gamification lecture for #br4041ul

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Gamification Using game elements to motivate behaviour change Geraldine Exton; Liam Murray University of Limerick, Ireland

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Page 1: Gamification lecture for #BR4041UL

GamificationUsing game elements to motivate

behaviour change

Geraldine Exton; Liam MurrayUniversity of Limerick,Ireland

Page 2: Gamification lecture for #BR4041UL

What is Gamification?

• The use of game design elements in non-game contexts

Deterding

Page 3: Gamification lecture for #BR4041UL

What is Gamification?

• separate from games: • core of a game - entertainment

Page 4: Gamification lecture for #BR4041UL

What is Gamification?Nuanced difference:• “game-inspired” elements • To create a “sense of playfulness .. so that

participation becomes enjoyable and desirable”

Thom• But playfulness is not “essential”

Romero

Page 5: Gamification lecture for #BR4041UL

What is Gamification?

• Gamified systems are “persuasive”Llagostera

• They “engage” people more fully with a taskFerro

• The core of a gamified system is “to incentivise involvement”

Romero

• Everything feeds into that core

Page 6: Gamification lecture for #BR4041UL

What is Gamification?

Even games themselves can be gamified• adding layers of “metagames” • awards and achievements given outside a

game, for behaviour within a gameHuotari and Hamari

Page 7: Gamification lecture for #BR4041UL

Criticisms• Gee:

Gamification can be good and gamification can be evil. It has been taken over, at least in America by business.

• When does motivation turn into manipulation?

Page 8: Gamification lecture for #BR4041UL

Criticisms• [James will cover this in more detail!]• chocolate covered broccoli (Bruckman)• Exploitationware (Bogost)• Pointsification (Robertson)

• Gamification has an“impoverished, cynical, and exploitative view of games as inherently frivolous and mostly useless“

Ferrara

Page 9: Gamification lecture for #BR4041UL

Why Gamification?• This is where motivation comes in:• persuasion• engagement

• Looking for motivational affordances to increase participation and engagement of participants• Game elements come to mind

• Therefore we need to connect gamification and motivation

Page 10: Gamification lecture for #BR4041UL

Motivation• Self-Determination Theory

Ryan and Deci

• Three components to be fulfilled:

Page 11: Gamification lecture for #BR4041UL

Motivation: Self-Determination Theory

• Competence • Ability to master optimal challenges that are

developmentally appropriate• Autonomy• Feeling of volition or choice

• Relatedness• Need to feel belonging and connectedness to others• Social connection

Potentially most important for charities

Page 12: Gamification lecture for #BR4041UL

Intrinsic and Extrinsic Motivation

• Aware that people can move from amotivation to intrinsic motivation

• Spectrum of motivation

Ryan and Deci

 Amotivation Extrinsic motivation Intrinsic motivation

  External regulation

Introjection Identification Integration 

Perceived locus of causality

Impersonal External Somewhat external

Somewhat internal

Internal Internal

Page 13: Gamification lecture for #BR4041UL

Gamification and Motivation• Taxonomy: • Linking specific game elements to these

components of motivation• Why?• Address criticism • gamification “tacks” elements all over the place

Ferrara• Work the motivational needs into the design

Page 14: Gamification lecture for #BR4041UL

Gamification and MotivationTaxonomyTakes 16 elements found in gamesLooks at their target behavioursLinks these to Competence, Autonomy,

RelatednessShows why this is importantShows when it occurs in gamified system

Page 15: Gamification lecture for #BR4041UL

Gamification and MotivationTaxonomyGame Element Competence Autonomy Relatedness

Achievements ●

Avatars ● ● ●

Badges ● ●

Boss Fights ●

Collections ● ●

Combat ●

Content-Unlocking ● ●

Discussion forums ● ● ●

Gifting ● ●

Leader-boards ● ●

Levels ● ● ●

Points  ●

Quests ● ● ●

Social Graphs ● ●

Teams ●

Virtual Goods ● ● ●

Page 16: Gamification lecture for #BR4041UL

Design considerations• New approach from game designers:• Learn from our experiences

• Five guiding principles• Define the core message• Tie the message to the win strategy• Offer meaningful choices• Keep it real• Enable self-directed discovery

Ferrara

Page 17: Gamification lecture for #BR4041UL

Gamification for behaviour change• Often gamification is applied in order to effect

behaviour change, and rewards are used in order to recognise this change

• Recyclebank is a programme to encourage recycling o in various communitieso offers points for recycling o points can be redeemed for services

Page 18: Gamification lecture for #BR4041UL

Gamification for behaviour change

• Runkeeper is an app to encourage people to exercise, which offers rewards and achievements which can be used in the real world

• Similarly, Fitbit is a suite of products to chart fitness gains, with an online set of achievements and progress reporting

Page 19: Gamification lecture for #BR4041UL

Gamification for charitiesOverview• Helps to build a strong community• Rewards specific behaviours• Keep reputation systems in mind (upvoting, etc.)

