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Engaging through Gamification: Insights from GSummit 2014. Alison Lockley Innovative Media Production Studio. Objectives of this session. Give a brief summary and insights Ideas you may be able to use/adapt Some current gamification initiatives Supporting theories presented - PowerPoint PPT Presentation
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Engaging through Gamification: Insights from GSummit 2014
Alison Lockley
Innovative Media Production Studio
T&L Week 2014| Slide 2
• Give a brief summary and insights• Ideas you may be able to use/adapt• Some current gamification initiatives• Supporting theories presented• Links to further information
Objectives of this session
T&L Week 2014| Slide 3
Background
• http://sf14.gsummit.com/ - Theme of engagement• Over 1000 attendees from around the world• Exploring the use of gamification part of an IMPS project initiated in
2013. • The world of engaging with learners has changed.• Gamification (the use of game mechanics in non-game contexts) is
gaining increasing attention and credibility • Benefits can include:
encouraging learning progress through visible measures of success authentic environments where learners can practice their skills and
gain immediate feedback inspiring students through intrinsic motivators development of problem-solving skills
T&L Week 2014| Slide 4
cityHUNT
• Pre-conference team building exercise• challenges - compete with other teams by
submitting photos and videos, answering questions, scanning QR codes
T&L Week 2014| Slide 5
Livecube game – event app
T&L Week 2014| Slide 6
Keynote: Game-Based Society – Robert Tercek, Superplex
Changing society – every thing is connected
The internet of things makes an entire city a canvas for games
T&L Week 2014| Slide 7
Keynote: The Future of Gamification - Brian Burke
Research Vice President, Gartner
T&L Week 2014| Slide 8
Keynote: Dr. Neil deGrasse Tyson
Bar flys become #Science flys @neiltyson
#gsummit
Did you know that there are probably as many
science memes as cats memes out there
@neiltyson #gsummit
• His achievement has been to make the impossible, accessible – and the complex, understandable for millions.
• Smart fun changes everything and can drive unprecedented engagement.
T&L Week 2014| Slide 9
Keynote: Dr B.J. Fogg
http://www.behaviormodel.org/
• Director of the Behaviour Design Lab, Stanford University
• 3 elements must converge at the same moment for a behaviour to occur: Motivation, Ability, and Trigger.
• When a behaviour does not occur, at least one of those three elements is missing.
T&L Week 2014| Slide 10
Keynote: Jane McGonigal
• Playing games can help real-life health problems
• games can challenge players to tackle real-world problems, such as poverty, hunger and climate change
T&L Week 2014| Slide 11
Xprize - Eileen Bartholomew
http://www.xprize.org/
1. Offer a sufficient purse
2. Design for after the prize is won
3. Define a difficult but achievable target
4. Offer a clear measure of success
5. Entice broad communities
6. Make it rewarding and simple for teams
7. Have a media-friendly winning moment and tell great stories along the way
T&L Week 2014| Slide 12
• Avengers program– intense, annual program - voted by others in the company
• Top 10 - Employee of the month – who helped you the most
• Not just about the points/money• The points convert across to corporate
perks – redemption mechanism• Also: WOW points for anyone who gets
a vote; CEO quickfire; CEO Spotlight
NextJump - NxJ Avenger - Thomas Fuller
T&L Week 2014| Slide 13
Bee Block: How Applebee’s Restaurants are retaining hourly workers and driving sales with gamification –Robin Jenkins
T&L Week 2014| Slide 14
Persuasion, Motivation,& Behaviour - Andrea kuszewski
• General principle of behaviourism:
"People tend to seek pleasure and avoid pain"
• Meaning vs happiness• Everyone have a BIS and BAS system
and how they interact is individual. • Dopamine associated with anticipation
of the reward - not the reward itself.• As soon as you restrict something it
becomes more attractive • Punishment activates the BIS system• Feed the meaningful masochist
T&L Week 2014| Slide 15
• Designing with the intent to:1. To Incite a new behaviour, or2. Modify existing behaviour
• Done by:1. Increasing a user’s ability or2. Increasing a user’s desire
• Patterns of persuasion Priming – walkthroughs, joyrides Onboarding – completion meter, seeding Ongoing onboarding – keeping relevant Cognitive load – chunking, wizards Biases – credibility, social, storytelling Affordances – blocking, emphasis Feedback – timing, belonging, reciprocation
• Persuasive design is a layer on top.
Persuasive Design – Matt Danna
T&L Week 2014| Slide 16
The Science of Fun: 3 ways games you happier and save the world- Nicole Lazzaro
Source: http://nicolelazzaro.com/wp-content/uploads/2012/03/4_keys_poster3.jpg
T&L Week 2014| Slide 17
Playing God, The Power of Bringing People Alive - Stella Grizont,
• Engagement strategies don't necessarily bring people alive but getting them to do stuff does.
• How can you inject more positivity into your games
• Pillars 1. Positive emotion 2. Flow - total absorption and engagement 3. Relationships - vital for happiness 4. Meaning - how can we connect the dots5. Achievement - Praise effort and not just
results
T&L Week 2014| Slide 18
7 Rules for Collaborative Game Design – Amy Jo Kim
1. Compete with the System
2. Shared Goals & Outcomes
3. Inter-dependant Roles
4. Co-op Social Gestures
5. Shared Resources
6. Non-Zero Stats & Spotlights
7. User-generated Content
T&L Week 2014| Slide 19
• Gamification is Human-Focused Design (as opposed to “function-focused design”)
• 8 Core Drives
Octalysis: A Framework for Actionable Gamification - Yu-Kai Chou
T&L Week 2014| Slide 20
• Don’t forget to visit the GBL@CDU wiki for more https://wiki.cdu.edu.au/display/GBLCDU/GBL@CDU+Home
• Applications for resources:http://www.cdu.edu.au/imps
• Questions: [email protected]
Thanks!