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Professor Kevin Werbach. Dept. of Legal Studies & Business Ethics Wharton School, Univ. of Pennsylvania. werbach@wharton.upenn.edu. Twitter: @kwerb. 1.7 billion. 100 million. 9 billion. We’re All Gamers Now. • Video game industry: over $70 billion worldwide, or.
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ProfessorKevinWerbach Dept.ofLegalStudies&BusinessEthics WhartonSchool,Univ.ofPennsylvania werbach@wharton.upenn.edu Twitter:@kwerb
We’reAllGamersNow •Videogameindustry:over$70billionworldwide,or doubleHollywoodboxofficerevenues •97%ofkids12-17playvideogames(PewFoundation) •Theaveragegameplayeris30yearsold(ESA) •47%percentofallgameplayersarewomen(ESA) •44%ofUS/UKadultshaveplayedamobilegamein thelastmonth(PopCap/InformationSolutions)
whatcanwe learnfrom (digital)games tohelpwith
SebastianDeterding,etal,FromGameDesignElementsto Gamefulness:Defining“Gamification”,Mindtrek2011Proceedings
Gamificationis… Theuseofgameelements andgamedesigntechniques innon-gamecontexts.
Points Resource Levels Collection Progression Avatars Quests SocialGraph
Progression Levels Points Rewards Quests Avatars SocialGraph Badges
…evenAlQaeda JarretBrachman&AlixLevin,“TheWorldofHolyWarcraft,”ForeignPolicy, April13,2011
Who’sGamifying •Microsoft •Nike •SAP •AmericanExpress •MajorLeague •Samsung •EMC •Foursquare •StackOverflow •USANetworks •Opower •eBay •Cisco •Recyclebank •UniversalMusic Baseball •Salesforce.com •AXAEquitable •LiveOps•Siemens •Dell•Yelp •KaiserPermanente•Nissan •CodeAcademy •Deloitte •FootLocker •Verizon
ABigDealintheBusinessWorld “Suddenly,gamificationisthehot newbusinessconcept,withmanyof theworld’smostadmiredcompanies signingon.” –Fortune,Oct.17,2011 “Strivingtomakeeverydaybusiness tasksmoreengaging,agrowingnumber offirms...areincorporatingelementsof videogamesintotheworkplace.” –WallSt.Journal,Oct.10,2011 “Manybusinessesareusingthesegametrickstotrytogetpeoplehookedontheirproductsand services—anditisworking,thankstosmartphonesandtheInternet.” –NewYorkTimes,Dec.23,2012
Great! Whatdoesit havetodowith
Education&TrainingareAlreadyGames BadOnes! •Notsomuchfun •Limitedsenseofagency •Unclearwinstates •Back-loaded,limitedfeedback •Failuretodifferentiateamongplayertypes •Poorlybalanced Gamification/KevinWerbach
MoretoItThanthePBLs Points! Rewards! Badges! Progress Bars! Alltheyneedaresome leaderboards,and userswillgocrazy! Levels! Status!
BadDesignCanBeDangerous! http://www.nicolelazzaro.com/gamification/
Gamification esign 1.Definebusinessobjectives 2.Delineatetargetbehaviors 3.Describeyourplayers 4.Deviseactivitycycles 5.Don’tforgetthefun! 6.Deployappropriatetools D
game design Experimentation Human-centricity Iteration Balance Prototyping Playtesting Playermodeling
game design 1.Getplayerstoplay. 2.Keepthemplaying.
Feedback 30
MyOwnExperience Q:Howtoengagetensof thousandsofstudents from150+countries, withnoliveinteraction? A:Usegamification designprinciples! https://www.coursera.org/course/gamification 33
StatsfromSession1(Fall2012) •81,600registrations –2/3non-U.S.;over150countriesrepresented –77%ofparticipantsnotinschool/university •Massiveengagement –>2,200,000videoviews –19,513forumposts –187,028peerassessments, by13,088students –Student-formedFacebook group:3,468members –Hashtag#gamification12: >2,700tweets
TraditionalCourseDesign 1 2 3 4 5 6 7 Units Midterm Final
ThePlayerJourney Level Up Climbing Boss Fight Climbing Rest Rest Climbing Scaffolding Onboarding
GamificationCourseDesign Boss Fight Onboard Climb Climb Climb Rest Rest
PlayerTypes Source:RichardBartle
2x-4xTypicalCompletionRate ≈81,600 registered 100% 90% % of Registra4on % of Starters % of Submi:ers 80% 70% 60% 84% 74% 80% 70% 61% % of Writers 50% 61% 52% 50% 40% 48% 30% 38% 42% 32% 19% 20% 10% 0% 35%40% 31% 26% 16% 25% 15% 23% 22% 13% 18%21% % of Writers % of Submi:ers % of Starters 11% 13% % of Registra4on 8,280 receivedcertificate
thankyou! Prof.KevinWerbach Twitter:@kwerb http://wdp.wharton.upenn.edu/books/for-the-win/