bringing gamification into your training
Post on 30-Oct-2014
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Gamification in the ClassroomPointers for Training Professionals
Charles PalmerHarrisburg University
Gamification
the concept of applying game-design thinking to non-game applications to make them more fun and engaging
Some non-classroom examples…
Examples…
EducationalExamples…
EducationalExamples…
Some facts…
• 2011 Gartner Research Report it is estimated that by 2015, more than 50% of organizations that manage innovation processes will gamify those processes.
• The trend has been picking up major momentum over the last year and has gained support from industry heavy weights such as Bing Gordon, Al Gore, J.P. Rangaswami, Chief Scientist of Salesforce.com, and many more.
Al Gore talks about how "Games are the new normal" and the power of Gamification at the 2011 Games for Change Festival.
Gamification
Loyalty Programs(redemption)
Game Design(engagement)
Behavioral Economics
(status/reputation)
Player TypesAc
hiev
ers •prefer to gain
"points," levels, equipment and other concrete measurements
•go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it.
Expl
orer
s •players who prefer discovering areas, creating maps and learning about hidden places
•feel restricted when expected to move on in a certain time frame, as that does not allow them to look around at their own pace.
•find joy in discovering an unknown glitch or a hidden easter egg.
Soci
alize
rs •gain the most enjoyment by interacting with other players, and on some occasions, computer-controlled characters with personality
•The game is merely a tool they use to meet others in-game or outside of it
Kille
rs •thrive on competition with other players, and prefer fighting them to scripted computer-controlled opponents
Player TypesAc
hiev
ers
Expl
orer
s
Soci
alize
rs
Kille
rs
6747 53 33
ESAK
Player TypesAc
hiev
ers •prefer to gain
"points," levels, equipment and other concrete measurements
•go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it.
Expl
orer
s •players who prefer discovering areas, creating maps and learning about hidden places
•feel restricted when expected to move on in a certain time frame, as that does not allow them to look around at their own pace.
•find joy in discovering an unknown glitch or a hidden easter egg.
Soci
alize
rs •gain the most enjoyment by interacting with other players, and on some occasions, computer-controlled characters with personality
•The game is merely a tool they use to meet others in-game or outside of it
Kille
rs •thrive on competition with other players, and prefer fighting them to scripted computer-controlled opponents
Gamification Loop
Challenges
Game Play
Win/Loss conditions
leaderboardsbadges
Social networking
status
Point system
But wait…• Creating these types of games is hard work (so what else is new)
• Just adding points and badges doesn’t make something fun and an improperly balanced reward system will negatively effect the behavior you are trying to address.
• The true magic happens when a player succeed in a challenge which seemed (or was) daunting and beyond their skill level.
• Players are motivated by different things. So we have to consider different experiences for varying player types*
Too easy
Too frustrating
“Do people not do something because they are
not able to? – then increase ease of use.
Do people not do it because they have no free time? – then work on that.
Only if motivation is the issue can gamificaion be a [legitimate] way [of influencing
behaviour”
- Sebastian Deterding, research
Gamification Loop
Challenges
Game Play
Win/Loss conditions
leaderboardsbadges
Social networking
status
Point system
Game Play MechanicsCommunity
Collaboration Discovery EPIC Meaning Free Lunch
Infinite Gameplay Loss Aversion Lottery Momentum Ownership
Appointments Blissful Productivity Status Urgent
Optimism Virality
Cascading Information Combos Achievements Levels
Countdown Quests Reward Schedules Points
Game Play MechanicsCommunity
Collaboration Discovery Behavior EPIC Meaning Free Lunch
Infinite Gameplay Loss Aversion Lottery Momentum Ownership
Appointments Blissful Productivity Status Urgent
Optimism Virality
Feedback Cascading Information Combos Achievements Levels
Countdown Quests Reward Schedules Points Progression
More examples…
Six rules…
1. Understand what constitutes a “win” for the player and organization
2. Expose the player’s intrinsic motivation and progress to mastery
3. Design for the emotional human, not the rational human
Six rules…
4. Develop scalable, meaningful intrinsic and extrinsic rewards
5. Use on of the leading platform vendors to scale your project
6. Most interactions are boring, make everything a little more fun
“In some ways it is a fad – adding points and badges in tacky ways, looking at ‘gamification’
as an easy way to make boring things seem interesting – that is a fad.
However, the idea of designing business processes so that those who engage in them find
them more intrinsically rewarding – that
is a long term trend.”
- Jesse Schell, CEO Schell Games
Resources
• Vendors– Bunchball, Badgeville, BigDoor, Rypple, DueProps,
SCVNGR, CrowdTwist
Resources• PearlTrees - http://bit.ly/IhdQod • Jesse Schell – The Pleasure Revolution http://bit.ly/J15rbp• Gabe Zimmerman - http://bit.ly/IUiWFZ• Gamification.org/wiki• Concept of “Flow” by Mihaly Csikszentmihalyi - bit.ly/conceptofflow
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