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Engaging through Gamification: Insights from GSummit 2014

Engaging through Gamification: Insights from GSummit 2014. Alison Lockley Innovative Media Production Studio. Objectives of this session. Give a brief summary and insights Ideas you may be able to use/adapt Some current gamification initiatives Supporting theories presented

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Engaging through Gamification: Insights from GSummit 2014

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  1. Engaging through Gamification: Insights from GSummit 2014 Alison Lockley Innovative Media Production Studio

  2. Objectives of this session • Give a brief summary and insights • Ideas you may be able to use/adapt • Some current gamification initiatives • Supporting theories presented • Links to further information

  3. Background • http://sf14.gsummit.com/ - Theme of engagement • Over 1000 attendees from around the world • Exploring the use of gamification part of an IMPS project initiated in 2013. • The world of engaging with learners has changed. • Gamification (the use of game mechanics in non-game contexts) is gaining increasing attention and credibility • Benefits can include: • encouraging learning progress through visible measures of success • authentic environments where learners can practice their skills and gain immediate feedback • inspiring students through intrinsic motivators • development of problem-solving skills

  4. cityHUNT • Pre-conference team building exercise • challenges - compete with other teams by submitting photos and videos, answering questions, scanning QR codes

  5. Livecube game – event app

  6. Keynote: Game-Based Society – Robert Tercek, Superplex Changing society – every thing is connected The internet of things makes an entire city a canvas for games

  7. Keynote: The Future of Gamification - Brian Burke Research Vice President, Gartner

  8. Keynote: Dr. Neil deGrasse Tyson • His achievement has been to make the impossible, accessible – and the complex, understandable for millions. • Smart fun changes everything and can drive unprecedented engagement. Bar flys become #Science flys @neiltyson #gsummit Did you know that there are probably as many science memes as cats memes out there @neiltyson #gsummit

  9. Keynote: Dr B.J. Fogg • Director of the Behaviour Design Lab, Stanford University • 3 elements must converge at the same moment for a behaviour to occur: Motivation, Ability, and Trigger. • When a behaviour does not occur, at least one of those three elements is missing. http://www.behaviormodel.org/

  10. Keynote: Jane McGonigal • Playing games can help real-life health problems • games can challenge players to tackle real-world problems, such as poverty, hunger and climate change

  11. Xprize- Eileen Bartholomew Offer a sufficient purse Design for afterthe prize is won Define adifficult but achievabletarget Offer a clear measure of success Entice broad communities Make it rewardingand simple for teams Have a media-friendly winning moment and tell great stories along the way http://www.xprize.org/

  12. NextJump - NxJ Avenger - Thomas Fuller • Avengers program– intense, annual program - voted by others in the company • Top 10 - Employee of the month – who helped you the most • Not just about the points/money • The points convert across to corporate perks – redemption mechanism • Also: WOW points for anyone who gets a vote; CEO quickfire; CEO Spotlight

  13. Bee Block: How Applebee’s Restaurants are retaining hourly workers and driving sales with gamification –Robin Jenkins

  14. Persuasion, Motivation,& Behaviour - Andrea kuszewski • General principle of behaviourism: "People tend to seek pleasure and avoid pain" • Meaning vs happiness • Everyone have a BIS and BAS system and how they interact is individual. • Dopamine associated with anticipation of the reward - not the reward itself. • As soon as you restrict something it becomes more attractive • Punishment activates the BIS system • Feed the meaningful masochist

  15. Persuasive Design – Matt Danna • Designing with the intent to: • To Incite a new behaviour, or • Modify existing behaviour • Done by: • Increasing a user’s ability or • Increasing a user’s desire • Patterns of persuasion • Priming – walkthroughs, joyrides • Onboarding – completion meter, seeding • Ongoing onboarding – keeping relevant • Cognitive load – chunking, wizards • Biases – credibility, social, storytelling • Affordances – blocking, emphasis • Feedback – timing, belonging, reciprocation • Persuasive design is a layer on top.

  16. The Science of Fun: 3 ways games you happier and save the world- Nicole Lazzaro Source: http://nicolelazzaro.com/wp-content/uploads/2012/03/4_keys_poster3.jpg

  17. Playing God, The Power of Bringing People Alive - Stella Grizont, • Engagement strategies don't necessarily bring people alive but getting them to do stuff does. • How can you inject more positivity into your games • Pillars • Positive emotion • Flow - total absorption and engagement • Relationships - vital for happiness • Meaning - how can we connect the dots • Achievement - Praise effort and not just results

  18. 7 Rules for Collaborative Game Design – Amy Jo Kim • Compete with the System • Shared Goals & Outcomes • Inter-dependant Roles • Co-op Social Gestures • Shared Resources • Non-Zero Stats & Spotlights • User-generated Content

  19. Octalysis: A Framework for Actionable Gamification - Yu-Kai Chou • Gamification is Human-Focused Design(as opposed to “function-focused design”) • 8 Core Drives

  20. Thanks! • Don’t forget to visit the GBL@CDU wiki for more https://wiki.cdu.edu.au/display/GBLCDU/GBL@CDU+Home • Applications for resources: http://www.cdu.edu.au/imps • Questions: Alison.Lockley@cdu.edu.au

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