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Work & Play Applying Game Design Thinking for Education & Business Ann DeMarle Champlain College Emergent Media Center, Professor, Associate Dean, Director [email protected] @anndemarle slideshare.net/anndemarle/

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Page 1: Applying Game Design Thinking to Education & Business Practices DeMarle

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterProfessor Associate Dean Directordemarlechamplaineduanndemarleslidesharenetanndemarle

Goalbull Gamification versus

Game-based Learning

bull Identify when Game Design Thinking is being applied

bull Understand why it works

bull Identify some tactics amp processes

CCEmergentMedia

THE EMERGENT LANDSCAPEDIGITAL IMAGE MAKING

CAUSES OF EMERGENCE

TECHNOLOGY AS A DISRUPTIVE FORCEHUMAN INTERFACES

DIGITAL STORYTELLING

EXPERIENCE DESIGNPLAY AND PARTICIPATION

MEDIA FOR SOCIAL INNOVATION

COLLABORATIVE PRODUCTIONPUZZLES AND PROTOTYPES

OUR HUMAN EXPERIENCE

THE EMERGENT LANDSCAPEDIGITAL IMAGE MAKING

CAUSES OF EMERGENCE

TECHNOLOGY AS A DISRUPTIVE FORCEHUMAN INTERFACES

DIGITAL STORYTELLING

EXPERIENCE DESIGNPLAY AND PARTICIPATION

MEDIA FOR SOCIAL INNOVATION

COLLABORATIVE PRODUCTIONPUZZLES AND PROTOTYPES

OUR HUMAN EXPERIENCE

KEVIN MURAKAMI rsquo12Line in Motion

mdashThis thesismdasha combination of

illustration animation and music composition

mdashexplores life and storytelling through lines

JESSICA LYNCH rsquo13From Me to You

mdashAn exploration of

contemporary culture From Me to You aims to better understand what we have gained

and lost with the rise of digital communication

technologies

CHRISTOPHER

THOMPSON rsquo14Ideation Ecologies

mdashDispelling the

myth of the ldquolone creative

geniusrdquo Ideation Ecologies seeks

the common threads of

innovators to promote creativity

MFA THESIS EXHIBITION

mdashThe annual show

represents a culmination of

student studies and provides a launch

pad to new careers Other exhibition

opportunities at local galleries and art events

are also available

ndash HILARY HESS rsquo12

ldquoI LEARNED

THE MOST

IMPORTANT

SKILL FOR

CREATIVES

IN THE

NEW

MEDIA

WORLD

ITERATE

KEEP

ITERATINGrdquo

ldquoI DISCOVERED AN INNOVATIVE APPROACH TO

THINKING amp LEARNING THAT INFORMS MY PROCESS

REGARDLESS OF THE MEDIUM OR INDUSTRYrdquo

ndash CORA LOZINSCHI rsquo13

SHOWN ABOVE WITH MFA IN EMERGENT MEDIA PROGRAM DIRECTOR JOHN BANKS

JON

ATH

AN

HA

RR

IS

EX

HIB

IT A

T B

UR

LIN

GTO

N C

ITY

AR

TS

SARAH WEBBDaily Practice

mdashIn their first semester

MFA students take Foundations of

Digital Image Making and are assigned a

daily creative practice Sarah Webb hand-lettered overheard quotes which she then digitized for

large format printing

OVER

90OF GRADS

FROM THE

CLASSES

OF 2012

AND 2013

HAVE

FOUND

REWARDING

JOBS DOING

WHAT THEY

LOVE

MASTER OF FINE ARTS IN

CONTACT

GRADSCHOOLCHAMPLAINEDU

8662827259

SEE THE WORK EMERGENTWORKS

EMERGENTMEDIACENTERCOM

ABOUT CHAMPLAIN COLLEGE

mdashLocated in Burlington VT Champlain College is a private not-for-profit college founded in 1878 Our deep commitment to academic excellence and student learning is reflected in our distinctive educational approach we integrate the high academic standards and rigor that characterize all important learning with the development of relevant professional skills through hands-on application in real-world situations

14-G

RA

D-0

04

3-9

14

-1K

MASTER OF FINE ARTS INBURLINGTON VT

BREATHES INSPIRATION

As a student in the MFA in Emergent Media program yoursquoll live work and create in the beautiful city of Burlington Vermont Here you will find a rare mix of outstanding natural beauty and a thriving intellectually-charged urban environment that boasts highly engaged and industrious art and tech communities

Burlington consistently reveals itself to be one of the most forward-thinking cities in the country Nationally identified for its quality of life Burlington placed 11 in a list of the Top 20 High-Tech Metros by The Atlantic and makes the grade as one of Techiecomrsquos ldquoMost Promising Tech Hubs to Watchrdquo

Vermont is uniquely positioned between Boston and Montreal two explosive regions in the tech and media world Boston is known as an international capital of innovation boasting leading tech companies such as Google Amazon and IDEO Montreal is home to Google as well as over 70 game-related companies including Ubisoft A2M Behaviour Interactive Electronic Arts and Eidos

