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Engaging through Gamification: Insights from GSummit 2014 Alison Lockley Innovative Media Production Studio

Engaging through Gamification: Insights from GSummit 2014

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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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Page 1: Engaging through Gamification: Insights from  GSummit  2014

Engaging through Gamification: Insights from GSummit 2014

Alison Lockley

Innovative Media Production Studio

Page 2: Engaging through Gamification: Insights from  GSummit  2014

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• 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

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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

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cityHUNT

• Pre-conference team building exercise• challenges - compete with other teams by

submitting photos and videos, answering questions, scanning QR codes

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Livecube game – event app

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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

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Keynote: The Future of Gamification - Brian Burke

Research Vice President, Gartner

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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.

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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.

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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

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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

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• 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

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Bee Block: How Applebee’s Restaurants are retaining hourly workers and driving sales with gamification –Robin Jenkins

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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

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• 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

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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

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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

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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

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• Gamification is Human-Focused Design (as opposed to “function-focused design”)

• 8 Core Drives

Octalysis: A Framework for Actionable Gamification - Yu-Kai Chou

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• 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!