Not Another Leaderboard! Or How I Learned to Love Gamification

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We begin in a dark room. The room is freezing. The fire is dead. Light fire.

Transcript of Not Another Leaderboard! Or How I Learned to Love Gamification

Page 1: Not Another Leaderboard! Or How I Learned to Love Gamification

We begin in a dark room.

The room is freezing.

The fire is dead.Light fire.

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The room is freezing.

The fire is dead.

Stoke fire.The light from the fire spills from the windows, out into the dark.

A fire-lit room

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The fire is dead.

The light from the fire spills from the windows, out into the dark.

The room is warm.

Stoke fire.

A fire-lit room

A ragged stranger stumbles through the door and collapses in the corner, shivering.

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Stoke fire.A ragged stranger stumbles through the door and collapses in the corner, shivering.

The room is warm.

The wood is running out.

Stores .

Wood 3

A Fire-lit Room A Silent Forest

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Gather wood

A ragged stranger stumbles through the door and collapses in the corner, shivering.

The wood is running out.

Stores .

Wood 3

A Fire-lit Room A Silent Forest

The sky is grey and cold. There is a chill wind.

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Where to go from here?

Onward to “gamification”

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Not another leaderboard!

Richard Durham, Senior Instructional Designer

22nd July 2015

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AGENDA

A Dark RoomWhat is gamification, really?How are games used now?What are we missing?An appeal to playWhat else can games do?

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What is gamification, really?

But have you ever been asked, “What is a game?”

You might have been asked to define this before.

“It’s the use of game-thinking and game mechanics in a non-game context in order to engage users and solve problems.”

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No universally accepted academic definition

…engaging in conflict (narrative)…

…games are systems with rules…

…art with a goal…

Jane McGonigal Katie Salen / Eric Zimmerman

Greg Costikayan

Rachel Tesdale
Hope you will explain this but could potentially be cut as I think you can just say that there is no accepted definitiion but the one we would go with is...
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Our definition for today?

Play is what happens when you freely and knowingly bound your behaviour to a set of rules in the hope of gaining some benefit.

Games are play you can lose.

Richard Bartle, PhD

(I bring up the PhD so play research sounds more legitimate)

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How are games used now?

Rachel Tesdale
Could lose this slide - without hearing your preso hard to know what value this adds except as a bridge...
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And here’s a picture of a dog with his head stuck in a bucket of puffed cheesy balls

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Tip: Get a hold of your outcomes, of course

Image: Wuzzit Trouble by BrainQuake

Wuzzit Trouble• Not procedural practice• About number sense, not symbols• Multiple solutions to complex

problems

Forbes

Interview with Slate

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What’s in this picture?

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Beat your score - StupidRobot

• Crowd-sourced metadata tagging

• Two minutes to describe a picture

• Words 4-10 letters long• Friendly, challenging,

engaging• Rewarded for Specificity

Image: StupidRobot, metadatagames.org

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Tip: Incentivise the behaviour.

Via: “Citizen Archivists at Play: Game Design for Gathering Metadata for Cultural Heritage Institutions.” Mary Flanagan, et al, 2013

Form the incentive around improving the the learner’s core value.

Rachel Tesdale
Like the heading - not sure what the graoph adds without hearing you talk through it
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Leaderboards in games

Know where you stand!

Encourage competition!

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CityVille leaderboards

• Complete tasks you would be doing anyways.

• Earn prizes for top positions.

Image: CityVille, Zynga

Fastest Growing CityExpand your city into the most squares possible• Time Limit 7 days

Most Productive City• Earn points by collecting from

businesses• Time Limit: 14 days

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Tip: Be aware of the N-Effect

More competitors = Less Motivation

Social-comparison pressure increases in proximity to a standard

Ex: Rivals ranked 3 and 4, or 500 and 501 on the Fortune 500 list.

Rivals at 103 and 104 have minimal competition.

The N-Effect, More Competitors, Less Competition. Stephen M. Garcia and Avishalom Tor. Pyschological Science Vol 20 number 7. 2009.

More competitors

Mor

e co

mpe

titio

n

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Club Psych example

Challenges for points!

Collect virtual stuff!Earn points to enter drawings!

Win real prizes!

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However….

Engagement can not be “gamed” into existence.

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Engagement is not “gamed”

“People claim [loyalty programmes] to be important to their decision making, but the truth is they really don’t seem to actually impact their behaviour over

the long run.

