
Smarter Engagement 2016 http://2016.smarterengagement.com/
1
2
“Smarter Engagement”
3
What does that mean?
Engagement
: an agreement to be married : the
act of becoming engaged or the state of being engaged to be married
: a promise to meet or be present at
a particular place and time
: a job as a performer
4
Smart
: clean, tidy, and well dressed. "you look very smart“
synonyms: well dressed, well
turned out, fashionably dressed, having or showing a quick-witted
intelligence.
5
So Smarter Engagement means ...
6
Well dressed fiancé ceremonies
“Fidanzarsi ben vestiti”
* Actual takeway.
7
8
9
Engagement is a *very* ambiguous
term. 10
What you intend by engagement relies on a
definition of user / target / player
11
12
The very idea of “customer engagement”
can be interpreted in two deeply different ways
13
as using entertainment along a fun path that leads potential customers “into the trap” or as the result of a research that uses the learning dimensions (of play) to translate the genuine content of the topic at hand.
1: Engagement as... going to a party!
14
This is... Wrong. You are not providing a
party. Rage ensues. 15
Gamification as intentional, programmatic lack of depth.
Just go through the usual tricks
people will fall for it.
Many use this user model.
18
I believe instead that people evaluation of engagement
is *very* refined.
People may not know
*why* they like / dislike an experience,
but they know they do.
19
2. Engagement as respecting player’s
refined perceptions.
20
We will explore the second meaning via a few real world examples of playful
applications
in the fields of health, social intervention, urban planning, art.
EXAMPLES
21
Transformation
Games for
Social Impact
Learn how to deal with neglect and abuse
Pick a mod, just change the labels ...
24
In this game player is “dropped” inside her / his
current situation, in a town where she can move
about, go to places and meet people.
25
The game continually generates new life situations (generally,
problematic) which the player has to respond to, by going places and
meeting people.
Playing *is* learning about the topic.
28
Progression in flow is put to use in several interpretations.
29
But why “its addictive”?
A second hypothesis.
30
Perception of depth in gameplay
31
Autography
or Graffiti of Love
33
Again, what is our model of the graffiti maker
(artist)?
Just an idiot?
34
There are patterns in graffiti.
35
Desire to leave a sign.
Frustrate that – cameras, police.
Facilitate that: give them
a tablet. 36
Facilitate that:
Give them rewards for not making a graffiti
(gamification).
Or ... give them a tablet. 37
Design an application that is built around the idea of “more graffiti”!
38
39
40
Result:
- No graffitis on the walls and objects.
- Hundreds of cool graffitis (yep, still graffitis) every day.
41
Power of “in context”.
Multi-dimensional depth perception.
42
Transformation
Games for a
Sustainable
Future
UNESCO Gaming Challenge: won with We
Are Muesli and Daniele Giardini 44
ONCE UPON A TILE
Growth and sustainability 45
REZONE THE GAME
Desires for urban rezoning
Engagement in
games with depth
Need of depth is an utopic, abstract reasoning?
Its actually everywhere.
48
Clash Royale: game design is *very*
refined, game feel even more. 49
“After all, Clash Royale is a mix of various well-known gaming genres.
You’ve got TCG (Trading Card Game) elements that
remind us of Hearthstone, Real-Time Strategy mechanics, and an MOBA-styled level layout. Well,
that’s a mouthful, isn’t it?
Of course, with a mix like this, you’d expect there to be a very steep learning curve. Well, there isn’t.”
http://www.deconstructoroffun.com/2016/02/clash-
royale-next-billion-dollar-game.html
Kardashian Hollywood - Copy and rhythm
THREE
WORKING
HYPOTHESES 52
Koster, Raph. 2004. A Theory of Fun for Game Design. Scottsdale, AZ: Paraglyph Press.
53
Koster – Deterding definition of fun.
“Fun is
about
learning in a
context
where there
is no
pressure”
But in school there is, and there has to be, pressure. There is here a dynamic.
http://www.youtube.com/watch?feature=player_embedded&v=x5YtkTw4wn4#!
“A core feature of engaging game design is a well-balanced
difficulty curve, in which players are faced with
challenges whose difficulty matches their growing skill” 56
3. Curiosity is perception of depth
57
1. Engagement *as* learning
2. Learning can be a flow experience
DEPTH?
58
59
“Depth” is always along specific dimensions.
60
Engagement is relative to other engaging
experiences: that is the problem, as standards
are very high.
61
Depth dimension – have some depth, maybe no all
...
Game Grammars
http://www.raphkoster.com/games/presentations
/game-grammar/
Does your solution have a “mechanic”? http://www.lizengland.com/blog/2014/04/the-door-
problem/
Raph Koster “Teaching to Fish”
http://www.raphkoster.com/games/presentations/teaching-to-fish/
Careful crafting ...
http://www.gamasutra.com/view/news/271809/Video_20_lessons_learn
ed_from_20_years_of_making_Magic_The_Gathering.php
Engagement is about complexity, because its
about people.
You may be making systems that are playing with NP hard problems.
67
Smarter Engagement can be just a way to lead
people into
learning something beautiful
and/as useful 68
My twitter stream is mostly dedicated to
game design
@ppolsinelli
A blog on game design
designagame.eu
69
Beyond
Persuasive UIs
Addiction by Design Natascha Schull
http://gelconference.com/videos/2008/natasha_schull
97% is given by the slot machine – study IT
75
http://www.dailymail.co.uk/news/ar
ticle-2313961/Engagement-photos-
make-happy-youre-single.html
http://awkwardfamilyphotos.com/
Image credit.