applying game design thinking to education & business practices demarle
TRANSCRIPT
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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