CHAMPLAINEDUBURLINGTON

ldquoI WAS EAGER

TO DISCOVER

ALL THAT

VERMONT

COULD GIVE

ME PEOPLE

IN VERMONT

HAVE A SENSE

OF PRIDE

A STRONG

WORK ETHIC

amp THEY

ADORE THEIR

COMMUNITY

BURLINGTON

HAS MADE

ME A BETTER

PERSON amp

I AM HAPPY

TO BE HERErdquo

ndash ANDREA OLSON rsquo13CHURCH STREET

MARKETPLACE

THE KARMA

BIRD HOUSE

AIGA VERMONT

AT SEABA

SOME OF

BURLINGTONS

GREAT BUSINESSES

DEALERCOM

MYWEBGROCER

GE HEALTHCARE

POLHEMUS

ASCENSION

TECHNOLOGY

SOLIDARITY OF

UNBRIDLED LABOUR

TAG NEW MEDIA

JNJMOBILE

GIRL DEVELOP IT

VERMONT MAKERS

GENERATOR

GAMETHEORY

SELECT DESIGN

BRANDTHROPOLOGY

MAMAVA

CCEmergentMedia

CCEmergentMedia

CCEmergentMedia

Game-based Learning

Americarsquos ArmyMORPG Mission Maps

For Business amp Marketing

Center for Integration of Medical amp Innovative Technology Emergency Response Simulator

For Business amp Marketing

IBMOpen Sims Business Solutions

For Business amp Marketing

MPI and Masie Summits Learning Apps

For Business amp Marketing

13

131313

13

13

$

amp(

)

))

amp

13

Robert Wood Johnson Foundation Innovation GrantUniversity of Vermont

Cystic Fibrosis Breath Biofeedback Games

For Education

Ford FoundationWealthBuilders Game

For Education

Echo Lake and Science CenterInteractive Mobile Field Journal and Games

For Education

United NationsBREAKAWAY Game

For Education

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 2: Applying Game Design Thinking to Education & Business Practices DeMarle

Goalbull Gamification versus

Game-based Learning

bull Identify when Game Design Thinking is being applied

bull Understand why it works

bull Identify some tactics amp processes

CCEmergentMedia

THE EMERGENT LANDSCAPEDIGITAL IMAGE MAKING

CAUSES OF EMERGENCE

TECHNOLOGY AS A DISRUPTIVE FORCEHUMAN INTERFACES

DIGITAL STORYTELLING

EXPERIENCE DESIGNPLAY AND PARTICIPATION

MEDIA FOR SOCIAL INNOVATION

COLLABORATIVE PRODUCTIONPUZZLES AND PROTOTYPES

OUR HUMAN EXPERIENCE

THE EMERGENT LANDSCAPEDIGITAL IMAGE MAKING

CAUSES OF EMERGENCE

TECHNOLOGY AS A DISRUPTIVE FORCEHUMAN INTERFACES

DIGITAL STORYTELLING

EXPERIENCE DESIGNPLAY AND PARTICIPATION

MEDIA FOR SOCIAL INNOVATION

COLLABORATIVE PRODUCTIONPUZZLES AND PROTOTYPES

OUR HUMAN EXPERIENCE

KEVIN MURAKAMI rsquo12Line in Motion

mdashThis thesismdasha combination of

illustration animation and music composition

mdashexplores life and storytelling through lines

JESSICA LYNCH rsquo13From Me to You

mdashAn exploration of

contemporary culture From Me to You aims to better understand what we have gained

and lost with the rise of digital communication

technologies

CHRISTOPHER

THOMPSON rsquo14Ideation Ecologies

mdashDispelling the

myth of the ldquolone creative

geniusrdquo Ideation Ecologies seeks

the common threads of

innovators to promote creativity

MFA THESIS EXHIBITION

mdashThe annual show

represents a culmination of

student studies and provides a launch

pad to new careers Other exhibition

opportunities at local galleries and art events

are also available

ndash HILARY HESS rsquo12

ldquoI LEARNED

THE MOST

IMPORTANT

SKILL FOR

CREATIVES

IN THE

NEW

MEDIA

WORLD

ITERATE

KEEP

ITERATINGrdquo

ldquoI DISCOVERED AN INNOVATIVE APPROACH TO

THINKING amp LEARNING THAT INFORMS MY PROCESS

REGARDLESS OF THE MEDIUM OR INDUSTRYrdquo

ndash CORA LOZINSCHI rsquo13

SHOWN ABOVE WITH MFA IN EMERGENT MEDIA PROGRAM DIRECTOR JOHN BANKS

JON

ATH

AN

HA

RR

IS

EX

HIB

IT A

T B

UR

LIN

GTO

N C

ITY

AR

TS

SARAH WEBBDaily Practice

mdashIn their first semester

MFA students take Foundations of

Digital Image Making and are assigned a

daily creative practice Sarah Webb hand-lettered overheard quotes which she then digitized for

large format printing

OVER

90OF GRADS

FROM THE

CLASSES

OF 2012

AND 2013

HAVE

FOUND

REWARDING

JOBS DOING

WHAT THEY

LOVE

MASTER OF FINE ARTS IN

CONTACT

GRADSCHOOLCHAMPLAINEDU

8662827259

SEE THE WORK EMERGENTWORKS

EMERGENTMEDIACENTERCOM

ABOUT CHAMPLAIN COLLEGE

mdashLocated in Burlington VT Champlain College is a private not-for-profit college founded in 1878 Our deep commitment to academic excellence and student learning is reflected in our distinctive educational approach we integrate the high academic standards and rigor that characterize all important learning with the development of relevant professional skills through hands-on application in real-world situations

14-G

RA

D-0

04

3-9

14

-1K

MASTER OF FINE ARTS INBURLINGTON VT

BREATHES INSPIRATION

As a student in the MFA in Emergent Media program yoursquoll live work and create in the beautiful city of Burlington Vermont Here you will find a rare mix of outstanding natural beauty and a thriving intellectually-charged urban environment that boasts highly engaged and industrious art and tech communities

Burlington consistently reveals itself to be one of the most forward-thinking cities in the country Nationally identified for its quality of life Burlington placed 11 in a list of the Top 20 High-Tech Metros by The Atlantic and makes the grade as one of Techiecomrsquos ldquoMost Promising Tech Hubs to Watchrdquo