Andrew Lewis, managing director at TRANew Zealand Marketing, July/August 2015

Rachel Tesdale
I like the statement but don't think you need all of the marketing context. Don't think the audience would catch the relevance in the middle of preso in the middle of conference. Sorry...Think you could trim to a soundbite - Gamed is not engagement. THen the quote on the next slide. Not a massive fan of partytown and don't think it highlights good learning and could easily be misinterpreted as a negative.
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Tip: Reward with personalisation, emotion

“What is evident when successful loyalty programmes are examined against those

that fail to create change is that they create stronger emotional bonds between the

customer and the brand.”

Andrew Lewis, managing director at TRANew Zealand Marketing, July/August 2015

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Examples in Marketing

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AGENDA

A Dark RoomWhat is gamification, really?How are games used now?What are we missing?An appeal to playWhat else can games do?

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What are we missing?

1

2

3

Gamification now

Missing “magic sauce”

Meaningful Play

Rachel Tesdale
Real Magic is from here on in - don't cut any of this.
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This picture of a baby Giraffe

Rachel Tesdale
def keep these - moment of levity :)
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That definition again

Play is what happens when you freely and knowingly bound your behaviour to a set of rules in the hope of gaining some benefit.

Games are play you can lose.

Play is fun. Fun is FLOW

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You’ve probably heard of FLOW

Dr. Mihaly Csikszentmihalyi

Abilities

Challenge

FLOW

Anxiet

y

Bored

om

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An Appeal to Play“The Magic Sauce”

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The Intrinsic Motivation RAMP

• “Socialiser” needs Social status, connections, a sense of belonging

Relatedness

• “Free spirit” values creativity, choice, freedom, and responsibility

Autonomy

• “Achiever” needs learning, personal development, skill levels

Mastery

• Philanthropist needs a reason why, the bigger picture. Values altruism.

Purpose

Based on Andrzej MarczewskiGamified.uk

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Model – 4Keys 2Fun

Hard Fun

Easy Fun

Serious Fun

People Fun

(Meaning)Excitement from

changing the player and their world.

(Novelty)Curiosity from exploration, role play, and creativity.

(Challenge)Fiero, the epic win, from achieving a

difficult goal.

(Friendship)Amusement from competition and cooperation.

Nicole LazzaroXeodesign.com

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Model – 4Keys 2Fun

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Relatedness

• Social networks

• Discussion

boards

• Peer feedback

and mentor

• Communicate• Cooperate

• Compete

Mechanics 4Keys Emotions

Social status, connections, a sense of belonging

“People Fun”

Amusement from

competition and

cooperation.

Needs Fun type

Socialisers

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Relatedness example

FutureinTech AmbassadorsKineo Pacific

Learners form peer-mentoring forum, schedule coaching sessions and comment on each others’ work.

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Autonomy

• Give meaningful choices

• Long-form assessments

• Research and innovation

• Exploration• Fantasy• Creativity

Mechanics4Keys Emotions

Creativity, choice, freedom, and responsibility

“Easy Fun”

Curiosity from

exploration, role

play, and creativity.

Needs Fun type

Free Spirits

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Autonomy example

80 Days iOS gameinklestudios

Explore a world based on the classic story. Change the narrative based on your actions.

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Mastery

• Competition

• Badges

• Leaderboards

• Set objectives

• Frustration• Fiero• Relief

Mechanics4Keys Emotions

Learning, personal development, skill levels“Hard Fun”

Fiero, the epic win,

from achieving a

difficult goal

Needs Fun type

Achievers

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Mastery example

Countdown till gameKineo Pacific

Pack the bags, count the change. Real world challenges.

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Purpose

• Sharing forums

• Wikis

• Giving to charity

with points

• Repetition• Rhythm• Collection

Mechanics4Keys Emotions

A reason why, the bigger picture. Values altruism.

“Serious Fun”

Excitement from

changing the player

and their world.

Needs Fun type

Philanthropist

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Purpose examplesTilt WorldNicole Lazzaro

Can a game plant a million trees?

GivlingGivling.com

Play trivia to crowd fund student loans.

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Learners on RAMP and the 4Keys

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And now a baby otter

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AGENDA

A Dark RoomWhat is gamification, really?How are games used now? What are we missing? An appeal to playWhat else can games do?

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What else can games do?

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1. What are the learner’s motivations?• We are making learning for humans. Involve their

psychology.

2. How can we incorporate fun?• There’s more than high-score.

3. What are we measuring?• Measuring something tells the learners that its

important. Grading it means they’ll “game” it.

Ask ourselves

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Improving performance throughlearning and technology