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Gamification Korea Open Seminar
Citation preview
Y Gamification
Gamification Korea Open Seminar 2012.05.31 Song, Junho
Not talking about this(case study)
Not talking about this(case study)
Mechanics - progress visible : rule Dynamics - Pattern Schedule : Strategy Aesthetics - Feeling
Before saying
Gamification is about taking the essence of games – fun, play and passion – and applying it to real-world, non-game situations. In a business setting, that means designing solutions using gaming principles in everything from back-office tasks and training to sales management and career counseling. Leaderboards and progression indicators can steer individuals to reach the next tier of performance. Quests and countdowns can help shape behavior – the former as a way to structure long combinations of tasks for a larger goal; the latter to motivate a flurry of activity within a finite, specified timeframe.
TREND REPORT
TREND REPORT
TREND REPORT
TREND REPORT
TREND REPORT
Idea Street, UK government : 18months, 1,400 ideas U.S. military's "America's Army" video-game recruiting tool Evoke game, the World Bank Institute
TREND REPORT
"M³“ Motivation, Momentum, Meaning
TREND REPORT
"Mass marketing is no longer a long-term strategy.” By 2014, 6.7 billion devices will be connected to the Internet.
TREND REPORT
Deloitte Predicts the Top 10 Technology Trends for 2012 Serious gaming simulations and game mechanics such as leaderboards, achievements, and skill-based learning are becoming embedded in day-to-day business processes, driving adoption, performance, and engagement
TREND REPORT
By 2020 53% vs. 42%
Like ‘Web2.0’ Game-style engagement, Game-like approaches, Game-design thinking
play+labor = playbor work+leisure = weisure labortainment
wYy Gamification
SPACE & Psychology
Reality Virtual Reality
[ Paul Milgram and Fumio Kishino, 1994 ]
MMORPG
Real person player=me
Game character player=avatar
Facebook Theme Park
<스토리를 소비>
Augmented Reality
Augmented Virtuality
Life
<행위를 소비>
Mixed Reality
Smart Device
pervasive Game interactive Game crossmedia Game live acting role
fake docu LBG
entertainment drama
film(movie) storytelling
documentary app news sports
Foursquare Twitter SNG
Reality Virtual Reality
[ Paul Milgram and Fumio Kishino, 1994 ]
MMORPG Theme Park
<스토리를 소비>
Augmented Reality
Augmented Virtuality
Life
<행위를 소비>
UX PX
Business Game
Mixed Reality
게임성 확산
Smart Device
pervasive Game interactive Game crossmedia Game live acting role
fake docu LBG
entertainment drama
film(movie) storytelling
documentary app news sports
Foursquare Twitter SNG
immersion data non feedback
flow data feedback cycle
Real person player=me
Game character player=avatar
The four funkeys – Nicole Lazzaro
The four funkeys – Nicole Lazzaro
Hardcore Game
Casual Game
Serious Game
SNG
ARG
Game for
Change
Reality Virtual
game
play
Dramgaming ‘Sanningen om Marika’
GAMIFICATION
Pervasive Game (Film)
(Fake Documentary)
Advergaming Reality Show
‘Running Man’
(community building)
Hardcore Game
Casual Game
Serious Game
SNG
ARG
Game for
Change
Reality Virtual
game
play
(Film) (Fake
Documentary)
Advergaming
Dramgaming ‘Sanningen om Marika’
Reality Show ‘Running Man’
GAMIFICATION
(community building)
Pervasive Game
Gabe Z.
Army K.
Jane M.
game-like Movie
game-like Groupware, ERP
game-like Social Movement
game-like Motivation developing
Tweetfuel
game-like Health
game-like Edu
game-like AD
game-like Finance
Traditional inside
FUN Gamification
loop
Perception Engagement Motivation
Loyalty
Game Service Business
Perception Engagement Motivation
Loyalty
Fun is new free
Game Service Business
마케팅 활동과 실제 서비스의 경계가 매우 희미한 환경 지속적인 피드백을 다시 서비스에 반영해야 하는 환경
재미있는 사람 = 매력적인 사람
맞고 틀리고가 아닌, 재미라는 기재를 통해 인식단계에서부터 호감이 생긴 것
interaction boundary game layer magic circle
game –like LINK game –like LINK
interaction boundary game layer magic circle
Commodities Supply Availability
(Supplier) (Customer)
Goods Control Cost (Supplier) (Customer)
Service Improve Quality (Supplier) (Customer)
Experience Render Authenticity (Supplier) (Customer)
누가 제공하는지 관심 없고 가격승부
누가 제공하는지 관심 없고 가격승부
누가 제공하는지 관심 없고 가격승부
Technology Developing
Human Demand
Based on Experience Economics, Joseph Pine
Commodities Supply Availability
(Supplier) (Customer)
Goods Control Cost (Supplier) (Customer)
Service Improve Quality (Supplier) (Customer)
Experience Render Authenticity (Supplier) (Customer)
누가 제공하는지 관심 없고 가격승부
누가 제공하는지 관심 없고 가격승부
누가 제공하는지 관심 없고 가격승부
Game Design Fun feeling (Supplier) (Customer)
누가 제공하는지 관심 없고 가격승부
Technology Developing
Human Demand
Based on Experience Economics, Joseph Pine
The Game Michael Douglas, Sean Penn
David Fincher, 1997
Thank you