gameful design for libraries

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BEFORE WE BEGINAfter sitting through a lego workshop before my talk, I decided to insert a few slides before my “official” set of slides for the talk.

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Talk given at the "Pushing the Envelope" symposium on MOOCs, e-Learning, and Gamification for Libraries. If you downloaded the earlier version of the pptx and want the proper typeface, it's a free font called "Rise of Nations" that can be downloaded here: http://www.dafont.com/cf-rise-of-nations.font . I've replaced that file with a PDF that has the fonts properly embedded, and which includes more detailed speaker notes.

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Page 1: Gameful Design for Libraries

BEFORE WE BEGIN…

After sitting through a lego workshop before my talk, I decided to insert a few slides before my “official” set of slides for the talk.

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These are games.

Patrick Q: http://www.flickr.com/photos/patrick_q/293314242/

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These are *toys*.

C Slack: http://www.flickr.com/photos/slackpics/4289782818/

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GAMES ≠ TOYS

GAMES ≠ GAMIFICATION

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MOOCS,E-LEARNING,& GAMIFICATIONElizabeth Lane LawleyRochester Institute of TechnologySchool of Interactive Games & Media

Lab for Social Computing @ the MAGIC Center

Original first slide for the talk.

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Taxonomy of the Lean Startup Anti-Pivotby Tristan Kromerhttp://www.slideshare.net/Deridian/taxonomy-of-the-lean-startup-antipivot

When I told some of my students I was giving a talk at a conference on gamification, they sent me this slide, which is funny because it’s true.

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Mind if I cut in here?

Sebastian Deterding:Visiting Professor, RITMAGIC Center &Interactive Games & MediaSebastian recently gave a presentation at the Game On: Exploring Innovative Pedagogies Symposium, Charles Darwin University, Darwin,

Australia, http://www.slideshare.net/dings/gameful-design-for-online-learning . Rather than trying to recreate his slides, I’m blatantly stealing a series of them, but with full attribution!

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http://www.slideshare.net/dings/gameful-design-for-online-learning

http://www.slideshare.net/dings/gameful-design-for-online-learning

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http://www.slideshare.net/dings/gameful-design-for-online-learning

http://www.slideshare.net/dings/gameful-design-for-online-learning

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http://www.slideshare.net/dings/gameful-design-for-online-learning

http://www.slideshare.net/dings/gameful-design-for-online-learning

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http://www.slideshare.net/dings/gameful-design-for-online-learning

http://www.slideshare.net/dings/gameful-design-for-online-learning

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http://www.slideshare.net/dings/gameful-design-for-online-learning

http://www.slideshare.net/dings/gameful-design-for-online-learning

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http://www.slideshare.net/dings/gameful-design-for-online-learning

http://www.slideshare.net/dings/gameful-design-for-online-learning

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www.slideshare.net/dings/gameful-design-for-online-learning

http://www.slideshare.net/dings/gameful-design-for-online-learning

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http://www.slideshare.net/dings/gameful-design-for-online-learning

http://www.slideshare.net/dings/gameful-design-for-online-learning

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http://www.slideshare.net/dings/gameful-design-for-online-learning

http://www.slideshare.net/dings/gameful-design-for-online-learning

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WHAT DO GAME DESIGNERS HAVE TO SAY ABOUT THIS?

Well, that’s just one guy’s opinion, right?

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“Gamification is an inadvertent con. It tricks people into believing that there’s a simple way to imbue their thing ... with the psychological, emotional and social power of a great game.”

Margaret Robertson:Can’t Play, Won’t Play (2010)

http://hideandseek.net/2010/10/06/cant-play-wont-play/

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“-ification involves simple, repeatable, proven techniques.

[It] is always easy and repeatable, and it’s usually bullshit.”

Ian Bogost:Gamification is Bullshit (2011)

http://www.bogost.com/blog/gamification_is_bullshit.shtml http://gamifyforthewin.com/2011/09/video-opening-debate-at-for-the-win/

Expanded version in the upcoming book The Gameful World

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WELL. OKAY, THEN. LET’S TRY AGAIN...

