Brisbane Gamification Meetup - Introducing gamification

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  • Gamification Meetup

    http://www.flickr.com/people/8473570@N02

    http://www.flickr.com/people/8473570@N02http://www.flickr.com/people/8473570@N02

  • July 2013

    Zachary Fitz-Walter - Mobile Innovation Lab

    Introducing gamification

    http://www.flickr.com/people/8473570@N02

    http://www.flickr.com/people/8473570@N02http://www.flickr.com/people/8473570@N02

  • Todays missions >>

    1. Introducing gamification

    2. Exploring duolingo

  • Who am I?

    1. Nerd

    2. Phd Candidate studying gamification

    3. App developer

    4. Teacher and Presenter

  • 1. What is gamification?

  • Using play to motivate

  • Gamification

    http://www.forbes.com/sites/danieltack/2013/01/02/world-of-warcraft-gearing-up-at-level-90/

    http://www.forbes.com/sites/danieltack/2013/01/02/world-of-warcraft-gearing-up-at-level-90/http://www.forbes.com/sites/danieltack/2013/01/02/world-of-warcraft-gearing-up-at-level-90/

  • Framing real activities like a video game, in order to make these activities more engaging

    Gamification

  • Sustainability - Nissan My Leaf

    Sustainability Nissan CARWINGS

  • Exercise Nike+

  • Lifestyle Health Month

  • Education Khan Academy

  • Education Code School

  • Support Stack Overflow

  • Finance Mint

  • A brief history

  • Video games are incredibly popular

  • 92% of Australians live in a household with at least one device used for playing games

    Interactive Games & Entertainment Association, 2012http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf

    http://www.theesa.com/facts/index.asphttp://www.theesa.com/facts/index.asp

  • The video game industry in Australia netted $1.161 billion in revenue last year

    Interactive Games & Entertainment Association, 2012http://www.igea.net

    http://www.theesa.com/facts/index.asphttp://www.theesa.com/facts/index.asp

  • 12 million subscribers in 2010

  • So if games are so engaging...

  • ...could we use them to make other activities more engaging?

  • Gamification

  • Persuasive Design

  • 2009 2010 2011 2012 2013

    Web search interest in gamification

    trends.google.com

  • TextText

  • By 2015, More than 50 percent of organizations that manage innovation processes will gamify those processes

    Gartner Press Release - 2011http://www.gartner.com/it/page.jsp?id=1629214

    http://www.gartner.com/it/page.jsp?id=1629214http://www.gartner.com/it/page.jsp?id=1629214http://www.gartner.com/it/page.jsp?id=1629214http://www.gartner.com/it/page.jsp?id=1629214http://www.gartner.com/it/page.jsp?id=1629214http://www.gartner.com/it/page.jsp?id=1629214

  • http://www.gamification.co/wp-content/uploads/2012/12/Gartner-2012-Hype-Cycle.jpg

    http://www.gamification.co/wp-content/uploads/2012/12/Gartner-2012-Hype-Cycle.jpghttp://www.gamification.co/wp-content/uploads/2012/12/Gartner-2012-Hype-Cycle.jpg

  • And gamification became a buzzword

  • http://www.redherring.com/internet/gamification-platform-badgeville-raises-25m/

    http://www.redherring.com/internet/gamification-platform-badgeville-raises-25m/http://www.redherring.com/internet/gamification-platform-badgeville-raises-25m/

  • Issues with gamification

  • http://www.bogost.com/blog/gamification_is_bullshit.shtml

    http://www.bogost.com/blog/gamification_is_bullshit.shtmlhttp://www.bogost.com/blog/gamification_is_bullshit.shtml

  • 80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design

    Gartner Press Release - 2012http://www.gartner.com/newsroom/id/2251015

    http://www.gartner.com/newsroom/id/2251015http://www.gartner.com/newsroom/id/2251015http://www.gartner.com/newsroom/id/2251015http://www.gartner.com/newsroom/id/2251015http://www.gartner.com/it/page.jsp?id=1629214http://www.gartner.com/it/page.jsp?id=1629214

  • Gamification Blueprint

  • PointsBadgesLeaderboardsLevels

    = Rewards}

  • Behaviour + Rewards = Fun!Behaviour + Rewards = Fun!