Vermont is uniquely positioned between Boston and Montreal two explosive regions in the tech and media world Boston is known as an international capital of innovation boasting leading tech companies such as Google Amazon and IDEO Montreal is home to Google as well as over 70 game-related companies including Ubisoft A2M Behaviour Interactive Electronic Arts and Eidos

CHAMPLAINEDUBURLINGTON

ldquoI WAS EAGER

TO DISCOVER

ALL THAT

VERMONT

COULD GIVE

ME PEOPLE

IN VERMONT

HAVE A SENSE

OF PRIDE

A STRONG

WORK ETHIC

amp THEY

ADORE THEIR

COMMUNITY

BURLINGTON

HAS MADE

ME A BETTER

PERSON amp

I AM HAPPY

TO BE HERErdquo

ndash ANDREA OLSON rsquo13CHURCH STREET

MARKETPLACE

THE KARMA

BIRD HOUSE

AIGA VERMONT

AT SEABA

SOME OF

BURLINGTONS

GREAT BUSINESSES

DEALERCOM

MYWEBGROCER

GE HEALTHCARE

POLHEMUS

ASCENSION

TECHNOLOGY

SOLIDARITY OF

UNBRIDLED LABOUR

TAG NEW MEDIA

JNJMOBILE

GIRL DEVELOP IT

VERMONT MAKERS

GENERATOR

GAMETHEORY

SELECT DESIGN

BRANDTHROPOLOGY

MAMAVA

CCEmergentMedia

CCEmergentMedia

CCEmergentMedia

Game-based Learning

Americarsquos ArmyMORPG Mission Maps

For Business amp Marketing

Center for Integration of Medical amp Innovative Technology Emergency Response Simulator

For Business amp Marketing

IBMOpen Sims Business Solutions

For Business amp Marketing

MPI and Masie Summits Learning Apps

For Business amp Marketing

13

131313

13

13

$

amp(

)

))

amp

13

Robert Wood Johnson Foundation Innovation GrantUniversity of Vermont

Cystic Fibrosis Breath Biofeedback Games

For Education

Ford FoundationWealthBuilders Game

For Education

Echo Lake and Science CenterInteractive Mobile Field Journal and Games

For Education

United NationsBREAKAWAY Game

For Education

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 3: Applying Game Design Thinking to Education & Business Practices DeMarle

CCEmergentMedia

THE EMERGENT LANDSCAPEDIGITAL IMAGE MAKING

CAUSES OF EMERGENCE

TECHNOLOGY AS A DISRUPTIVE FORCEHUMAN INTERFACES

DIGITAL STORYTELLING

EXPERIENCE DESIGNPLAY AND PARTICIPATION

MEDIA FOR SOCIAL INNOVATION

COLLABORATIVE PRODUCTIONPUZZLES AND PROTOTYPES

OUR HUMAN EXPERIENCE

THE EMERGENT LANDSCAPEDIGITAL IMAGE MAKING

CAUSES OF EMERGENCE

TECHNOLOGY AS A DISRUPTIVE FORCEHUMAN INTERFACES

DIGITAL STORYTELLING

EXPERIENCE DESIGNPLAY AND PARTICIPATION

MEDIA FOR SOCIAL INNOVATION

COLLABORATIVE PRODUCTIONPUZZLES AND PROTOTYPES

OUR HUMAN EXPERIENCE

KEVIN MURAKAMI rsquo12Line in Motion

mdashThis thesismdasha combination of

illustration animation and music composition

mdashexplores life and storytelling through lines

JESSICA LYNCH rsquo13From Me to You

mdashAn exploration of

contemporary culture From Me to You aims to better understand what we have gained

and lost with the rise of digital communication

technologies

CHRISTOPHER

THOMPSON rsquo14Ideation Ecologies

mdashDispelling the

myth of the ldquolone creative

geniusrdquo Ideation Ecologies seeks

the common threads of

innovators to promote creativity

MFA THESIS EXHIBITION

mdashThe annual show

represents a culmination of

student studies and provides a launch

pad to new careers Other exhibition

opportunities at local galleries and art events

are also available

ndash HILARY HESS rsquo12

ldquoI LEARNED

THE MOST

IMPORTANT

SKILL FOR

CREATIVES

IN THE

NEW

MEDIA

WORLD

ITERATE

KEEP

ITERATINGrdquo

ldquoI DISCOVERED AN INNOVATIVE APPROACH TO

THINKING amp LEARNING THAT INFORMS MY PROCESS

REGARDLESS OF THE MEDIUM OR INDUSTRYrdquo

ndash CORA LOZINSCHI rsquo13

SHOWN ABOVE WITH MFA IN EMERGENT MEDIA PROGRAM DIRECTOR JOHN BANKS

JON

ATH

AN

HA

RR

IS

EX

HIB

IT A

T B

UR

LIN

GTO

N C

ITY

AR

TS

SARAH WEBBDaily Practice

mdashIn their first semester

MFA students take Foundations of

Digital Image Making and are assigned a

daily creative practice Sarah Webb hand-lettered overheard quotes which she then digitized for

large format printing

OVER

90OF GRADS

FROM THE

CLASSES

OF 2012

AND 2013

HAVE

FOUND

REWARDING

JOBS DOING

WHAT THEY

LOVE

MASTER OF FINE ARTS IN

CONTACT

GRADSCHOOLCHAMPLAINEDU

8662827259

SEE THE WORK EMERGENTWORKS

EMERGENTMEDIACENTERCOM

ABOUT CHAMPLAIN COLLEGE

mdashLocated in Burlington VT Champlain College is a private not-for-profit college founded in 1878 Our deep commitment to academic excellence and student learning is reflected in our distinctive educational approach we integrate the high academic standards and rigor that characterize all important learning with the development of relevant professional skills through hands-on application in real-world situations