• Gamification offline – “social marketing”• Real world/virtual world link-ups

Page 20: Gamification lecture for #BR4041UL

Successful examples of gamification

• Duolingo• Gamified language learning website• 100 million registered as of June 2015• 9/11 Competence• 4/6 Autonomy• 9/11 Relatedness

• Discussion forums• community of practice

Lave and Wenger• Community of learners helping each other

Page 21: Gamification lecture for #BR4041UL

Successful examples of gamification

• Just Press Play – Rochester Institute• Gamified first year Computer Science• Achievement system• Online elements, real world elements• Older students voluntarily helped out

Decker and Lawley

• Success of blending social and face-to-face elements rather than just online

Page 22: Gamification lecture for #BR4041UL

Caveats

• Longevity vs novelty– “Framification”

Lieberoth– Sure it works, but would it maintain interest?

Page 23: Gamification lecture for #BR4041UL

Caveats

• External motivators detracting from intrinsic motivation

Cameron

• Very important consideration for charities

Page 24: Gamification lecture for #BR4041UL

Conclusion• Know your participants• Understand their motivations• Offer meaningful choices• Remember intrinsic satisfaction & try not to

infringe it• Concentrate on social connection• With careful design you can (hopefully) avoid

the negatives!

Page 25: Gamification lecture for #BR4041UL

ReferencesBogost, I., (2011) Persuasive Games: Exploitationware [online], available: http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php [accessed April 7, 2014]

Bruckman, A. (1999). Can educational be fun. In Game developers conference (Vol. 99).

Cameron, J. (2001). Negative effects of reward on intrinsic motivation—A limited phenomenon: Comment on Deci, Koestner, and Ryan (2001). Review of Educational Research, 71(1), 29-42

Decker, A., & Lawley, E. L. (2013). Life's a game and the game of life: how making a game out of it can change student behavior. In Proceeding of the 44th ACM technical symposium on Computer science education (pp. 233-238). ACM

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM.

Duolingo (2012) Duolingo: Free Language Education for the World [online], available: www.duolingo.com [accessed Feb 24, 2014]

Exton, G. & Murray, L. (2014) Motivation: a proposed taxonomy using gamification [online], available: https://ulir.ul.ie/handle/10344/4279 [accessed Feb 24, 2016]

Ferrara, J. (2012a). Playful design. Rosenfeld Media.

Ferrara, J., (2012b) A note to the Gamification Summit: Surviving the backlash [online], available http://rosenfeldmedia.com/blogs/playful-design/a-note-to-the-gamification-sum/ [accessed November 23, 2014]

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ReferencesFerrara, J., (2012b) A note to the Gamification Summit: Surviving the backlash [online], available http://rosenfeldmedia.com/blogs/playful-design/a-note-to-the-gamification-sum/ [accessed November 23, 2014]

Ferrara, J. (2013). Games for Persuasion Argumentation, Procedurality, and the Lie of Gamification. Games and Culture, 8(4), 289-304.

Ferro, L. S., Walz, S. P., & Greuter, S. (2013). Towards personalised, gamified systems: an investigation into game design, personality and player typologies. In Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death (p. 7). ACM.

Fitbit (2016) Fitbit Find your fit [online], available: https://www.fitbit.com/whyfitbit [accessed February 25, 2016]

FitnessKeeper (2016) Runkeeper [online], available: https://runkeeper.com/ [accessed February 25, 2016]

Gee, J. P. (2015, May 11) Video Games and Digital Literacy in Education: The Good, the Bad, and the Ugly [Webinar] Retrieved from https://breeze01.uclan.ac.uk/jamespaulgee/

Hodge, K., (2012) Best Bits – Gamification for charities [online], available: http://www.theguardian.com/voluntary-sector-network/2012/mar/23/gamification-charity-advice [accessed April 8, 2014]

Huotari, K., & Hamari, J. (2011). Gamification from the perspective of service marketing. In Proc. CHI 2011 Workshop Gamification.

Lieberoth, A. (2015). Shallow gamification testing psychological effects of framing an activity as a game. Games and Culture, 10(3), 229-248.

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ReferencesLlagostera, E. (2012). On gamification and persuasion. SB Games, Brasilia, Brazil, November 2-4, 2012, 12-21.

Recyclebank (2004) Good Actions. Great Deals. [online] available: https://www.recyclebank.com/about-us [accessed September 24, 2014]

Robertson, M., (2010) Can’t Play Won’t Play [online], available: http://hideandseek.net/2010/10/06/cant-play-wont-play/ [accessed April 7, 2014]

Romero, B. (2014, September 19) Interview with Geraldine Exton and Liam Murray (Chapter in Doctoral dissertation, University of Limerick, Ireland, forthcoming. Full transcript available at

https://www.dropbox.com/s/wrvpxvjkp3tbynd/BrendaRomeroInterviewTranscript.docx?dl=0 )

Ryan, R. M., & Deci, E. L. (2000a). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1), 68.

Thom, J., Millen, D., & DiMicco, J. (2012). Removing gamification from an enterprise SNS. In Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work (pp. 1067-1070). ACM.