  • progresswars.com

  • Motivation

  • Motivation

    Extrinsic Intrinsic

  • Intrinsic Motivation

    http://www.flickr.com/photos/allisonjohnstonn/6332963681/

    http://www.flickr.com/photos/allisonjohnstonn/6332963681/http://www.flickr.com/photos/allisonjohnstonn/6332963681/

  • So what makes a fun game?

  • "Fun from games arises out of mastery. It arises out of comprehension. It is the act of solving puzzles that makes games fun. In other words, with games, learning is the drug

    - Raph KosterA Theory of Fun, 2005

  • So what makes a game motivating to play?

  • Autonomy

    Competence

    Relatedness

  • AutonomyThe choice to play a game and a choice

    of actions in the game

  • http://www.safelyendangered.com/comic/summer/

    http://www.safelyendangered.com/comic/summer/http://www.safelyendangered.com/comic/summer/

  • CompetenceThe ability to optimally challenge players

  • Based off a graph proposed by Cskszentmihlyi

    http://en.wikipedia.org/wiki/Mihaly_Csikszentmihalyihttp://en.wikipedia.org/wiki/Mihaly_Csikszentmihalyi

  • RelatednessThe connection we make with others

  • How can you design for fun?

  • Clear and interesting goals

    Feedback

    Interesting and playful mechanics

    Challenge

    Progression and Mastery

    Aesthetics and Narrative

  • Think of your users as players

    http://www.flickr.com/photos/allisonjohnstonn/6332963681/

    http://www.flickr.com/photos/allisonjohnstonn/6332963681/http://www.flickr.com/photos/allisonjohnstonn/6332963681/

  • http://bizfest.files.wordpress.com/2013/01/bartle.png

    http://bizfest.files.wordpress.com/2013/01/bartle.pnghttp://bizfest.files.wordpress.com/2013/01/bartle.png

  • These are important factors to consider when trying to design a game.

  • These are important factors to consider when trying to design gamification.

  • 2. La comprensin de la gamificacin utilizada en Duolingo

  • 2. Understanding the gamification used in Duolingo

  • Learn a little Spanish

  • Learn a little Spanish1. Spanish Book

    2. Audio Lessons

    3. Spanish Classes

  • Learn a little SpanishLack motivation

    Lack feedback

    Expensive

  • Gamified language learning

  • More than just the blueprint

  • Examining Duolingo

  • Clear and interesting goals

    Feedback

    Interesting and playful mechanics

    Challenge

    Progression and Mastery

    Aesthetics and Narrative

    Autonomy

    Relatedness

  • Clear and interesting goals Primary goal: Learn a language

  • Clear and interesting goals Smaller, more achievable goals

  • Feedback Clear feedback

  • Challenge Challenge arises from the tasks and attempts

    Catered for the users language level

  • Progression and Mastery Moving through lessons and leveling up

  • Autonomy Choice of language, choice of path

  • Interesting mechanics Range of tasks multichoice, text input, speaking...

  • Safe environment to learn There is no penalty for failing, you can try again

  • Caters to the casual player Clean interface, style and aesthetics

  • Relatedness Connect to friends, compete with them, share results

  • Relatedness

  • Reminders

  • More than just the blueprint

  • Wrapping it all up Gamification is around to stay

    Look beyond badges

    Its easy, so start trying it!

  • http://gamificationweekly.com

  • Name: Zac Fitz-Walter Class: PhD Candidate from QUT Abilities: Research, Teaching, iPhone DevelopmentWeaknesses: Cats and Mangoes

    Zac Fitz-Walter Email: z.!tz-walter@qut.edu.auwww: http://zefcan.comNewsletter: http://gami!cationweekly.com Twitter: @zefcan