Games and Gamification

Post on 15-Dec-2014

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A lecture which reviews a variety of games used to train, educate, and motivate students and employees.

Transcript of Games and Gamification

In The Workplace

Games and Gamification

Presented by: Charles Palmer

Quick introductions

Charles Palmer

Executive DirectorCenter for Advanced Entertainment and Learning Technologies

Associate Professor of Interactive Media

cpalmer@harrisburgu.edu

@charlespalmer

Learning @ HU

• Learning Technologies – BIG IDEA• Integrated approach to LT• Center for Advanced Entertainment and

Learning Technologies - CAELT

Games

Games

Serious Games

http://www.gamesforchange.org

http://gamesforhealth.org/

Geisinger Health

Client project

Goal: spark behavior change for chosen audience

Platform: mobile, desktop

Timeframe: nine months

Responsibility: game designproduction management

• Theme: Grow PLP Tree of Knowledge

• Story: New Principal at West Side High

• Character: Superintendent Wiggins

• Obstacles: Disease, Weather, Insects, Fire, Deforesting

Alternate Reality Games

Gamification

the concept of applying game-design thinking to non-game applications to make them more fun and engaging

Gamification Examples

The core strategy of Gamification is giving awards, such as badges or certifications, for accomplishing tasks. But not just any task.

Gamification Examples

Gamified-training examples

Gamified-training examples

A little history

Loyalty Programs

(redemption)

Game Design

(engagement)

Behavioral Economics(status/reputation)

Engagement loop

Challenges

Game Play

Win/Loss conditions

LeaderboardsBadges

Social networking

Status

Point or RewardSystem

But wait, it can’t be that easy.

Creating these types of games is hard work (so what else is new)

Just adding points and badges doesn’t make something fun and an improperly balanced reward system will negatively effect the behavior you are trying to address.

The true magic happens when a player succeed in a challenge which seemed (or was) daunting and beyond their skill level.

Players are motivated by different things. So we have to consider different experiences for varying player types*

Too easy

Too frustrating

Ach

ieve

rs •prefer to gain "points," levels, equipment and other concrete measurements

•go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it.

Exp

lore

rs •players who prefer discovering areas, creating maps and learning about hidden places

•feel restricted when expected to move on in a certain time frame, as that does not allow them to look around at their own pace.

•find joy in discovering an unknown glitch or a hidden easter egg.

Soc

ializ

ers •gain the most

enjoyment by interacting with other players, and on some occasions, computer-controlled characters with personality

•The game is merely a tool they use to meet others in-game or outside of it

Kill

ers •thrive on

competition with other players, and prefer fighting them to scripted computer-controlled opponents

Player Types

http://bit.ly/BartleGamerTest

Game Play

Challenges

Game Play

Win/Loss conditions

LeaderboardsBadges

Social networking

Status

If we zoom in on Game Play…

Community Collaboration Discovery EPIC

Meaning Free Lunch

Infinite Gameplay Loss Aversion Lottery Momentum Ownership

Appointments Blissful Productivity Status Urgent

Optimism Virality

Cascading Information Combos Achievements Levels

Countdown Quests Reward Schedules Points

Game mechanics

Community Collaboration Discovery Behavior EPIC Meaning Free Lunch

Infinite Gameplay Loss Aversion Lottery Momentum Ownership

Appointments Blissful Productivity Status Urgent

Optimism Virality

Feedback Cascading Information Combos Achievements Levels

Countdown Quests Reward Schedules Points Progression

Community Collaboration Discovery Behavior EPIC Meaning Free Lunch

Infinite Gameplay Loss Aversion Lottery Momentum Ownership

Appointments Blissful Productivity Status Urgent

Optimism Virality

Feedback Cascading Information Combos Achievements Levels

Countdown Quests Reward Schedules Points Progression

Game mechanics

Four consideration before you gamify…

1. Understand what constitutes a “win” for the player and organization

2. Design for the emotional human, not the rational human

3. Most interactions are boring, make everything a little more fun

4. Know your audience, and test often.

Charles Palmercpalmer@harrisburgu.edu@charlespalmer

Half the Sky Impact Reporthttp://bit.ly/hts-report

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