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the ‘gamification’ of life

The Gamification of Life

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Sara de Freitas's talk from ISDT11.

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Page 1: The Gamification of Life

the ‘gamification’ of life

Page 2: The Gamification of Life

four strands of consideration:

grand challenges of society. key grand challenges of modern societies e.g.:

(a) population growth is leading to greater pressures on our environments

(climate change, restricted resources, education systems, energy sources) (b)

globalisation is leading to more interconnected and complex social structures

(self-organised criticality) > futurICT

open innovation, crowd sourcing and the „rise of the community‟

the role of ‘gamification’ in social (behavioural) change and awareness

raising. games/vws as cultural forms, games/vws processes (to be mapped

against human behaviour), motivation, engagement, social interactivity,

games/vws as interface/wrapper for other technologies. social and the

immersive

examples demonstrating how virtual environments and social collaboration

are changing much about how we live, learn and work. will the future of

society move more towards social networked virtual communities? does virtual

world technology open up new solutions for old problems?

move towards more complex structures and socially driven innovation and

technology development

summary: gamification of life

Page 3: The Gamification of Life

1: grand challenges of society: e.g. population and

city growth, climate change leading to complexity

and data explosion challenges

Page 4: The Gamification of Life

challenges humanity is facing in the 21st century

(copyright: dirk helbing)Lee C. Bollinger, president of Columbia University,

formulated the issue as follows: “The forces affecting

societies around the world ... are powerful and novel.

The spread of global market systems ... are ...

reshaping our world ..., raising profound questions.

These questions call for the kinds of analyses and

understandings that academic institutions are

uniquely capable of providing. Too many policy

failures are fundamentally failures of knowledge.”1. Financial and economic crisis

2. Debts and inflation

3. Stability of the European Union

4. Political revolutions, war

5. Critical infrastructure risks

6. Environmental change

7. Epidemics (SARS, H1N1 pandemic)

8. Migration and integration

9. Extremism, terrorism

10. Corruption, organized crime

Page 5: The Gamification of Life

The Knowledge Accelerator Creating a Living Earth Platform for a Sustainable Future

>300 scientists from all over

the World

We have explored the universe, and

have sent men to the moon. It turns

out, however, that our current

knowledge of society is too limited

to efficiently tackle the global

challenges of humanity in the 21st

century. Thus, it’s time to pay

attention to our Earth and create

an ICT Flagship to explore social

life and everything it relates to.

Dirk Helbing

FuturICT will build a Living Earth Platform for a global-scale simulation of our techno-socio-economic-environmental system and more

This will integrate Crisis Observatories running massive data mining for the advance detection of possible crises: financial market instabilities emerging conflicts health risks and disease spreading environmental changes, etc.

Participatory Platforms will inform decision-makers and involve citizens

The Innovation Accelerator will speed up research, development, and the creation of new business opportunities.

The focus on Managing Complexity will develop integrative system designs and new decision-making and governance tools.

Page 6: The Gamification of Life

predicting the sequence of possible impacts of earthquakes

Page 7: The Gamification of Life

Data Models

Validation

infe

cti

on

geographic

data

Forecasts

demographic

data

transport

data

contact

network

models

agent-

based

models

multi-

scale

models+ =

policies

...complexity...

predictionsscenario

analysis

copyright Alex Vespignani and

FuturICT

priorities

Page 8: The Gamification of Life

2: models of innovation and diffusion:

current trends and gala

Page 9: The Gamification of Life

Linear

models, actor

network

theory, social

shaping of

technology

User

innovation,

open

innovation

models of innovation (linear model, actor network theory, social

shaping of technology) to open innovation (Chesborough) and user

innovation

towards open innovation?

Page 10: The Gamification of Life

rodgers innovation diffusion curve

Page 11: The Gamification of Life
Page 12: The Gamification of Life

innovation diffusion model for gala

stakeholder

engagement

participatory

design approaches

technology

transfer

application areas

Learning

objectives

Learning content

Instructional

design

LEARNING INSTRUCTION ASSESSMENT

Clear player

goals

User learning

User behavior

Player feedback

User engagement

Debriefing

System feedback

GAME ELEMENTS:

Context

GAME ELEMENTS:

Learner Specifics

GAME ELEMENTS:

Pedagogy

GAME ELEMENTS:

Representation

innovation diffusion

models and

frameworks 2006-2011

design

feedback

theory

interactivity

bcis/eegsadaptivity

Page 13: The Gamification of Life

3: gamification: a vehicle for social

change? the social and the immersive

Page 14: The Gamification of Life

beginning of 2010 the games industry posted total sales of $1.17 billion for the

month of january

value of sg in 2008 was between $ 1 - 2 billion, recent reports circulating in us and

europe are talking about $ 9 -11 billion

international software federation of europe (isfe, 2010):

74% of those aged 16-19 considered themselves gamers (n=3000), 60% of those 20-

24, 56% 25-29 and 38% 30-44.

