TSC12 - David B. Nieborg - Flight 1337
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Transcript of TSC12 - David B. Nieborg - Flight 1337
dr. David B. Nieborg
Use and uselesness of gamification
The search for true engagement
@gamespacenl
“What if we decided to use everything we know about game design to fix what’s wrong with reality? What if we started to live our real lives like gamers, lead our real businesses and communities like game designers, and think about solving real world problems like computer and video game theorists?”
McGonigal (2011)
“funware”
“In every job that must be done, there is an element of fun. You find the fun and - SNAP - the job’s a game”
M. Poppins (1964)
Wat isgamification?
Gamification is het gebruik van game-design elementen binnen een niet-game-
context om de betrokkendheid en acties van gebruikers te sturen
Short term fun
- vs -
Long term engagment
vb Fun Theoryglasbaaak
Paidea - vs - Ludus
spelen spelplay game
free-form rule-based fun engagement
“...we provide a set of online tools that enable 4foodies to name and market their builds, and kick back 25-cents in $4food for every burger sold...”
Engagement Design
Niet nieuw
maar als het niet nieuws is,
waarom dan een hype/trend?
3 trends
1. Opkomst social media
2. Opkomst “casual” games
3. Technologie (sensoren)
1. Opkomst (online) netwerken
Netwerk effecten
Groei van Facebook
2. “Casual Revolution”
9.000.000 (uur p/dag)
8.000.000
3. Sensors
AfstandssensorLichtsensorVochtsensorGyroscoopVersnellingsmeterGPSMicrofoonCameraKompas
Hype?
Short term fun
Marketing
- vs -
Game design Long term engagment
R & D