gamification lecture for #br4041ul
TRANSCRIPT
GamificationUsing game elements to motivate
behaviour change
Geraldine Exton; Liam MurrayUniversity of Limerick,Ireland
What is Gamification?
• The use of game design elements in non-game contexts
Deterding
What is Gamification?
• separate from games: • core of a game - entertainment
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
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
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
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?
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
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
Motivation• Self-Determination Theory
Ryan and Deci
• Three components to be fulfilled:
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
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
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
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
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 ● ● ●
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
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
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
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
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
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
Caveats
• Longevity vs novelty– “Framification”
Lieberoth– Sure it works, but would it maintain interest?
Caveats
• External motivators detracting from intrinsic motivation
Cameron
• Very important consideration for charities
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!
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]
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.
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.