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Gamification

Gamification. Spilificering. What is gamification ?. “The infusion of game mechanics, game design techniques and game style into non-game applications f.x . websites, urban landscapes & native apps to make them more fun and engaging .” http :// gamification.org /.

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Gamification

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  1. Gamification Spilificering

  2. What is gamification? • “The infusion of game mechanics, game design techniques andgame style into non-game applications f.x. websites, urban landscapes & native apps to make them more fun and engaging.” • http://gamification.org/

  3. [the Ludic Society: “ready played” video installation] • “The suburbs in France and elsewhere are not built for living but for playing, either with cars or bikes or with your own body as a game character.” The building jumpers are players of today’s lives.

  4. Urban hack attack (pacman)

  5. Gamification algorithmact as if you would be in a game! • “Elements from the game world as scoring, tagging and rating is deliberately used in all sorts of contexts to engage people to make them curious and committed to move forward, learn, solve problems, achieve results and compete with each other.” • Spaceinvaders, KunsthallenNikolaj

  6. Gamification algorithmact as if you would be in a game! • “By taking advantage of man's psychological disposition to participate in games, giving people virtual money, or by handing out stars can gamificationencourage people to perform tasks, they usually regard as tedious as filling out questionnaires and tax returns or memorize.” • “Spaceinvaders”, KunsthallenNikolaj, 2011

  7. GamES for marketing & CRM Grand theft auto (Free-roaming videogame UK - 1997) Shopkick (2009)

  8. Modcloth

  9. Games for services

  10. “Urgent” evoke directed by Jane McGonical Social Network Game: “Reality is broken” by Jane McGonical

  11. “Games are reality engines, frameworks for meaning making”Creating critical gAMES by Mary flanagan

  12. Social Games: F.x: help users achieving difficult goals

  13. Raise awareness of relevant social or cultural issues:

  14. Find et eksempelpågamification

  15. Gameprinciples • Complex business interactions can be made accessible and intuitive. • Apply game design to create user experiences that engage people and bind them to the company.

  16. 1. GAMEprincipLE:COLLECTING • Collecting information, • news, contacts, images • mm. • Fans, followers, • bookmarks, badges etc

  17. 2 Game principLe:Earning • Points, stars, • Recommendations, • rankings, thumbs up, • approval etc. • Gratification, leading to • the user’s positve • emotional attachment, • which in turn the user • associates with the brand.

  18. 3. Gameprinciple:Feedback • Email, chat, forums, • comments

  19. 4. Gameprinciple:exchange • A social element

  20. 5. GameprincipleCustomizing • Profile, • User interface

  21. Jesperjuul • “A game is a rule-based system with at variable and quantifiable outcome, were different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels emotionally attached to the outcome, and the consequences of the activity are optional and negotiable”

  22. User = Player/gamer • Optimism • Social fabric • Productivity • Epic Meaning

  23. The rules • A game is not a game without rules • Easy to learn – Hard to master • Balance: • Obey the rules • Same chance of winning • Etiquette and terminology

  24. Playbook - strategY • Step 1:Make sure the Company is committed to the game HALF-LIFE

  25. Playbook - strategY • Step 2: Understand the User’s interests and GoalsWhat engage them? LAY OFF

  26. Playbook - strategY • Step 3: Sustaining the Game’s momentum/ vedligeholdelseafspilletsdynamik

  27. Playbook - strategY • Step 4: Mechanics and Rules for Game Design

  28. Playbook - strategy • Step 5. Extend and Diversify the Game/Udvidogdifferentierspillet

  29. The Lurker Phenomenon • Passive observers • 90 % online users are “lurkers”

  30. The Lurker Phenomenon • Competence • Difficulty • Motivation

  31. “Close-up altruism” • Altruism/(uegennytte): action that someone takes for the good of others, with no ulterior motive. • Close-up Altruism: concept from sociology. A persons altruism towards someone whom they know in order to take part in their joy. F.x. Fanmails, donations, word of mouth

  32. ANTICIPATED RECIPROCITY/forventetgensidighed • PEOPLE DO GOOD DEEDS IN ANTICIPATION OF RECEIVING GOOD DEEDS IN RETURN. • A COMPANY CAN OFFER FREEBIES AND GIFTS AND REDUCING PRICES IN ANTICIPATION THAT CUSTOMERS WILL BUY THE PRODUCT AND/OR BRING NEW CUSTOMERS. • A COMPANY CAN OFFER BENEFITS TO CUSTOMERS WHO PROVIDE USEFUL FEEDBACK

  33. Tit for tat

  34. Exercise: Gamificate The School Space • Create a social game using Twitter, Facebook, QR-codes, smsetc • Encourage interaction with and among the students, teachers, administrators etc. • and appropriate the school. • Create unexpected encounters through storytelling and discovery. • Brainstorm a game idea • Sketch a gameplay • Define the rules • Create a prototype • Play!

  35. Prototyping Tools:Apps in Seconds:http://appinseconds.com/ iWebkit:http://snippetspace.com/portfolio/iwebkit/ Phonegap:http://phonegap.com/ QR-code Generators: http://qrcode.kaywa.com/http://goqr.me/http://www.qrstuff.com/http://mashable.com/2011/04/18/qr-code-design-tips/ Mobile Barcode Reader: http://www.i-nigma.com/Downloadi-nigmaReader.htmlhttp://www.mobile-barcodes.com/qr-code-software/#kaywa-reader

  36. Litteratur: Ward et al: The Smashing Book #2. Smashing Media, 2011 “Space Invaders” KatalogfraudstillingpåNikolajKunsthal.

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