14-G

RA

D-0

04

3-9

14

-1K

MASTER OF FINE ARTS INBURLINGTON VT

BREATHES INSPIRATION

As a student in the MFA in Emergent Media program yoursquoll live work and create in the beautiful city of Burlington Vermont Here you will find a rare mix of outstanding natural beauty and a thriving intellectually-charged urban environment that boasts highly engaged and industrious art and tech communities

Burlington consistently reveals itself to be one of the most forward-thinking cities in the country Nationally identified for its quality of life Burlington placed 11 in a list of the Top 20 High-Tech Metros by The Atlantic and makes the grade as one of Techiecomrsquos ldquoMost Promising Tech Hubs to Watchrdquo

Vermont is uniquely positioned between Boston and Montreal two explosive regions in the tech and media world Boston is known as an international capital of innovation boasting leading tech companies such as Google Amazon and IDEO Montreal is home to Google as well as over 70 game-related companies including Ubisoft A2M Behaviour Interactive Electronic Arts and Eidos

CHAMPLAINEDUBURLINGTON

ldquoI WAS EAGER

TO DISCOVER

ALL THAT

VERMONT

COULD GIVE

ME PEOPLE

IN VERMONT

HAVE A SENSE

OF PRIDE

A STRONG

WORK ETHIC

amp THEY

ADORE THEIR

COMMUNITY

BURLINGTON

HAS MADE

ME A BETTER

PERSON amp

I AM HAPPY

TO BE HERErdquo

ndash ANDREA OLSON rsquo13CHURCH STREET

MARKETPLACE

THE KARMA

BIRD HOUSE

AIGA VERMONT

AT SEABA

SOME OF

BURLINGTONS

GREAT BUSINESSES

DEALERCOM

MYWEBGROCER

GE HEALTHCARE

POLHEMUS

ASCENSION

TECHNOLOGY

SOLIDARITY OF

UNBRIDLED LABOUR

TAG NEW MEDIA

JNJMOBILE

GIRL DEVELOP IT

VERMONT MAKERS

GENERATOR

GAMETHEORY

SELECT DESIGN

BRANDTHROPOLOGY

MAMAVA

CCEmergentMedia

CCEmergentMedia

CCEmergentMedia

Game-based Learning

Americarsquos ArmyMORPG Mission Maps

For Business amp Marketing

Center for Integration of Medical amp Innovative Technology Emergency Response Simulator

For Business amp Marketing

IBMOpen Sims Business Solutions

For Business amp Marketing

MPI and Masie Summits Learning Apps

For Business amp Marketing

13

131313

13

13

$

amp(

)

))

amp

13

Robert Wood Johnson Foundation Innovation GrantUniversity of Vermont

Cystic Fibrosis Breath Biofeedback Games

For Education

Ford FoundationWealthBuilders Game

For Education

Echo Lake and Science CenterInteractive Mobile Field Journal and Games

For Education

United NationsBREAKAWAY Game

For Education

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 4: Applying Game Design Thinking to Education & Business Practices DeMarle

THE EMERGENT LANDSCAPEDIGITAL IMAGE MAKING

CAUSES OF EMERGENCE

TECHNOLOGY AS A DISRUPTIVE FORCEHUMAN INTERFACES

DIGITAL STORYTELLING

EXPERIENCE DESIGNPLAY AND PARTICIPATION

MEDIA FOR SOCIAL INNOVATION

COLLABORATIVE PRODUCTIONPUZZLES AND PROTOTYPES

OUR HUMAN EXPERIENCE

THE EMERGENT LANDSCAPEDIGITAL IMAGE MAKING

CAUSES OF EMERGENCE

TECHNOLOGY AS A DISRUPTIVE FORCEHUMAN INTERFACES

DIGITAL STORYTELLING

EXPERIENCE DESIGNPLAY AND PARTICIPATION

MEDIA FOR SOCIAL INNOVATION

COLLABORATIVE PRODUCTIONPUZZLES AND PROTOTYPES

OUR HUMAN EXPERIENCE

KEVIN MURAKAMI rsquo12Line in Motion

mdashThis thesismdasha combination of

illustration animation and music composition

mdashexplores life and storytelling through lines

JESSICA LYNCH rsquo13From Me to You

mdashAn exploration of

contemporary culture From Me to You aims to better understand what we have gained

and lost with the rise of digital communication

technologies

CHRISTOPHER

THOMPSON rsquo14Ideation Ecologies

mdashDispelling the

myth of the ldquolone creative

geniusrdquo Ideation Ecologies seeks

the common threads of

innovators to promote creativity

MFA THESIS EXHIBITION

mdashThe annual show

represents a culmination of

student studies and provides a launch

pad to new careers Other exhibition

opportunities at local galleries and art events

are also available

ndash HILARY HESS rsquo12

ldquoI LEARNED

THE MOST

IMPORTANT

SKILL FOR

CREATIVES

IN THE

NEW

MEDIA

WORLD

ITERATE

KEEP

ITERATINGrdquo

ldquoI DISCOVERED AN INNOVATIVE APPROACH TO

THINKING amp LEARNING THAT INFORMS MY PROCESS

REGARDLESS OF THE MEDIUM OR INDUSTRYrdquo

ndash CORA LOZINSCHI rsquo13

SHOWN ABOVE WITH MFA IN EMERGENT MEDIA PROGRAM DIRECTOR JOHN BANKS

JON

ATH

AN

HA

RR

IS

EX

HIB

IT A

T B

UR

LIN

GTO

N C

ITY

AR

TS

SARAH WEBBDaily Practice

mdashIn their first semester

MFA students take Foundations of

Digital Image Making and are assigned a

daily creative practice Sarah Webb hand-lettered overheard quotes which she then digitized for

