Palestra MIEIC Junho 2014
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Transcript of Palestra MIEIC Junho 2014
Jorge Simões, Instituto Superior Politécnico Gaya, Portugal www.ispgaya.pt
From Games to Gamification
Desenvolvimento de Jogos de Computador MIEIC 18 de junho de 2014
… and from Gamification to …
• Education • Business • Government • Healthcare • Lifestyle • Sustainability • etc
From Games to Gamification
q Origin and evolution
q Definitions
q Game elements
q Behavior psychology
q Examples
q Gamification of education
q Tools and platforms
q How to apply in education
Agenda
If games are so engaging, let’s find out why, and use game
thinking and game design outside games to motivate and engage
people …
Gamification: how did it started?
q Soviet Union - early to mid 20th century, like a way to motivate
workers without relying on capitalist-style monetary incentives;
q American management - on the transition from the 20th to the
21st century - turning the workplace into a more playful setting;
q “Gamification of work” (or playbour) – Charles Coonradt (the
“grandfather of gamification”) published the book The Game of
Work (1984) to deal with employee motivation;
q Frequent flyer programs in airline companies where travelers gain
miles (i.e. points) that can be exchanged for some benefit;
q Marketing campaigns incorporate game features for a long time.
Gamification: the early origin
q “The wrong word for the right idea”;
q Seen by many as misleading and difficult to define;
q The term “gamification” was coined by Nick Pelling, a British
programmer and video game designer in 2002 and became public in
2003;
q Other alleged authors;
q In digital media - written as gameification - was mentioned for the
first time in 2008 in a blog post (Terrill, 2008).
Gamification: the name
(exploitationware; pointsification; badgification)
Some game designers do not agree neither with the word nor with the concept and propose alternate terms:
Gamification: the name
q Video games have become mainstream;
q The Web 2.0 brought social games;
q Change in technology: mobile devices with sensors and
always on-line.
Gamification: why now?
Google Trends
June, 2014
The term only started to be searched in Google on August, 2010
Gamification: web search interest
July, 2013
Gamification: Gartner Hype Cycle
Gartner uses hype cycles to track technology adoption: after the “peak of inflated expectations” period, technologies will fall into the “trough of disillusionment”. Then, they will start evolving to the “slope of enlightenment” and some of them will reach the “plateau of productivity”.
“Motivating people through data.” (Rajat Paharia, founder of Bunchball, April 2014)
“The use of game mechanics and experience design to digitally engage and motivate people to achieve their goals” (Brian Burke, Gartner, April 2014)
“The process of making activities more game-like” (Kevin Werbach, University of Pennsylvania, January 2014)
Gamification: definitions
“The use of game design elements in non-game contexts” (Deterding et al., 2011).
Gamification: definitions
The most used definition:
The use of game design elements in non-game contexts, to drive a game-like engagement in order to promote desired behaviors.
http://www.mrtoledano.com/gamers
Gamification: a definition
PBL / BLAP Elements
Gamification: a definition - … game design elements …
(Points, Badges and Leaderboards / Badges, Leaderboards, Achievements and Points)
not the same as
http://www.gamified.co.uk/2014/06/04/language-gamification-short-glossary/#.U56vay_eMso
Gamification: a definition - … game design elements …
Game Elements: components taken from games
q Game Mechanics: explicit sets of rules that define the outcomes of user activities.
q Game Dynamics: emergent activities of the users
as they interact with mechanics. q Aesthetics: the experience of the end user.
Using game elements does not translate directly to engagement
http://progresswars.com
FB: Cow Clicker
Gamification: a definition - … game design elements …
(until March 2013)
Gamification: a definition - … in non-game contexts …
Foursquare
Business
Gamification: a definition - … in non-game contexts …
Lifestyle & Wellness
Gamification: a definition - … in non-game contexts …
Sustainability
Gamification: a definition - … in non-game contexts …
Healthcare
Gamification: a definition - … in non-game contexts …
Government
Gamification: a definition - … in non-game contexts …
thefuntheory.com
Education
Gamification: a definition - … in non-game contexts …
Gamification: a definition - … in non-game contexts …
Gamified systems in digital and non-digital
contexts
BigDoor BunchBall Badgeville
Gygia
Playbasis PunchTab CaptainUp Uplaude Uboost tierX
…
Gamification
Platforms
Nike+ Zamzee
Fitbit HAPIfork
Grush …
Foursquare Foodzy Lose It!
