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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 Spilificering
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/
[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.
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
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
GamES for marketing & CRM Grand theft auto (Free-roaming videogame UK - 1997) Shopkick (2009)
“Urgent” evoke directed by Jane McGonical Social Network Game: “Reality is broken” by Jane McGonical
“Games are reality engines, frameworks for meaning making”Creating critical gAMES by Mary flanagan
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.
1. GAMEprincipLE:COLLECTING • Collecting information, • news, contacts, images • mm. • Fans, followers, • bookmarks, badges etc
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.
3. Gameprinciple:Feedback • Email, chat, forums, • comments
4. Gameprinciple:exchange • A social element
5. GameprincipleCustomizing • Profile, • User interface
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”
User = Player/gamer • Optimism • Social fabric • Productivity • Epic Meaning
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
Playbook - strategY • Step 1:Make sure the Company is committed to the game HALF-LIFE
Playbook - strategY • Step 2: Understand the User’s interests and GoalsWhat engage them? LAY OFF
Playbook - strategY • Step 3: Sustaining the Game’s momentum/ vedligeholdelseafspilletsdynamik
Playbook - strategY • Step 4: Mechanics and Rules for Game Design
Playbook - strategy • Step 5. Extend and Diversify the Game/Udvidogdifferentierspillet
The Lurker Phenomenon • Passive observers • 90 % online users are “lurkers”
The Lurker Phenomenon • Competence • Difficulty • Motivation
“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
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
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!
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
Litteratur: Ward et al: The Smashing Book #2. Smashing Media, 2011 “Space Invaders” KatalogfraudstillingpåNikolajKunsthal.