large format printing

OVER

90OF GRADS

FROM THE

CLASSES

OF 2012

AND 2013

HAVE

FOUND

REWARDING

JOBS DOING

WHAT THEY

LOVE

MASTER OF FINE ARTS IN

CONTACT

GRADSCHOOLCHAMPLAINEDU

8662827259

SEE THE WORK EMERGENTWORKS

EMERGENTMEDIACENTERCOM

ABOUT CHAMPLAIN COLLEGE

mdashLocated in Burlington VT Champlain College is a private not-for-profit college founded in 1878 Our deep commitment to academic excellence and student learning is reflected in our distinctive educational approach we integrate the high academic standards and rigor that characterize all important learning with the development of relevant professional skills through hands-on application in real-world situations

14-G

RA

D-0

04

3-9

14

-1K

MASTER OF FINE ARTS INBURLINGTON VT

BREATHES INSPIRATION

As a student in the MFA in Emergent Media program yoursquoll live work and create in the beautiful city of Burlington Vermont Here you will find a rare mix of outstanding natural beauty and a thriving intellectually-charged urban environment that boasts highly engaged and industrious art and tech communities

Burlington consistently reveals itself to be one of the most forward-thinking cities in the country Nationally identified for its quality of life Burlington placed 11 in a list of the Top 20 High-Tech Metros by The Atlantic and makes the grade as one of Techiecomrsquos ldquoMost Promising Tech Hubs to Watchrdquo

Vermont is uniquely positioned between Boston and Montreal two explosive regions in the tech and media world Boston is known as an international capital of innovation boasting leading tech companies such as Google Amazon and IDEO Montreal is home to Google as well as over 70 game-related companies including Ubisoft A2M Behaviour Interactive Electronic Arts and Eidos

CHAMPLAINEDUBURLINGTON

ldquoI WAS EAGER

TO DISCOVER

ALL THAT

VERMONT

COULD GIVE

ME PEOPLE

IN VERMONT

HAVE A SENSE

OF PRIDE

A STRONG

WORK ETHIC

amp THEY

ADORE THEIR

COMMUNITY

BURLINGTON

HAS MADE

ME A BETTER

PERSON amp

I AM HAPPY

TO BE HERErdquo

ndash ANDREA OLSON rsquo13CHURCH STREET

MARKETPLACE

THE KARMA

BIRD HOUSE

AIGA VERMONT

AT SEABA

SOME OF

BURLINGTONS

GREAT BUSINESSES

DEALERCOM

MYWEBGROCER

GE HEALTHCARE

POLHEMUS

ASCENSION

TECHNOLOGY

SOLIDARITY OF

UNBRIDLED LABOUR

TAG NEW MEDIA

JNJMOBILE

GIRL DEVELOP IT

VERMONT MAKERS

GENERATOR

GAMETHEORY

SELECT DESIGN

BRANDTHROPOLOGY

MAMAVA

CCEmergentMedia

CCEmergentMedia

CCEmergentMedia

Game-based Learning

Americarsquos ArmyMORPG Mission Maps

For Business amp Marketing

Center for Integration of Medical amp Innovative Technology Emergency Response Simulator

For Business amp Marketing

IBMOpen Sims Business Solutions

For Business amp Marketing

MPI and Masie Summits Learning Apps

For Business amp Marketing

13

131313

13

13

$

amp(

)

))

amp

13

Robert Wood Johnson Foundation Innovation GrantUniversity of Vermont

Cystic Fibrosis Breath Biofeedback Games

For Education

Ford FoundationWealthBuilders Game

For Education

Echo Lake and Science CenterInteractive Mobile Field Journal and Games

For Education

United NationsBREAKAWAY Game

For Education

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 5: Applying Game Design Thinking to Education & Business Practices DeMarle

CCEmergentMedia

CCEmergentMedia

Game-based Learning

Americarsquos ArmyMORPG Mission Maps

For Business amp Marketing

Center for Integration of Medical amp Innovative Technology Emergency Response Simulator

For Business amp Marketing

IBMOpen Sims Business Solutions

For Business amp Marketing

MPI and Masie Summits Learning Apps

For Business amp Marketing

13

131313

13

13

$

amp(

)

))

amp

13

Robert Wood Johnson Foundation Innovation GrantUniversity of Vermont

Cystic Fibrosis Breath Biofeedback Games

For Education

Ford FoundationWealthBuilders Game

For Education

Echo Lake and Science CenterInteractive Mobile Field Journal and Games

For Education

United NationsBREAKAWAY Game

For Education

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 6: Applying Game Design Thinking to Education & Business Practices DeMarle

CCEmergentMedia

Game-based Learning

Americarsquos ArmyMORPG Mission Maps

For Business amp Marketing

Center for Integration of Medical amp Innovative Technology Emergency Response Simulator

For Business amp Marketing

IBMOpen Sims Business Solutions

For Business amp Marketing

MPI and Masie Summits Learning Apps

For Business amp Marketing

13

131313

13

13

$

amp(

)

))

amp

13

Robert Wood Johnson Foundation Innovation GrantUniversity of Vermont

Cystic Fibrosis Breath Biofeedback Games

For Education

Ford FoundationWealthBuilders Game

For Education

Echo Lake and Science CenterInteractive Mobile Field Journal and Games

For Education

United NationsBREAKAWAY Game

For Education

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 7: Applying Game Design Thinking to Education & Business Practices DeMarle