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UNDERSTANDINGGAMEFUL DESIGN

Elizabeth Lane LawleyRochester Institute of TechnologySchool of Interactive Games & Media

Lab for Social Computing @ the MAGIC Center

I have a long history of bait-and-switch at conference talks. I’m not really talking about “gamification” today, I’m talking about what people like Sebastian have taken to calling “gameful design.”

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GAMES & MOTIVATION

And gameful design is very much about motivation.

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“[T]he four player types [are] achievers, explorers, socialisers and killers. […]

Achievers are Diamonds (they're always seeking treasure); explorers are Spades (they dig around for information); socialisers are Hearts (they empathise with other players); killers are Clubs (they hit people with them).”

Richard Bartle:“Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDS” (1996)

Richard Bartle, an early MUD (multi-user dungeon) designer, identified a set of player types that relate to motivation, and this framework gets used often in thinking about games and their players.http://www.mud.co.uk/richard/hcds.htm

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ACTING

INTERACTING

PLAYERS WORLD

KILLERS ACHIEVERS

EXPLORERSSOCIALIZERS

Bartle’s types in chart format.

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“Narratives often blurred the boundaries between well-defined motivation categories. […I]t made sense to abandon framing what was happening as motivation changes and to think about the narratives more broadly as player life-cycles or play trajectories.”

Nick YeeThe Daedalus Project“Player Life Cycles” (2007)

Nick Yee, who has a PhD in psychology from Stanford, and now works for Ubisoft, spent years collecting data on MMO players, and developed a richer framework for understanding players in that type of game environment. These player narratives are interesting and useful in thinking about the player (or “user”) life cycle in many contexts. http://www.nickyee.com/daedalus/archives/001588.php

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MMO PLAYER STAGES

Entry Practice Mastery Burnout Recovery

http://www.nickyee.com/daedalus/archives/001588.php

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MMO PLAYER STAGES

Entry Practice Mastery Burnout Recovery

▷ Newcomer Euphoria

▷ Playing With Others

http://www.nickyee.com/daedalus/archives/001588.php

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MMO PLAYER STAGES

Entry Practice Mastery Burnout Recovery

▷ Ramping Up/Progression

▷ Solo to Group

http://www.nickyee.com/daedalus/archives/001588.php

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MMO PLAYER STAGES

Entry Practice Mastery Burnout Recovery

▷ Staying for Friends/Casual Guilds▷ High-End Content/Serious Guilds▷ Social/Community Leadership▷ PvP/Competition

http://www.nickyee.com/daedalus/archives/001588.php

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MMO PLAYER STAGES

Entry Practice Mastery Burnout Recovery

▷ Grind Burnout▷ Social/Raiding Burnout▷ Restarts▷ Nothing Left to Do

http://www.nickyee.com/daedalus/archives/001588.php

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MMO PLAYER STAGES

Entry Practice Mastery Burnout Recovery

▷ End-Game Casual

http://www.nickyee.com/daedalus/archives/001588.php

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“The 4 Fun Keys create games’ four most important emotions:1. Hard Fun: Fiero – in the moment personal triumph over adversity2. Easy Fun: Curiosity3. Serious Fun: Relaxation and excitement4. People Fun: Amusement”

Nicole Lazzaro:The 4 Keys 2 Fun

http://www.nicolelazzaro.com/the4-keys-to-fun/

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http://www.nicolelazzaro.com/the4-keys-to-fun/

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http://www.slideshare.net/NicoleLazzaro/ux-week-the-future-of-ux-is-play

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“An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.”

Richard Ryan & Edward Deci:The What & Why of Goal Pursuit(2000)

Much of my current thinking about motivation has been shaped by the work on Self-Determination Theory (SDT) developed by Deci & Ryan.

http://www.tandfonline.com/doi/abs/10.1207/S15327965PLI1104_01

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FUN --> VOLUNTARY ?

What do you do for fun? Would I necessarily find that fun? Would you still find it fun if someone was expecting you to do it?

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FUN --> VOLUNTARY ?NO!

What do you do for fun? Would I necessarily find that fun? Would you still find it fun if someone was expecting you to do it?

