games e gamification
TRANSCRIPT
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Alexandre “Montanha” de Oliveira
• Pós-Graduado em Educação• Historiador pela UFMG• Certificado em Gamification
Atua profissionalmente na área de TI há mais de 25 anos. Grande experiência em informatização de empresas de diversos setores como o Colégio Logosófico, Belgo Mineira e CEMIG. Foi Gerente de Fábrica de Software da TOTVS, então a maior empresa de ERP da América Latina por mais de 10 anos, onde desenvolveu uma metodologia que privilegia o cliente e seu requisito, envolvendo todos os players do projeto para uma entrega consciente. Foi responsável por conduzir a TOTVS a duas certificações MPSBR e três certificações ISO. Atualmente é Diretor de Fábrica de Software da Henko Tecnologia.
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Clientes, Apps e Games
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Clientes, Apps e Games
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Clientes, Apps e Games
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Os Jogos e eu
Uma Breve História dos Games
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Spacewar!
Steve Hussel
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Pong
Ralph Baer
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Pong
Nolan Bushnell
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Atari 2600
Nolan Bushnell
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Space Invaders
Tomohiro Nishikado
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Pac Man
Tōru Iwatani
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Donkey Kong
Shigeru Miyamoto
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Donkey Kong
Shigeru Miyamoto
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Nintendo
Shigeru Miyamoto
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Nintendo
Shigeru Miyamoto
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MSX ASCII Coorp/Microsoft
Kazuhiko Nishi
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Família ZX
Clive Sinclair
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Mário
Clive Sinclair
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Dune II
Westwood Studios
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Wolfenstein 3d (id)
Adrian Carmack
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Warcraft
Blizzard
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World of Warcraft
Blizzard
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Design
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Designer
Concepção
Conceito
PlataformaStory
Telling
Fotografia
Arte Música
Som
Fases
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Gamification
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Gamification
The use of game elements and game design techniques in non-game contexts.
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Alguns Fatos
Média de idade dos jogadores: 37% de jogadores maiores que 50 anos: 25% de jovens que jogam no computador & video games: 97% de jogadores do sexo feminino: 42Proporção de jogadores sociais X competitivos: >3:1Média de horas/semana que se joga World of Warcraft
(WoW): 22# de artigos no WoWWiki: ˜250,000Rank do WoWWiki comparado à todos os outros Wikis: 2nd
Rank da Wikipedia: 1st
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Uma Frameworkpor Kevin Werback
6 Passos
Definir os objetivos corporativos
Delinear os comportamentos base
Descrever os jogadores
Elaborar seu activity loops
Não esqueça a diversão
Eleja a ferramenta apropriada
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CASE: GAMIFICATION FÁBRICA
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Ligado ao Core
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Ligado ao Core
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CASE: GAMIFICAÇÃO COMO PROCESSO E COMO CONTEÚDO
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Aplicativo Gamificado de eventos
Eventos
Agenda
Check-in
Conquistas
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CASE: GAMIFICAÇÃO HÁBITOS DE DIREÇÃO
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Ártemis
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Ártemis
• Pesquisa Empírica/2250 Testes de direção
– Motoristas experientes (Skill similar)
• Mesma Experiência
• Com estilos diferentes (aleatórios)
– Rotas Espanha
• Madrid
• Sevilha
• Granada
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Ártemis
• Pesquisa Empírica/2250 Testes de direção
– Assistente “Gamificado”
• Sistema de cores para feedback imediato no assistente de direção
• Sistema de Recompensas (Troféus e Medalhas)– Motivadores Intrínsecos
• Sistema de Score para direção correta
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Principais resultados
• Consumo no Tempo- Evolução de consumo de combustível por
semana. Média em litros/KM
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Principais resultados
• Consumo- Média em litros/KM- Redução de 11,07% com Gamification- Redução de 03,83% sem Gamification