Why Work…? When You Can Play! Yaniv Corem IBM Research – Haifa [email protected].
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Transcript of Why Work…? When You Can Play! Yaniv Corem IBM Research – Haifa [email protected].
Why Work…?When You Can Play!
Yaniv CoremIBM Research – [email protected]
Why is he getting paid to play!?
“We're an analytics company masquerading as a games company”
Ken RudinVP of Analytics and Platform TechnologiesZynga (today at Facebook)
“We're a game company masquerading as an IT company”
Dr. XVP of MysteryIBM (today lost…)
* Games Vs. Gamification
* The Importance of Play
* Games@Work
Games Vs. Gamification
Games Gamification• Goal• Rules• Feedback System• Voluntary
Gamification is the use of game design techniques, game thinking and game mechanics to enhance non-game contexts
Games Vs. Gamification
Games Gamification
Narrative
Deeper Engagement
TimelineDeeper Engagement
Non-gameContent
Leader boards
PointsLevels
Leader boards
Levels
Points
Games Vs. Gamification
Games Gamification
The Importance of Play
72% of American households play computer or video games
42% of all game players are womenIn fact, women over the age of 18 represent a significantly greater portion of the game-playing population (37%) than boys age 17 or younger (13%)
The average game player is ___ years old...and has been playing games for ___ years
Web users trading Virtual Goods grew from 13% to 21% in 2011Coveted Virtual Goods include: homes, weapons, space stations and horse manure
The Importance of Play
72% of American households play computer or video games
42% of all game players are womenIn fact, women over the age of 18 represent a significantly greater portion of the game-playing population (37%) than boys age 17 or younger (13%)
The average game player is 37 years old...and has been playing games for 12 years
Web users trading Virtual Goods grew from 13% to 21% in 2011Coveted Virtual Goods include: homes, weapons, space stations and horse manure
The Importance of Play
Research Generation Y
Self-determination theory (SDT) is a macro theory of human motivation and personality, concerning people's inherent growth tendencies and their innate psychological needs.
It is concerned with the motivation behind the choices that people make without any external influence and interference.
SDT focuses on the degree to which an individual’s behavior is self-motivated and self-determined.
Autonomy | Competence | Relatedness
Research
Positive psychology seeks to find and nurture genius and talent, and to make normal life more fulfilling.
Researchers in the field analyze things like states of pleasure or flow, values, strengths, virtues, talents, as well as the ways that they can be promoted by social systems and institutions.
Positive psychologists are concerned with:• positive experiences• enduring psychological traits• positive relationships• positive institutions
Research
Research
Demographic Shift / Gen Y
* Born mid 90’s (+/- 10 years)
* Make up 25% of the workforce today (…and growing)
* Digital natives, live & breathe online (play, school, work)
* Accustomed to cutting edge technology & innovation
* Have been playing video games since childhood
XBOX to Cubicle!?
XBOX to Cubicle!?
A State of Disengagement
Only a 1/3 of the workforce is engaged
The lost productivity of actively disengaged employees costs the US economy $370 BILLION annually. (Gallup)
Gamification Drives Engagement
Performance
Achievement
Social Interaction
The Future of Gamification
Foldit
Foldit Gamers Solve AIDS Puzzle That Baffled Scientists for a Decade
Digitalkoot
MS Ribbon Hero 2
McDonald’s Pick-n-Play
Yaniv CoremIBM Research – [email protected]