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FUN --> VOLUNTARY ?

VOLUNTARY --> FUN !NO!

What do you do for fun? Would I necessarily find that fun? Would you still find it fun if someone was expecting you to do it?

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Competence? Yes.Autonomy? Maybe.Connectedness? No.

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Competence? Yes.Autonomy? Yes.Connectedness? Yes!

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Drive provides a very accessible overview of SDT and other motivation research, but it’s also an oversimplified version.

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INTRINSICMOTIVATION

EXTRINSICMOTIVATION

The oversimplication of SDT has led people to assume that intrinsic (autotelic) motivation is always better than extrinsic (external) motivation.

(Image: cscarlett15 on DeviantArt http://cscarlett15.deviantart.com/art/Loki-and-the-Loon-chibis-329305370 )

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INTRINSICMOTIVATION

EXTRINSICMOTIVATION

The oversimplication of SDT has led people to assume that intrinsic (autotelic) motivation is always better than extrinsic (external) motivation.

(Image: cscarlett15 on DeviantArt http://cscarlett15.deviantart.com/art/Loki-and-the-Loon-chibis-329305370 )

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“Intrinsic and extrinsic motivation is not a dichotomy, it’s a continuum.”

Scott Rigby:Intrinsic & ExtrinsicPlayer Motivation(2012)

It’s not that clear-cut, though, and a more careful reading of SDT shows that. Scott Rigby, who studied with Deci & Ryan, gave a great talk at GDC in 2012 explaining this difference.

http://www.immersyve.com/downloads/conference-presentations/SRigby_GDC%202012_Intrinsic%20and%20Extrinisic%20Motivation%20in%20Players.pdf

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This is based off of a similar slide by Scott in his presentation. The first and last are easy to categorize as “intrinsic” and “extrinsic”. But often there are motivations that lie in the middle that are harder to understand without a continuum.

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I love hiking!

This is based off of a similar slide by Scott in his presentation. The first and last are easy to categorize as “intrinsic” and “extrinsic”. But often there are motivations that lie in the middle that are harder to understand without a continuum.

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I’m glad I’m getting paid

for this.

I love hiking!

This is based off of a similar slide by Scott in his presentation. The first and last are easy to categorize as “intrinsic” and “extrinsic”. But often there are motivations that lie in the middle that are harder to understand without a continuum.

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I’m glad I’m getting paid

for this.

I need to lose weight. Maybe this will help.

I love hiking!

This is based off of a similar slide by Scott in his presentation. The first and last are easy to categorize as “intrinsic” and “extrinsic”. But often there are motivations that lie in the middle that are harder to understand without a continuum.

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A LITTLE HISTORY…

turns out a lot of us have been talking about what is now called “gamification” for a long time. we just weren’t using the “ification” suffix.

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May 2008

October 2008

October 2011Three keynotes, given at three different library conferences, all talking about these ideas.

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LEARNING FROM GAMES< 2008 >

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Great Mary Poppins song (but the youtube video now has no sound, due to DMCA :( )

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More from the song.

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More from the song.

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More from the song.

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(August 2006)The grind is something I respond to, and have thought a lot about. http://terranova.blogs.com/terra_nova/2006/08/in_praise_of_th.html

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REAL WORLD GAMES:

Libraries have been using game mechanics for a loooong time.

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GAME MECHANICS AND GOALS:THE FIRST FIVE MINUTES• Understanding

• Accomplishment

• Progression

• Acquisition

• Communication

In  the  October  2008  talk,  I  talked  about  the  importance  of  the  first  five  minute  experience,  and  did  live  demos  of  both  WoW  and  SL’s  first  five  minutes.  These  were  the  aspects  I  discussed,  which  are  relevant  to  all  kinds  of  gameful  design.  

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WoW first five minute experience (live demo at conference)

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Second Life first five minute experience (live demo)

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EMERGING GAMIFICATION< 2011 >

I finally used “ification” at the 2011 IL conference...

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"My point is that the 'fun', the pleasure of these elements does not come from some extrinsic reward value of those elements, but chiefly from the experience of competence they give rise to.”