32% of the total uk population consider themselves gamers (n=3000). 31% of females

described themselves as gamers and 34% of males.

several studies demonstrating the efficacy of serious games for training in particular

through behavioural change (sg-ets, hope lab’s re:mission, pulse project)

wide uptake of social software (e.g. facebook, wikipedia), crowdsourcing

learning in multimodal ways: mixed reality, augmented reality, mobile learning,

haptics (more flexible approaches)

converging technologies: mobile devices, ar devices, bci/eegs, sensor networks,

robotics, virtual world mashups, gps, geocoding, web technologies and services (soa)

gamification trends

Page 15: The Gamification of Life

Internet

Satellites

remote sensing

prediction markets

Web2.0

GPS

second life

the social...

crowd sourcing

gps

Page 16: The Gamification of Life
Page 17: The Gamification of Life

more complex social structures emerging...

Page 18: The Gamification of Life
Page 19: The Gamification of Life

copyright Milos Kravcik

Page 20: The Gamification of Life

Linear

models, actor

network

theory, social

shaping of

technology

User

innovation,

open

innovation

models of innovation (linear model, actor network theory, social

shaping of technology) to open innovation (Chesborough) and user

innovation

towards open innovation?

Page 21: The Gamification of Life

and the

immersive…

Page 22: The Gamification of Life

sgi: an agenda for applied

research..sgi: an agenda for applied

research..

serious games institute: a hybrid model

Page 23: The Gamification of Life

neuro-psychology

approaches to

learning with

games

artificial

intelligence and

life

multimodal

interfaces

semantic web,

standards and

metadata

Learning

objectives

Learning content

Instructional

design

LEARNING INSTRUCTION ASSESSMENT

Clear player

goals

User learning

User behavior

Player feedback

User engagement

Debriefing

System feedback

GAME ELEMENTS:

Context

GAME ELEMENTS:

Learner Specifics

GAME ELEMENTS:

Pedagogy

GAME ELEMENTS:

Representation

mapping our systems more closely

against human behaviour

models and

frameworks 2006-2011

design

feedback

theory

interactivity

adaptivity

Page 24: The Gamification of Life
Page 25: The Gamification of Life

projects & games at the serious games institute

meducator

alice

gala

maseltov

floodsim

code of

everand

modes

edugamelab

sex

health

game

simaula

roma

nova

futurict

mirror

customer

vtrade

Page 26: The Gamification of Life

4: examples of virtual environments and

serious games in learning and teaching

Page 27: The Gamification of Life

immersion and engagement: sg-ets

0%

10%

20%

30%

40%

50%

60%

70%

80%

90%

100%

<30 30-39 40+ <30 30-39 40+

Age (years)

% R

esp

on

ses

Yes No

Males Females

0

10

20

30

40

50

60

70

80

90

100

Tutor Reading E-learning Video game Audio Workshop Internet Video Job Role-play

Learning method

% w

ho

prefer l

earn

ing

meth

od

Male Female

0

5

10

15

20

25

30

35

40

45

50

Action Adventure Arcade Education Fighting Puzzles Role play Simulation Sports Strategy Other

Games Type

% w

ho

pla

y g

am

e t

yp

e

Male Female

Page 28: The Gamification of Life

triage trainer (tt) trial summary:

5 trials: september 2007 – january 2008

independently conducted by the university of

birmingham

trial participants:

91 uk nhs doctors, nurses & paramedics

all on alsg major incident medical management

and support (mimms) training courses

participants were randomly distributed:

tt game (n = 47)

non-game (n = 44)

triage trainer – preliminary trial results

Page 29: The Gamification of Life

tt game group:

15 minute tutorial in game play / user interface

60 minutes playing the tt game on their own

instructor available to answer questions

non-game group:

75 minute normal alsg instructor-led table top

exercise

involved sorting cards with vital signs variables

written on them into priority groups

triage trainer – preliminary trial results

Page 30: The Gamification of Life

trial results of tt game trainees versus non-game trainees:

tagging accuracy of tt game trainees:

significantly higher accuracy [χ2 = 13.126, p<0.05]

step accuracy of tt game trainees. comparing the ratios of

participants who achieved an 8/8

accuracy rating (i.e. followed the correct protocol for all 8

casualties):

significantly more accurate (28%) than the non-game

group (7%) [χ2 = 7.29, p<0.05]

time taken by tt game trainees to complete triage of all 8

casualties:

no significant difference on time taken (p>0.05)

triage trainer – (knight et al., 2010)

