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dr. David B. NieborgGenk, 24 april 2012
The value of gamesin companies:
The case of gamification
@gamespacenl
“In every job that must be done, there is an element of fun. You find the fun and ‘SNAP’ the job’s a game”
... where is the fun...?
What if...?
“What if we decided to use everything we know about game design to fix what’s wrong with reality? What if we started to live our real lives like gamers, lead our real businesses and communities like game designers (...)?”
Gamification
The use of
gamemechanics & structures
in a
non-game-context
in order to increase (user) engagment
Gamification
/=Game
Gamification
/=Serious game
The use of
gamemechanics & structures
in a
non-game-context
in order to increase (user) engagment
Engagement
Retainecruit
eward
Reward
(meaningful)
Information
Recognition Feedback(rules)
Retain
Boredom
Anxiety
Skills
challenge
low high
Flow
Boredom
Anxiety
Skills
challenge
low high
Recruit
New?
3 trends
1. Accessible (social) networks
2. More people play more
3. Technology (sensors)
1. Networked technology
Facebook’s growth
2. Homo Ludens
3. Sensors
Accelerometer MicrophoneGyroscopeCompassCameraGPS
Gamification
EngagementDesign
www.speeljetoekomst.nuExpected launch date: June 2012)