Sebastian Deterding:Gamification by Design –A Response to O’Reilly (2011)

And I was quoting Sebastian even then.http://gamification-research.org/2011/09/a-quick-buck-by-copy-and-paste/http://gamification-research.org/2011/09/gamification-by-design-response-to-oreilly/

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It’s the autonomy, stupid.

For this to be successful, it has to be voluntary, fun, and engaging. They have to vest in it as creators, not just consumers. This is the key takeaway from Deci & Ryan’s SDT work. We know this because we asked them J

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And I talked about the launch of our new “gaming layer” for undergraduate students, Just Press Play.

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‹❮ 2013 ›❯So, what happened?

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I’d love to tell you it was all spectacularly successful. But no, it wasn’t.

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Flickr: amboo whoBut it’s been far from a total failure, or I wouldn’t be willing to talk about it to so many people!

http://www.flickr.com/photos/amboo213/4020584983/

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MISTAKE #1:UNREALISTIC TIMELINE

We made a bunch of mistakes. The first was too short a development timeline. Don’t underestimate how hard the technology *and* content design for a good gameful design can be.

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MISTAKE #2: TANGIBLE ELEMENTS

Tangible was a good aim, but requires a lot more technical and production support—keeping things working, generating new cards, etc. And the codes were a terrible idea.

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MISTAKE #3: CATEGORIES& LEVELS

MISTAKE #4:COMPLEX UI

We made a system that was too complex and had too many barriers for the kind of lightweight engagement we wanted

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MISTAKE #5:WALLED GARDEN

And we made it a walled garden. “Public” really meant “visible to all players”, not to the whole world. Made it difficult to share things and brag about them.

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2012 RELAUNCHLather, rinse, repeat..

So we took what we’d learned, and iterated on it.

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The only reason we could do this is because Microsoft Research had given us enough financial support to be able to iterate over the long term, which meant paying student developers.

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We relaunched in 2012, and fixed a number of problems.

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Autonomy: entirely optional to play, no achievements are required to progressConnectedness: primary focus; many “social” achievements, many group activities; but the site itself doesn’t facilitate connectednessMastery: our weakest area; we’re working on making things scarcer and/or more challenging

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2013 RELAUNCHLather, rinse, repeat..

However, we still weren’t providing enough fresh information, sense of mastery/accomplishment, or opportunities to interact with other players. So we’re iterating again.

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The new version will include the ability to comment on nearly everything, as well as the ability to share things to Facebook easily.

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We’ve improved the ability to see and reflect on your accomplishments, and provided more motivation to illustrate accomplishments with photos and stories.

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We’ve moved it to an Azure framework, and significantly improved the database, backend, and frontend code. Planned open source release of the code base: December 2013!

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SUGGESTED READINGS

I’m a librarian. I feel compelled to give you an annotated bibliography!

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SCOTT NICHOLSON SCOTTNICHOLSON.COM

Scott’s doing great stuff on games and gamification in a library-specific context.

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ANDREW WALSH@ANDYWALSH999

Andrew Walsh at the University of Huddersfield, too!

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http://librarygame.co.uk/http://librarygame.tumblr.com/

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evernote.com/pub/mamamusings/librarygamificationhttps://www.evernote.com/pub/mamamusings/librarygamification

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SEBASTIAN DETERDINGCODINGCONDUCT.CC

http://codingconduct.cc/

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http://slideshare.net/dings

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Steffen P. Walz & Sebastian Deterding (eds.) – Due out end of 2013The Gameful World: Approaches, Issues, Applications. Cambridge, MA: MIT Pressgamefulworld.org / twitter: @gamefulworld

http://gamefulworld.org

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AMY JO KIMSHUFFLEBRAIN.COM

http://shufflebrain.com/

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IAN BOGOSTBOGOST.COM

http://bogost.com/

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http://bogost.com/

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http://www.amazon.com/gp/product/0262026147

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LAWLEY.RIT.EDU

SLIDESHARE.NET/MAMAMUSINGS

http://lawley.rit.edu/

http://slideshare.net/mamamusings/