keynote on games for engagement from learning technologies conference 2017

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How games inspire, enthral and engage us Pete Jenkins – February 2017

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Page 1: Keynote on Games for engagement from Learning Technologies Conference 2017

How games inspire, enthral and engage us

Pete Jenkins – February 2017

Page 2: Keynote on Games for engagement from Learning Technologies Conference 2017

© GAMIFICATION+ LTD 2015 2

PETE’S CURRENT TITLESFounder – GAMIFICATION+ LTD

Entrepreneur in Residence at University of Brighton

Chair – International Gamification Confederation (GamFed)Researcher in Gamification in HR at CROME (Centre for Research on Management & Employment)Organiser of Brighton Gamification MeetupAmbassador for Worthing & Adur and Brighton & Hove Chambers of Commerce

Page 3: Keynote on Games for engagement from Learning Technologies Conference 2017

What do you play?

Page 4: Keynote on Games for engagement from Learning Technologies Conference 2017

Gamification refers to the use of game mechanics in non-gaming

contexts

Page 5: Keynote on Games for engagement from Learning Technologies Conference 2017

• 3.12 million drivers through the radar zones

• 40 per cent of speeding drivers slowed to below the speed limit

• Speeding vehicles passing the signs have reduced their speed by an average of 9.6km/h

• average reduction in speed for all vehicles passing the speed warning signs has been 5.4km/h

• Budget AUS$854,000 for 26 signs

Brisbane City Council – Emotive Feedback

Page 6: Keynote on Games for engagement from Learning Technologies Conference 2017

Activision Blizzard’s players racked up how many hours of play time in 3rd Quarter 2016?

A. 100 million

B. 1 billion

C. 10 billion

Page 7: Keynote on Games for engagement from Learning Technologies Conference 2017

Source: GameTrack, 2016 Q3

Page 8: Keynote on Games for engagement from Learning Technologies Conference 2017

I DON’T PLAY BUT IT’S FUN TO WATCH

Page 9: Keynote on Games for engagement from Learning Technologies Conference 2017

Dopamine

Oxytocin

Serotonin

Endorphins

Page 10: Keynote on Games for engagement from Learning Technologies Conference 2017

Maslow’s Hierarchy of Needs

Page 11: Keynote on Games for engagement from Learning Technologies Conference 2017

Three basic needs

Competence

Autonomy

Relatedness

Self-Determination Theory

Page 12: Keynote on Games for engagement from Learning Technologies Conference 2017

Three key drivers

Mastery

Purpose

Autonomy

Daniel Pink - Drive

Page 13: Keynote on Games for engagement from Learning Technologies Conference 2017

Marczewski’s Three Layers of Motivation

Page 14: Keynote on Games for engagement from Learning Technologies Conference 2017

Points

Resources

Boss fights

Game components

Content unlocking

Badges

Levels

Progression

Collections

Achievements

Social graph

Leaderboards

Teams

Combat Virtual goods

Quests

Virtual currency

Avatars

Gifting

Page 15: Keynote on Games for engagement from Learning Technologies Conference 2017

Compettia - Atrivity

Average knowledge increase in players over a 5 day period is 30%

80% of players end up playing it outside of work hours

Most questions answered by a player in 5 days is 10,521 questions

Average player will answer 800 questions during a 5 day period

Most commonly play between 11pm and 1am

Page 16: Keynote on Games for engagement from Learning Technologies Conference 2017

Male 58%

Male 6-10 7% Male 11-14 6% Male 15-24 16% Male 25-34 9% Male 35-44 10% Male 45-64 9%

Female 42%

Female 6-10 7% Female 11-14 6%Female 15-24 8% Female 25-34 7% Female 35-44 5% Female 45-64 9%

% Gamers playing on any format/device in UK

Source GameTrack (ISFE/Ipsos Connect), Quarter 3 2016.

Page 17: Keynote on Games for engagement from Learning Technologies Conference 2017

https://rise.global/gurus

Page 18: Keynote on Games for engagement from Learning Technologies Conference 2017

Marczewski’s Player and User Types Hexad

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https://gamified.uk

Page 20: Keynote on Games for engagement from Learning Technologies Conference 2017

HEXAD Player Type Results

2,172 responses

Free Spirit

Philanthropist

Achiever

Socialiser

Player

Disruptor

0 5 10 15 20 25 30

27

24

18

14

14

3

%

Source: gamified.uk 01/02/2017

Page 21: Keynote on Games for engagement from Learning Technologies Conference 2017

https://gamified.uk

Page 22: Keynote on Games for engagement from Learning Technologies Conference 2017

https://gamified.uk

Page 23: Keynote on Games for engagement from Learning Technologies Conference 2017
Page 24: Keynote on Games for engagement from Learning Technologies Conference 2017

Co-Operative Play

Source: http://quanticfoundry.com/2016/07/21/social-gaming/

Page 25: Keynote on Games for engagement from Learning Technologies Conference 2017
Page 26: Keynote on Games for engagement from Learning Technologies Conference 2017

Co-Operative Play - Gender

Source: http://quanticfoundry.com/2016/07/21/social-gaming/

Page 27: Keynote on Games for engagement from Learning Technologies Conference 2017

Source: http://www.polygon.com/2014/8/7/5979575/two-board-games-you-should-play-right-now-pandemic-risk-legacy

Page 28: Keynote on Games for engagement from Learning Technologies Conference 2017
Page 29: Keynote on Games for engagement from Learning Technologies Conference 2017

Gamification Strategy

Deliberately take aspects of games and use them as lenses to identify gaps in

people processes and explore new strategies for engagement

Play with others and share your thinking. Ideas will evolve faster and teams will

adopt and take ownership of shared new strategies.

Notice, value and reward game thinking in others. Game players are already found

throughout our businesses. Use their creative and strategic thinking and embed

games into the culture.

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Page 31: Keynote on Games for engagement from Learning Technologies Conference 2017
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https://www.superbetter.com

Please attempt:• Bad Guys – • The Stick Chair

• Power Ups - • Hug Yourself• Human Tag

Page 34: Keynote on Games for engagement from Learning Technologies Conference 2017

Thank you for playing.

Today we’ve looked at:

• Neuroscience & psychology

• Game components• Game player demographics• Player types

• Strategies for engaging through gamification

So, any questions?

[email protected]

http://gamificationplus.uk@gamifiplus @petejenkins