Americarsquos ArmyMORPG Mission Maps

For Business amp Marketing

Center for Integration of Medical amp Innovative Technology Emergency Response Simulator

For Business amp Marketing

IBMOpen Sims Business Solutions

For Business amp Marketing

MPI and Masie Summits Learning Apps

For Business amp Marketing

13

131313

13

13

$

amp(

)

))

amp

13

Robert Wood Johnson Foundation Innovation GrantUniversity of Vermont

Cystic Fibrosis Breath Biofeedback Games

For Education

Ford FoundationWealthBuilders Game

For Education

Echo Lake and Science CenterInteractive Mobile Field Journal and Games

For Education

United NationsBREAKAWAY Game

For Education

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 8: Applying Game Design Thinking to Education & Business Practices DeMarle

Center for Integration of Medical amp Innovative Technology Emergency Response Simulator

For Business amp Marketing

IBMOpen Sims Business Solutions

For Business amp Marketing

MPI and Masie Summits Learning Apps

For Business amp Marketing

13

131313

13

13

$

amp(

)

))

amp

13

Robert Wood Johnson Foundation Innovation GrantUniversity of Vermont

Cystic Fibrosis Breath Biofeedback Games

For Education

Ford FoundationWealthBuilders Game

For Education

Echo Lake and Science CenterInteractive Mobile Field Journal and Games

For Education

United NationsBREAKAWAY Game

For Education

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 9: Applying Game Design Thinking to Education & Business Practices DeMarle

IBMOpen Sims Business Solutions

For Business amp Marketing

MPI and Masie Summits Learning Apps

For Business amp Marketing

13

131313

13

13

$

amp(

)

))

amp

13

Robert Wood Johnson Foundation Innovation GrantUniversity of Vermont

Cystic Fibrosis Breath Biofeedback Games

For Education

Ford FoundationWealthBuilders Game

For Education

Echo Lake and Science CenterInteractive Mobile Field Journal and Games

For Education

United NationsBREAKAWAY Game

For Education

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 10: Applying Game Design Thinking to Education & Business Practices DeMarle

MPI and Masie Summits Learning Apps

For Business amp Marketing

13

131313

13

13

$

amp(

)

))

amp

13

Robert Wood Johnson Foundation Innovation GrantUniversity of Vermont

Cystic Fibrosis Breath Biofeedback Games

For Education

Ford FoundationWealthBuilders Game

For Education

Echo Lake and Science CenterInteractive Mobile Field Journal and Games

For Education

United NationsBREAKAWAY Game

For Education

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 11: Applying Game Design Thinking to Education & Business Practices DeMarle

13

131313

13

13

$

amp(

)

))

amp

13

Robert Wood Johnson Foundation Innovation GrantUniversity of Vermont

Cystic Fibrosis Breath Biofeedback Games

For Education

Ford FoundationWealthBuilders Game

For Education

Echo Lake and Science CenterInteractive Mobile Field Journal and Games

For Education

United NationsBREAKAWAY Game

For Education

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 12: Applying Game Design Thinking to Education & Business Practices DeMarle

Ford FoundationWealthBuilders Game

For Education

Echo Lake and Science CenterInteractive Mobile Field Journal and Games

For Education

United NationsBREAKAWAY Game

For Education

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 13: Applying Game Design Thinking to Education & Business Practices DeMarle

Echo Lake and Science CenterInteractive Mobile Field Journal and Games

For Education

United NationsBREAKAWAY Game

For Education

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 14: Applying Game Design Thinking to Education & Business Practices DeMarle

United NationsBREAKAWAY Game

For Education

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 15: Applying Game Design Thinking to Education & Business Practices DeMarle

bull Motivationbull Task Achievementbull Goal Orientationbull Continuous Improvementbull Systems Thinkingbull Collaborationbull Creativitybull Leadership Skills

Harvard Business Review May 2008

What SkillsBehaviors Games Reinforce

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 16: Applying Game Design Thinking to Education & Business Practices DeMarle

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 17: Applying Game Design Thinking to Education & Business Practices DeMarle

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based Learning

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 18: Applying Game Design Thinking to Education & Business Practices DeMarle

Applying Game Design Thinking bull Providing choicesbull Rewards for participationpurchasebull Electronic games to increase participationbull Assigning goals tracking progressbull Setting up challenges to include competitiontimebull Providing feedbackbull Awarding points badges levels leader boardsbull Create levels beginner middle masterbull Bringing in community

Game-based LearningGamification

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 19: Applying Game Design Thinking to Education & Business Practices DeMarle

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 20: Applying Game Design Thinking to Education & Business Practices DeMarle

copyThe Learning Companytrade

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 21: Applying Game Design Thinking to Education & Business Practices DeMarle

copyThe Learning Companytrade

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 22: Applying Game Design Thinking to Education & Business Practices DeMarle

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 23: Applying Game Design Thinking to Education & Business Practices DeMarle

Game-based Learning

copyThe Learning Companytrade

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 24: Applying Game Design Thinking to Education & Business Practices DeMarle

Game-based Learning

copyThe Learning Companytrade

Gamification

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 25: Applying Game Design Thinking to Education & Business Practices DeMarle

Game-based LearningThe process of using games in a learning environment

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 26: Applying Game Design Thinking to Education & Business Practices DeMarle

Gamification

Game-based Learning

The process of applying game design thinking to another environment

The process of using games in a learning environment

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 27: Applying Game Design Thinking to Education & Business Practices DeMarle

Game-based Learning

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 28: Applying Game Design Thinking to Education & Business Practices DeMarle

Game-based Learning

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 29: Applying Game Design Thinking to Education & Business Practices DeMarle

Gamification

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 30: Applying Game Design Thinking to Education & Business Practices DeMarle