Page 31: The Gamification of Life

possible conclusions:

a ‘serious game’ such as the triage trainer offers the potential

to:

enhance learning; and

improve transfer of training

possible reasons are that the game offers:

opportunity to practice skills and knowledge gained on the

course in a more realistic and more engaging

environment

personalised feedback which enables the game player to

correct procedural errors made, through repeated play

triage trainer – preliminary trial results

Page 32: The Gamification of Life

fragmented research and development communities (e.g. gala)

literature in different disciplinary areas (e.g. psychology, educational science, computer science, neuro-science, law, medicine etc.)

vws a new area so lack of frameworks and metrics for effective learning

technical and cost issues preventing uptake

division between practice and theory

conservatism of education sector

new paradigm of learning emerging slowly – so hard to define for academics and practitioners

need for academy and industry to work together

networks emerging but need for more defragmentation and interworking

establish methods and evaluation strategies

need for ethical considerations in different context

research challenges

Page 33: The Gamification of Life

immersion and engagement: roma nova

vtrade

Page 34: The Gamification of Life

artificial intelligence and crowd modelling

Page 35: The Gamification of Life

multimodal integration

Page 36: The Gamification of Life

bcis and interface design: neuro-psychology approaches

Page 37: The Gamification of Life

awareness raising: climate health impact and floodsim

vtrade

Page 38: The Gamification of Life

behavioural change: code of everand and metycoon

Page 39: The Gamification of Life

can gamification solve world-scale

problems?

Page 40: The Gamification of Life

so does gamification offer a solution to the grand challenges?

scalability of game environments to large global communities

adaptivity to user requirements

closer modelling of user behaviour (feedback loop)

behavioural change

flow, feedback, visual and actual realism leading to higher levels of immersion

increased motivation and engagement

user innovation with games technologies (e.g. ai, haptics, biofeedback, sensors networks etc) from convergence, mash ups and user/community interaction

reflections

Page 41: The Gamification of Life

so are applications of vw/games technologies really changing our approaches to working, learning, social interactions and how we consider experiences?

providing new tools for flow, feedback, visual and actual realism leading to higher levels of immersion

great potential for the medium for supporting immersive education through increased motivation and engagement

potential changes for e-assessment, recruitment and cpd (gbl assessment, peer assessment, collaborative assessment, competency analysis, skills development, monitoring performance, mentoring)

move towards immersive learning experiences and design: with increased motivation, immediate feedback and sophisticated user models

need for serious games community to work with user communities and educationalists to answer some of the key grand challenges

conclusions

Page 42: The Gamification of Life

upcoming second wednesday events:

playgen workshop in london, 12th october

robotics workshop 9th november

upcoming conferences:

ieee vs-games conference in genoa, november 2012

virtual world conference, 14th september 2011

upcoming workshops:

emergency response and management training workshop,

17th november

any questions contact: prof. sara de freitas

[email protected]

Page 43: The Gamification of Life

de Freitas, S., Jarvis, S. (2008). Towards a development approach for serious games. In T.M. Connolly, M.

Stansfield, & E. Boyle (Eds) Games-based learning advancements for multi-sensory human-computer interfaces:

Techniques and effective practices. IGI Global. Hershey, PA.

Jarvis, S., de Freitas, S. (2009). Evaluation of a Serious Game to support Triage Training: In-game Feedback and

its effect on Learning Transfer. Proceedings of 2009 Conference in Games and Virtual Worlds for Serious

Applications, IEEE.

Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., de Freitas, S. Serious Games in Cultural

Heritage, 10th VAST International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST '09),

VAST-STAR, Short and Project Proceedings, Eurographics, Malta, 22-25 September, 29-48, (2009).

de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., Poulovassilis A. (2010). Learning as immersive

experiences: using the four dimensional framework for designing and evaluating immersive learning experiences

in a virtual world. British Journal of Educational Technology

Knight, J., Carly, S., Tregunna, B., Jarvis, S., Smithies, R., de Freitas, S., Mackway-Jones, K. & Dunwell, I. (2010).

Serious gaming technology in major incident triage training: A pragmatic controlled trial. Resuscitation Journal

81(9): 1174-9

de Freitas, S. (2011) Game for Change. Nature, 470 (7334): 330-331.

Sharpe, R., Beetham, H. & de Freitas, S. (Eds) (2010) Rethinking Learning in the Digital Age, London & New York:

Routledge.

de Freitas, S. & Maharg, P. (Eds) (2011) Digital Games and Learning. London and New York: Continuum Press

de Freitas, S. & Maharg, P. (Series Eds) (2011-) Digital Games and Learning. London and New York: Routledge.

selected references