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Strategies for Meaningful Gamification: Concepts behind Transformative Play and Participatory Museums Scott Nicholson @snicholson Syracuse University School of Information Studies Because Play Matters game lab http://becauseplaymatters.com

Strategies for Meaningful Gamification

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These are the slides from a talk I gave at the Meaningful Play conference at 2012. The full paper behind the slides can be found at http://scottnicholson.com/pubs/meaningfulstrategies.pdf

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Page 1: Strategies for Meaningful Gamification

Strategies for Meaningful Gamification: Concepts behind Transformative Play

and Participatory Museums

Scott Nicholson @snicholsonSyracuse University

School of Information Studies

Because Play Matters game labhttp://becauseplaymatters.com

Page 2: Strategies for Meaningful Gamification

http://becauseplaymatters.com @snicholson

Overview

• Meaningful Gamification• Concepts of Play• Participatory Museum• Strategies for Meaningful Gamification

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Gamification

• “The use of game design elements in non-game contexts” (Deterding et al, 2011, p. 1)

• Most common game design elements = scoring systems

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BLAP Gamification

• Badges• Levels & Leaderboards• Achievements• Points

Page 5: Strategies for Meaningful Gamification

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The Secret of External Rewards

• “Once you start giving someone a reward, you have to keep her in that reward loop forever.”– Zichermann & Cunningham, Gamification by

Design.

• Fine for skill building or short-term events• Problematic for long-term behavioral change

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Meaningful Gamification Theoretical Framework

• Self-Determination Theory / Organismic Integration Theory

• Situational Relevance• Universal Design for Learning• Player-Created Content• User-Centered Design

• http://becauseplaymatters.com

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http://becauseplaymatters.com @snicholsonCC Canadian Coast Guard on Flickr

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Meaningful Gamification

• The use of user-centered game design elements in non-game contexts– Instead of organization-centered

• Use rewards sparingly if at all

• Focus on helping user find meaning in non-game context through game elements

• Allow user to set goals and create their own experience

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Solving for Play

• Game = Play + Goals + Structure

• Game – Play = Goals + Structure= BLAP Gamification

• Play = Game – (Goals + Structure)Think about the PLAY and PLAYer

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What is Play?

• Features instead of definition• Common features–Voluntary –Exploration / Improvisation –Constraints

• Catalyst for learning

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Stages of Play (Eberle)

• Anticipation• Surprise• Pleasure• Understanding• Strength• Poise

• Cycle -> Transformative

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Transformation

Jesse Schell:Serious Games

“Transformative Games”

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Transformative

• Transformative Gamification – The use of transformative game design elements in

non-game contexts

• Transformative Play

• “Transformative Learning”

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Transformative Learning (Mezirow)

• Breaking Boundary Structures

–Disorienting experience–Recognition of others–Create a plan–Acquire new skills / knowledge–Raise self-confidence

Page 15: Strategies for Meaningful Gamification

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Ludic Learning Spaces (Kolb & Kolb)

• "free and safe space that provides the opportunity for individuals to play with their potentials and ultimately commit themselves to learn, develop, and grow" (2010, 27)• Play + Constraints

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Participatory Museums

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Adult Play Concepts from Participatory Museums

• Roleplay• Experimentation• Collaboration– Synchronous vs. Asynchronous

• Personalized experience– Public vs. Private choices

• Optional

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Challenges from Science Museum Design

• Balance open play with directions

• Immediate apprehendability

• Connection of abstractions to real world

• Play spaces to engage instead of exhibits to observe

Page 19: Strategies for Meaningful Gamification

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Strategies for Meaningful Gamification

• Focus on information-based play elements–Optional (JP Dyson)– Improvisation/Exploration within

constraints–Play vs. Games– Example: Removing rewards from summer

reading programs

Page 20: Strategies for Meaningful Gamification

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Strategies for Meaningful Gamification

• Create transformative opportunities through participatory activities– Engagement on both intellectual and emotional

level– Facilitate play activities and reflection– Roleplay activities with consequences – Create and share content, goals with others– Example: Nike +, SCVNGR

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Strategies for Meaningful Gamification

• Thinking in three dimensions (Eberle)– How would the gamification system work in the

physical space?– Creating active play instead of passive observation– Using real-life metaphors– Creating rings of activities instead of lists– Create spaces for social engagement– Example: Online classroom

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Summary

• Facilitate user making meaningful connections

• Focus on engaging play and games instead of rewards and points

• Reflection and sharing is as important as doing

• Create spaces for voluntary exploration

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For More Information

Because Play Matters game lab

http://becauseplaymatters.com