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MOBILE GAMIFICATIONJonathan R. Engelsma, Ph.D.GVSU School of Computing

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TOPICS

• About GVSU CIS / MASL

•Motivation

• Gamification and the Power of Play

• Social Persuasion

• Lessons from the Field

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PADNOS COLLEGE OF ENGINEERING & COMPUTING

• PCEC consists of:

• School of Computing

• School of Engineering

• 1530 students total

• Undergraduate and Graduate degree programs.

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CIS UNDERGRAD PROGRAMS• ABET Accredited

• Undergraduate Programs:

• Computer Science

• Information Systems

• 550 Students

• ~ 40 CS graduates annually

• ~ 40-50 IS graduates annually

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CIS GRADUATE PROGRAMS

• Graduate Programs

• Computer Information Systems

•Medical & Bio-Informatics

• ~ 80 students total

• ~30 MS graduates annually

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MOBILE APPS & SERVICES LAB • A multidisciplinary/collaborative

initiative hosted by the GVSU School of Computing

• Provides an environment that facilitates learning and discovery in the area of mobile technology.

• Emphasis on collaboration and “application research”.

More Info: http://masl.cis.gvsu.edu

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MOTIVATION

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“THE DEVICE FORMALLY KNOWN AS THE CELL PHONE”

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THERE’S AN APP FOR THAT...

Source: http://www.pureoxygenmobile.com/how-many-apps-in-each-app-store/

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THERE’S AN APP FOR THAT...

Attracting and sustaining user engagement is becoming increasingly difficult endeavor!

Gamification is one technique being used to encourage sustained engagement.

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GAMIFICATION AND THE POWER OF PLAY

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“ACCIDENTAL” POWER OF PLAY

• Case in Point: Ian Bogost’s “Cow Clicker” Game

• partly satire

• partly a theory of today’s social games

• partly an earnest example of a social game

Source: http://www.wired.com/magazine/2011/12/ff_cowclicker/all/1

Buy more cows with “mooney”

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GAMIFICATION

gamification: definition: the use of game thinking and game mechanics in a non-game context in order to engage users and solve problems

(It’s really just a buzzword created by clever marketers to get corporate types to pay $$ to attend summits and

conferences!)

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GAME MECHANICS: BADGES

• Badging: an idea that FourSquare lifted from the Boy Scouts.

• Represent progress/accomplishment

• often used in lieu of leveling.

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LEVELS

• Levels indicate progress. They inform the user (and his/her friends) know where they stand.

• Usually not linear.

• Used by airlines and credit card issuers for years!

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LEADERBOARDS

• Used to help users make a quick visual comparison and hopefully motivate them to engage.

• Earlier versions actually disincentivized users!

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POINTS

Twitter users liketo increase their

number of followers as it is an indicator of their

influence.

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POINTS

Facebook like and comment counters

are examples of point systems as

well, and they exist to encourage engagement.

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POINTS

Simple scalar value behind eBay user names is a key

motivator - do lots of transactions and make sure they are

permanent!

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QUESTS / CHALLENGES

• Provide specific directions for something (hopefully interesting and awarding) that users can do within the app experience.

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SOCIAL PERSUASION

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SOCIAL PERSUASION An interesting “social phishing” experiment:

Source: From:  Tom  Jaga+c  and  Nathan  Johnson  and  Markus  Jakobsson  and  Filippo  Menczer.  Social  Phishing.  CACM  October  2007.

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SOCIAL PERSUASION The results....

Source: From:  Tom  Jaga+c  and  Nathan  Johnson  and  Markus  Jakobsson  and  Filippo  Menczer.  Social  Phishing.  CACM  October  2007.

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LESSONS FROM THE FIELD

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MY “COW CLICK” EXPERIENCE• Where’s Blue - An addictive “dog catching” game...

• Incentivizing the harvest of Bluetooth addresses in public places

Reference: J. Engelsma, J. Ferrans, and M. Hans. EncounterEngine: Integrating Bluetooth User Proximity Data into Social Applications.Proceedings of the 2008 IEEE International Conference on Wireless & Mobile Computing, Networking & Communication. October 2008. Avignon, France

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GVSU ART GALLERY APP NOT GETTING USED VERY MUCH...

!

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ART PLAY @ GVSU

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ART PLAY - SITUATED DISPLAY

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ART PLAY @ GVSU RESULTS

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ART PLAY @ GVSU RESULTS

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THINGS WE LEARNED

• Game content cannibalized the non-game content.

• tight integration of game features in non-game content is key.

• People will do just about anything for free stuff.

• Situated displays had little quantitative impact, but did have a qualitative impact on how user’s played the game.

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SHOP SOCIAL• Shop Social is a “social”

barcode scanning app.

• Finds relevant video content for products that you scan.

• Integrates with Facebook.

• Incorporates simple game mechanics to encourage engagement.

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ACTIVITY PER AUTHENTICATED USER

Authenticated users (10% of overall user population) produced 43% of all the activities!

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ENGAGEMENT BY PLATFORM

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WHAT WE LEARNED

• Authenticated users are substantially more engaged than non-authenticated users.

• Video content shares better than photos and other types of static content.

• Significant difference in engagement levels on iOS vs. Android. (That is diminishing now.)

• Badges really do suck.

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PARABOLAX

• A study on learner engagement in serious games.

• Implemented a game that helps middle school students learn about quadratic equations.

• Collected data in middle schools around the country.

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PARABOLAX

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RESULTS• Using ParabolaX helped me understand quadratic functions

better :

76%

24%

Full Version

Agree

Disagree 50% 50%

Basic Version

Agree

Disagree

χ2 (1, N = 66) = 4.373, p = 0.037

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RESULTS• Using ParabolaX helped me understand quadratic functions

better :

χ2 (1, N = 66) = 5.067, p = 0.024

83%

17%

Occassionally plays digital games

Agree

Disagree 57%

43%

Frequently plays digital games

Agree

Disagree

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WHAT WE’VE LEARNED TO-DATE

• Results to date have not been too promising:

• ParabolaX DID NOT improve students’ ability to recognize properties and concepts of quadratic functions.

• ParabolaX DID NOT make the study of quadratic concepts more engaging to students.

• Kid’s that play a lot of video games have high expectations...

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POCKET PT

• Investigation of the use of accessorized therapeutic games to assist physical therapists who are treating traumatic brain injury patients.

• Joint collaboration involving researchers from GVSU, Mary Free Bed & Hope Network.

Video: http://youtu.be/1lNnmoNZ7Mk

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CREDITS

• Alejo Montoya

• Alex Restrepo

• Juan Mejia

• Andres Solano

• Tom Parker

• Sam Serpoosh

• Kevin Formsma

• Greg Zavitz

• John Golden

• Char Beckmann

• Andres Solano

• Joseph Roth

My colleagues / students who contributed to these apps:

• John Farris

• Cathy Harro

• Nathan Kemler

• Ferris Jumah

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THANK YOU!!

• Email: [email protected]

•Twitter: @batwingd

•Web: http://themobilemontage.com

•GVSU: http://masl.cis.gvsu.edu