HabitRPG SuperBetter
…
Applications (web applications, apps)
ClassDojo ChoreWars
HighScore House ChoreMonster
Vivo Miles …
Gamification: a definition - … in non-game contexts …
Flow Theory
Self-Determination Theory
Gamification: a definition - …to drive a game-like engagement …
Psychology
The Self-Determination Theory (SDT)
People are said to be intrinsically motivated when they do something because it is inherently interesting or enjoyable and they are extrinsically motivated when they do something because it leads to a separable outcome.
Gamification: a definition - …to drive a game-like engagement …
q Proposed by Deci and Ryan (1985);
q Framework for the study of human motivation and personality;
q A theory of motivation: intrinsic and extrinsic motivation.
The Self-Determination Theory (SDT)
Gamification: a definition - …to drive a game-like engagement …
Focus on psychological basic needs:
q Autonomy - control over an action with the ability to determine the outcomes of that action;
q Competence (or Mastery) - the need for challenge and a felling of being effective performing an activity;
q Relatedness - the experience to be connected to others and be involved with others.
8 major elements of flow:
q A challenge activity that requires skills;
q Clear goals;
q Immediate feedback;
q The sense of control;
q Concentration on the task at hand;
q The merging of action and awareness;
q The loss of self-consciousness;
q The distortion of time.
Gamification: a definition - …to drive a game-like engagement …
The Flow Theory (Csikszentmihalyi,1975)
Intrinsic Motivation Flow
Gamification: a definition - … to promote desired behaviors.
Fogg’s Behavior Model
Psychology
A non-game context with high potential.
Gamification of education
Game-Based Learning (GBL) and the Serious Games
movement contribute to the spread of the concept, revealing
that games could be useful in non-ludic contexts instead of just
being used for fun and amusement.
http://www.nmc.org/publications/2014-horizon-report-higher-ed
Gamification of education
Gamification of education: tools
Gamification of education: tools
https://wiki.mozilla.org/images/e/ed/Mozilla-OpenBadges-presentation.pdf
Gamification of education: learning platforms
Gamified learning platforms
Academy Platform LMS based on Fogg’s Behavioral Model
Gamification of education: learning platforms
Gamification of education: learning platforms
Gamification of education: learning platforms
Gamification of education: learning platforms
Gamification of education: learning platforms
sdsddds
Gamification of education: learning platforms
Game elements in Moodle: q Quiz results block
(leaderboard) q Progress bars (plug-in) q Badges (since release 2.5) q Conditional access
Gamification of education: with what and how?
With what?
q Gamified platforms q LMS with game elements
(plug-in’s, add-on’s)
q Other tools
q Activities with clear goals q Intermediate goals q Immediate feedback q Balance skill / challenge § repeat after failure / fun failure § leveling up / player levels
How?
Game elements must be used to provide immediate feedback!
§ Self-Determination Theory
http://www.theselfdeterminationtheory.org
§ Fogg’s Behavior Model
http://www.behaviormodel.org/
§ Flow Theory
http://edutechwiki.unige.ch/en/Flow_theory
http://www.jenovachen.com/flowingames/flowtheory.htm
§ Gco
http://www.gamification.co/
§ Enterprise gamification wiki
http://www.enterprise-gamification.com/mediawiki/
§ Mozilla Open Badges
http://www.openbadges.org/
§ Gamification Gurus
https://www.leaderboarded.com/gurus
Resources
§ Nelson, M. (2012). Soviet and american precursors to the gamification of work. In Lugmayr, A., editor, MindTrek, pages 23–26. ACM.
§ Coonradt, C. (2007). The Game of Work: How to Enjoy Work as Much as Play. Gibbs Smith.
§ Terrill, B. (2008). My coverage of lobby of the social gaming summit [web log message].
§ Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: Defining ”gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek ’11, pages 9–15, New York, NY, USA. ACM.
§ Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety. Jossey Bass, San Francisco, CA.
§ Deci, E. and Ryan, R. (1985). Intrinsic motivation and self-determination in human behavior. Plenum, New York.
References
§ Fogg, B. (2009). A behavior model for persuasive design. In Proceedings of the 4th International Conference on Persuasive Technology.
§ The Mozilla Foundation and Peer 2 Peer University (2012).Open badges for lifelong learning. Technical report, The Mozilla Foundation.
§ Werbach, K. and Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.
§ Kapp, K. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer.
§ Kapp, K., Blair, L., and Mesch, R. (2014). The Gamification of Learning and Instruction Fieldbook: Ideas into Pratice. Wiley.
§ Marczewski, A. (2012). Gamification: A Simple Introduction. Marczewski, A.
References
Obrigado,
Jorge Simões, Instituto Superior Politécnico Gaya
@jmapsimoes
http://about.me/jmapsimoes
http://pt.linkedin.com/in/jmapsimoes
http://www.edulearning2.blogspot.com
From Games to Gamification