Gamification

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 31: Applying Game Design Thinking to Education & Business Practices DeMarle

Participation Bandwidth

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 32: Applying Game Design Thinking to Education & Business Practices DeMarle

Engaging individuals to action is key

Participation Bandwidth

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 33: Applying Game Design Thinking to Education & Business Practices DeMarle

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 34: Applying Game Design Thinking to Education & Business Practices DeMarle

Participation Bandwidth

ldquoit is less and less important to compete for attention and more and more important to compete for things like brain cycles and interactive bandwidth

mdash Jane McGonigal ldquoEngagement Economyrdquo httpjanemcgonigalcom

Fun

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 35: Applying Game Design Thinking to Education & Business Practices DeMarle

Epic Mission

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 36: Applying Game Design Thinking to Education & Business Practices DeMarle

Epic Mission

Epic Win

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 37: Applying Game Design Thinking to Education & Business Practices DeMarle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 38: Applying Game Design Thinking to Education & Business Practices DeMarle

bull The Magic Circle

httpenwikipediaorgwikiDopamine

DopamineFun

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 39: Applying Game Design Thinking to Education & Business Practices DeMarle

bull The Magic Circlebull Flow

httpenwikipediaorgwikiDopamine

DopamineFun

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 40: Applying Game Design Thinking to Education & Business Practices DeMarle

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

Boundaries

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 41: Applying Game Design Thinking to Education & Business Practices DeMarle

httpwwwwindsorstarcomPhotos+World+soccer+action3151780storyhtml__federated=1

Defined playing fieldSuspension of reality-new choices roles

Creating the environment

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 42: Applying Game Design Thinking to Education & Business Practices DeMarle

The Magic Circle

Defined playing fieldSafe space rules pathways

Creating the environment

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 43: Applying Game Design Thinking to Education & Business Practices DeMarle

The Magic Circle

Defined playing fieldInclusion community feedback

Creating the environment

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 44: Applying Game Design Thinking to Education & Business Practices DeMarle

The Magic CircleJohan Huizinga (1872ndash1945)Homo Ludens A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 45: Applying Game Design Thinking to Education & Business Practices DeMarle

FlowProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 46: Applying Game Design Thinking to Education & Business Practices DeMarle

Flow Creating the experienceProposed by Mihaacutely CsiacutekszentmihaacutelyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus full involvement and success in the process of the activity

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 47: Applying Game Design Thinking to Education & Business Practices DeMarle

bull Exploratory amp experiential bull Well ordered problemsbull Cause and effectbull On demand amp in-time learning bull Cycle of expertisemasterybull Repetitionbull No failurebull Try on differing rolesbull Virtual presence bull Creative expressionbull Borderless communitybull Player has a story to tell

Flow Player Experience

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 48: Applying Game Design Thinking to Education & Business Practices DeMarle

Magic Circle amp Flow Environment amp ExperienceChoicebull Exploratory amp experientialbull Try on differing rolesbull Creative expressionbull Borderless community

Rulesbull Well ordered problemsbull Cause and effect

Pathwaysbull Cycle of expertisemasterybull Repetitionbull No failurebull Player has a story to tell

Feedbackbull On demand amp in-time learning bull Cause amp effectbull Virtual presence

Empowering Expertise

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 49: Applying Game Design Thinking to Education & Business Practices DeMarle

Game System Designbull Central conflict or challenge

bull Goals clear Win-lose state

bull Player roles amp motivationmdashthe means to overcome obstacles

bull Multiple pathways to goalsmdashldquotoysrdquo amp ldquotoolsrdquo for deeper exploration

bull Levels of difficulty and achievement

bull Player feedback Reward system

bull Rules maintain balanced systemmdashfrustration versus boredom

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 50: Applying Game Design Thinking to Education & Business Practices DeMarle

Engagement Characteristics amp Perceptions

Source Gamification WIki httpgamificationorgGamification of Work

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 51: Applying Game Design Thinking to Education & Business Practices DeMarle

Challenges Conflicts amp Win-Loss State

bull Defined obstacles the player must face that supports the goal

bull What does success look like What does failure look like

bull Victory state determines what is good according to the system story amp ultimate goal

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 52: Applying Game Design Thinking to Education & Business Practices DeMarle

CompetitionbullChancebull Strategy tactics amp logisticsbull Survival amp reduction of enemy forcesbullDefending vulnerable items or unitsbull Stealth Physical Challenges bull Speed amp reaction time (twitch games)bull Accuracy amp precision (steering amp shooting) bull Timing amp rhythm (dance games)bull Learning special moves (fighting games)bullRaces Economic Challengesbull Accumulating wealth or points bull Efficient Manufacturing bull Achieving balance or stability in a systembullCaring for living things in a system

Conflicts or Challenges

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 53: Applying Game Design Thinking to Education & Business Practices DeMarle

Conceptual Challenges

bull Understanding something new

bull Deduction observation interpretation

bull Detective games offer conceptual challenges

Logical challenges (puzzles)

bull Based on an underlying goal

bull Time

Exploration Challenges

bull Locked doors amp traps

bull Mazes amp illogical spaces

Conflicts or Challenges

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 54: Applying Game Design Thinking to Education & Business Practices DeMarle

