games and gamification
DESCRIPTION
A lecture which reviews a variety of games used to train, educate, and motivate students and employees.TRANSCRIPT
In The Workplace
Games and Gamification
Presented by: Charles Palmer
Quick introductions
Charles Palmer
Executive DirectorCenter for Advanced Entertainment and Learning Technologies
Associate Professor of Interactive Media
@charlespalmer
Learning @ HU
• Learning Technologies – BIG IDEA• Integrated approach to LT• Center for Advanced Entertainment and
Learning Technologies - CAELT
Games
Games
Serious Games
http://www.gamesforchange.org
http://gamesforhealth.org/
Geisinger Health
Client project
Goal: spark behavior change for chosen audience
Platform: mobile, desktop
Timeframe: nine months
Responsibility: game designproduction management
• Theme: Grow PLP Tree of Knowledge
• Story: New Principal at West Side High
• Character: Superintendent Wiggins
• Obstacles: Disease, Weather, Insects, Fire, Deforesting
Alternate Reality Games
Gamification
the concept of applying game-design thinking to non-game applications to make them more fun and engaging
Gamification Examples
The core strategy of Gamification is giving awards, such as badges or certifications, for accomplishing tasks. But not just any task.
Gamification Examples
Gamified-training examples
Gamified-training examples
A little history
Loyalty Programs
(redemption)
Game Design
(engagement)
Behavioral Economics(status/reputation)
Engagement loop
Challenges
Game Play
Win/Loss conditions
LeaderboardsBadges
Social networking
Status
Point or RewardSystem
But wait, it can’t be that easy.
Creating these types of games is hard work (so what else is new)
Just adding points and badges doesn’t make something fun and an improperly balanced reward system will negatively effect the behavior you are trying to address.
The true magic happens when a player succeed in a challenge which seemed (or was) daunting and beyond their skill level.
Players are motivated by different things. So we have to consider different experiences for varying player types*
Too easy
Too frustrating
Ach
ieve
rs •prefer to gain "points," levels, equipment and other concrete measurements
•go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it.
Exp
lore
rs •players who prefer discovering areas, creating maps and learning about hidden places
•feel restricted when expected to move on in a certain time frame, as that does not allow them to look around at their own pace.
•find joy in discovering an unknown glitch or a hidden easter egg.
Soc
ializ
ers •gain the most
enjoyment by interacting with other players, and on some occasions, computer-controlled characters with personality
•The game is merely a tool they use to meet others in-game or outside of it
Kill
ers •thrive on
competition with other players, and prefer fighting them to scripted computer-controlled opponents
Player Types
http://bit.ly/BartleGamerTest
Game Play
Challenges
Game Play
Win/Loss conditions
LeaderboardsBadges
Social networking
Status
If we zoom in on Game Play…
Community Collaboration Discovery EPIC
Meaning Free Lunch
Infinite Gameplay Loss Aversion Lottery Momentum Ownership
Appointments Blissful Productivity Status Urgent
Optimism Virality
Cascading Information Combos Achievements Levels
Countdown Quests Reward Schedules Points
Game mechanics
Community Collaboration Discovery Behavior EPIC Meaning Free Lunch
Infinite Gameplay Loss Aversion Lottery Momentum Ownership
Appointments Blissful Productivity Status Urgent
Optimism Virality
Feedback Cascading Information Combos Achievements Levels
Countdown Quests Reward Schedules Points Progression
Community Collaboration Discovery Behavior EPIC Meaning Free Lunch
Infinite Gameplay Loss Aversion Lottery Momentum Ownership
Appointments Blissful Productivity Status Urgent
Optimism Virality
Feedback Cascading Information Combos Achievements Levels
Countdown Quests Reward Schedules Points Progression
Game mechanics
Four consideration before you gamify…
1. Understand what constitutes a “win” for the player and organization
2. Design for the emotional human, not the rational human
3. Most interactions are boring, make everything a little more fun
4. Know your audience, and test often.
Charles [email protected]@charlespalmer
Half the Sky Impact Reporthttp://bit.ly/hts-report
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