Gamification future tools? Sebastian Deterding (@dingstweets) Control Systems 2016 27 April 2016, Stockholm
cb
<0> we are all game
designers
Story Rules, Challenge
Safe free space Shared toys
Goals, Variety Feedback
can we apply that to work?
gamification The use of game design elements in non-game contexts
Gartner Hype Curve
http://www.gartner.com/it/page.jsp?id=1763814
business
health & fitness
Education
engagement moves your needle
Towers Perrin Global Workforce Study (2011)
three misconceptions
1. “Work is the opposite of play” 2. “people need pushing” 3. “fun is an additive”
<1> “Work is the
opposite of play”
some things are inherently fun …
… and some things aren’t.
… and some things aren’t.
“optimal experience”
»a sense that one’s skills are adequate to cope with the challenges at hand, in a goal-directed, rule-bound action system that provides clear clues as to how well one is performing. Concentration is so intense that there is no attention left... to worry about problems. Self-consciousness disappears, and the sense of time becomes distorted. An activity that produces such experiences is so gratifying that people are willing to do it for its own sake«
flow (1990: 1542)Mihaly Csikszentmihalyi
Question have you had moments where you were so engaged in work, you forgot time and yourself?
Question have you had moments where you enjoyed work?
Question have you had moments at work where you’d say in hindsight, you would do it even if you didn’t get paid?
0
15
30
45
60
Work Leisure
17
54
frequency of flow experiences in %
»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.«
Good work is play: something we enjoy doing for its own sake.
»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.«
Raph Kostera theory of fun for game design (2005)
Teresa M. Amabile
»This pattern is what we call the progress principle: of all the positive events that influence inner work life, the single most powerful is progress in meaningful work.«
the progress principle (2012: 76)
»Truly effective video game designers know how to create a sense of progress for players within all stages of the game. Truly effective managers know how to do the same for their subordinates.«
Teresa M. Amabilethe progress principle (2012: 88)
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)
Question when you enjoyed work, did you feel you accomplished some thing, mastered something that requires skill, achieved change in the world?
Question when you enjoyed work, did you feel you were in tune with your self, choosing and embracing what you did?
Question when you enjoyed work, did you feel connected to others?
in work and play, we actively seek out and enjoy experiences of Autonomy, competence, and relatedness.
<3> “fun is an additive”
some things are inherently fun …
… and some things aren’t.
so: add funstuff to nonfunstuff for more fun
“Just a spoonful of badges …”
aka 1990’s edutainment
a resounding
failure
»Mowing the lawn or waiting in a dentist’s office can become enjoyable provided one restructures the activity by providing goals, rules, and the other elements of enjoyment to be reviewed below.«