Intrinsic amp Extrinsic RewardsMotivators

Engagement Mastery Meaning as opposed to

Points Badges Leader-boards

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 55: Applying Game Design Thinking to Education & Business Practices DeMarle

bull Achievers driven by in-game goals usually some form of points gathering - whether experience points levels or money

bull Explorers driven to find out as much as they can about the game

bull Socializers converse and role-play with fellow gamers

bull Killers cause distress thrive on competition

Player Roles amp Motivation mdash Richard Bartles

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 56: Applying Game Design Thinking to Education & Business Practices DeMarle

bull Easy Fun curiosity creativity exploration

bull Hard Fun challenge goals mastery

Four Keys of Motivation mdash Nicole Lazzaro

Hard Fun Provides the opportunity for challenge mastery and feelings of accomplishment Hard Fun focuses attention with a goal constraints and strategy

ca z -CI Z = III C -u = en

People Fun Provides the excuse to hang out with friends People are addictive and these mechanics over time build social bonds and team work Everyone wants to spend more time with their friends

The 4Keys 2Fun is based on XEODesigns independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004 Free white papers wwwxeodesigncomwhyweplaygameshtml

MASTERY THE BRASS RING

I I I

-

HARD FUN FIERO

l3 u as -en c

(11 0 Ii 0(

lJlJll 1Cqte ei-QO l 0 fantasy 2

iltility E lt6 middotS c jj gt if of )

SERIOUS FUN EXCITEMENT

0

PROVIDE MEANING amp VALUE

The 4Keys 2Fun Player Experience (PX) is how player interaction creates emotion Best selling games use emotion from four types of interactions to capture attention and motivate play Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand

Easy Fun Inspires exploration and role play Fun failure states fantasies or simply enjoying the controls enchants and captures the imagination Easy Fun is the bubble wrap of game design

Serious Fun

C m z -n r-m = a -a I -z i -= Z

Purposeful play changes how players think feel behave or make a difference in the real world The excitement of games enlivens otherwise boring tasks Serious Fun is playas therapy

Copyright C 2004middot2010 XEODeslgn1I) Inc all rights reserved XEODeslgn Is a trademark of XEODesIgn Inc wwwxeodeslglcom

Poster Nicole Lazzaro httpwwwxeodesigncomabouthtml

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 57: Applying Game Design Thinking to Education & Business Practices DeMarle

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 58: Applying Game Design Thinking to Education & Business Practices DeMarle

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 59: Applying Game Design Thinking to Education & Business Practices DeMarle

Points badges status but also advantage and experience

bull Get ahead in a race more likely to get power-ups or special scores

bull In Monopolyndashget houses more likely to get even more money

bull Churned up water in swimming races slows down followers

bull You buy a Happy Meal get a free toy and can play a free game

bull You volunteer you get free pizza

Feedback Positive Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 60: Applying Game Design Thinking to Education & Business Practices DeMarle

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 61: Applying Game Design Thinking to Education & Business Practices DeMarle

bull Achievement that makes subsequent achievements more difficultbull Gold is heavy slows you

downbull You fetch the stick but the

water is wet amp coldbull You rolll a high number

land on the snake amp tumble down

bull Increase the impact of chancemdashif chance is fair it helps as much as hurts

bull Define victory in non-numeric waysmdashchess isnrsquot won by taking the most pieces

Feedback Negative Rewards

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 62: Applying Game Design Thinking to Education & Business Practices DeMarle

Magic Circle Creating the environment for engagement

Flow Creating the experience within the environment

PathwaysRules

Choice Feedback

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 63: Applying Game Design Thinking to Education & Business Practices DeMarle

Creating Successful Routes for Engagement

Create the Magic CirclebullDefine the goal for the player that supports the objectivebullAssign roles (behaviors)bullAllow for choicebullUtilize communitybullSet rules to create a safe space to explore amp align to goal

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 64: Applying Game Design Thinking to Education & Business Practices DeMarle

Creating Successful Routes for EngagementCreate the opportunity for FlowbullAlign Challenges to goalsbullDefine tasksbehaviors that are

productivecreativebullEncourage behaviors through

providing feedback by awarding points badges levels leader boardsbullCreate mastery route with leveled

tasks beginner middle masterbullBalance difficulty short termmdash

long-termbullAlign largest rewards with most

difficult tasksmdashproject goal

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 65: Applying Game Design Thinking to Education & Business Practices DeMarle

httpsvimeocom98940885

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 66: Applying Game Design Thinking to Education & Business Practices DeMarle

httpsvimeocom98940885

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 67: Applying Game Design Thinking to Education & Business Practices DeMarle

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 68: Applying Game Design Thinking to Education & Business Practices DeMarle

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based Learning

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 69: Applying Game Design Thinking to Education & Business Practices DeMarle

Conclusion bullGames promote creativity systems thinking

leadership

bullGames have been used as teaching tools for a longtime Gamification has as well

bull Due to changing technologiesrsquo impact the bandwidth for participation has gotten narrower

bull Dopamine Magic Circle amp Flow

bullGive Player Choice Rules Pathway amp Feedback

bullGame Systems Challenges Rewards

Game-based LearningGamification

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 70: Applying Game Design Thinking to Education & Business Practices DeMarle

Work amp PlayApplying Game

Design Thinking for Education amp

Business

Ann DeMarleChamplain College Emergent Media CenterAssociate Dean Professor Directordemarlechamplaineduanndemarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives

Page 71: Applying Game Design Thinking to Education & Business Practices DeMarle

Keynote ldquoWork and Play Applying Game Design Thinking for Education and Businessrdquo by Ann DeMarle (Chapman Hall upper level)In todayrsquos hyper-mediated economy it becomes increasingly more difficult to actively connect engage and involve ndash whether with students customers or within social networks This talk will ponder the question How do we convert a member of the crowd into a member of a team This question articulates the dilemma for innovative institutions organizations and educators who need to grapple with the new challenge of harnessing ldquoparticipation bandwidthrdquo This presentation will explore a perspective gained from the world of play taking cues from game designers virtual world builders and play experts to design strategies and experiences that increase engagement and motivation for otherwise ldquoseriousrdquo initiatives