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GAMIFICATION How and why it may be useful Alberto Signoretti Nuno Almeida – Diogo Vieira – Ana I. Martins – António Teixeira Seminário Turismo Cultural – IPT – Tomar 2015 Novos Desafios Novos Rumos

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GAMIFICATION

How and why it may be useful

Alberto Signoretti

Nuno Almeida – Diogo Vieira – Ana I. Martins – António Teixeira

Seminário  Turismo  Cultural  –  IPT  –  Tomar  2015  Novos  Desafios  Novos  Rumos  

And/or if it is you during the presentation…

If you came to this presentation…

FIRST... First of All… ❏  Just after lunch??? You must be kidding!!! kkkkk

You will loose the PRIZE!!!…

First of All… A little game

❏  Playing a memory game… ❏  There are several signs hidden in the slides… ❏  Colors, shapes, words… ❏  A lot of things… ❏  Find the hidden signals during the presentation… ❏  What means: PAY ATTENTION!! Don’t be the “suricato”!!! ❏  When you see the chart “It’s time to play”… ❏  Use your smartphone or computer and go to the game page… ❏  Play the game… ❏  The best score with the short time wins the PRIZE!!!

❏  Let’s try a gamification for this presentation

First of All… A little game

Wellcome to a “Gamification” journey

First of All… An Example

❏  Regensburg, Germany (2007 & 2008)

First of All… Perception

❏ For whom we create things? ❏  For USERS!!!

❏ What Really matters? ❏  The perception of the USER!!! ! Experience!!!

❏ What we can consider as a baseline? ❏  Give to others the same you want to receive!!!

Gamification - Definitions ❏  “The adoption of game technology and game design methods outside of

the games industry” ❏  “The process of using game thinking and game mechanics to solve

problems and engage users” ❏  “Integrating game dynamics into your site, service, community, content or

campaign, in order to drive participation”

“Gamification” is the use of game design elements in non-game contexts

Gamification – What is not! ❏  A Product… It is a PROCESS!

❏  Only the use of badges, points or leaderboards…

❏  Everything is a game…

❏  The fix for a bad product…

❏  …

Why Games? ❏  There is something MAGICAL about games! ❏  They contain special POWER:

❏  Power to captivate us and draw us in, ❏  Power to encourage us to repeat things we've seemingly done before, ❏  Power to get us to spend money on things that seem not to exist, ❏  Power to get us to solve unnecessary complex problems repeatedly, ❏  Power to get us incredibly persistent, ❏  Power to get us ENGAGED, ❏  And so forth….

❏  Pervasive games (augmented reality, geolocation, other sensors…) ❏  Wearable technologies

Why Games?

By Jane McGonigal

Why Games?

We want these kind of REACTION!!!

By Jane McGonigal

❏  Turn things "gameful” ❏  Emotions, Spirit & Hart of playing a game…

The Gamification’s Flow

Persuasive & Behavior

Design Engagement User’s Types Motivation

Personality Types MBTI

Traits FFM

iHOBO

BrainHex

Bartle

Conditioning

FBM

FLOW

Choice Paradox

P.E.R.M.A.

DRIVE

Habit

4 Key 2 Fun

HOOK

B. Economics

Emotions

Ekman OCC

The Engagement/Motivation Science ❏  Fogg Behavior Model (FBM) – by B. J. Fogg

Motivation, Ability, Trigger ❏  Conditioning – by Skinner

Reinforcement ❏  Flow – An optimal state of intrinsic motivation – by M. Csikszentmihalyi

An optimal state of intrinsic motivation ❏  The Paradox of Choice – by Schawrz

Less is More, Tyranny of choice ❏  P.E.R.M.A. – Positive Phycology – by Martin Seligman

Positive Emotions, Engagement/Flow, Relationships, Meaning, Accomplishment ❏  HOOK Model – by Nir Eyal

Trigger, Action, Reward, Action ❏  DRIVE Model – by Daniel H. Pink

Autonomy, Mastery, Purpose (Designing, Story, Symphony, Empathy, Play, Meaning) ❏  The Power of Habit – by Charles Duhigg

Cue (Trigger), Routine, Reward ❏  4 Key for Fun – by Nicole Lazzaro

Easy Fun (Novelty), Hard Fun (Challenge), People Fun (Friendship), Serious Fun(Meaning) ❏  Behavioral Economy

The Engagement/Motivation Science Engagement changes during a player’s lifecycle

Amy Jo KIM

Design: Attention!

Design as a Game Designer

Dynamics Mechanics

Aesthetics

Player Journey

Levels Points

Leaderboards Badges

Missions

Mechanics

Virtual Goods

Fun

Delight

Envy Pride

Aesthetics

Surprise Satisfaction

Trust

Connection

Curiosity

Progressive Unlocks

Appointments

Dynamics

Dynamic Systems

Reward Schedules

Pacing

Design as a Game Designer

Player Journey

Design for Fun and Learning ❏  3 Fs: Friends, Feedback & Fun (Zichermann) ❏  Meaningful environment & Clear goals ❏  Ability matched to levels & Feedback ❏  Fun arises out of mastery - Learning is the drug. (Amy Jo Kim) ❏  Drive Design – D. Pink

❏  Not just functional ❏  Beautiful ❏  Attention getting ❏  Emotionally engaging

❏  FUN?… ❏  Why fun matters: in search of emergent playful experiences by Sonia Fizek ❏  Rethinking Gamification ❏  4 Keys 2 Fun

Examples – Behavior Change

Examples – Behavior Change

PleaseCycle

T4A Project

Making a game: How complicate it could be?

❏  G1 Test & Interview

❏  Launch Cinematic

❏  Official Page

GAMIFICATION

❏  It’s time to PLAY! ❏  Use your smartphone or computer and go to the game page…

❏  URL: XXXXX.NET ❏  Wait to start… ❏  Play the game… ❏  Good luck… ❏  The best score with the short time wins the PRIZE!!!

Thanks!

Contact: Email: [email protected] Web: http://albertosignoretti.weebly.com/

GAMIFICATION