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Koos de Beer Theo JD Bothma Department of Information Science Designing gameful experiences using ARGs BOBCATSSS 2017 Tampere, Finland 25-27 January 2017

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Page 1: Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

Koos de BeerTheo JD Bothma

Department of Information Science

Designing gameful experiences using ARGs

BOBCATSSS 2017Tampere, Finland

25-27 January 2017

Page 2: Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

Overview

• Introduction• Purpose• Background– Gamification and education– Understanding ARGs

• Gameful design using ARGs• Conclusion

Page 3: Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

Introduction

• Alternate reality games– Multiple types of media – Immersive– Narrative driven– Community of players– Collectively solve puzzle and construct the

narrative• Gamification is the use of game elements in a

non-game context

Page 4: Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

Purpose

• The purpose of the paper– Elaborate on gamification in education– Challenges in education that gamification attempts to

solve– Game phenomena that work in gamification in education– ARGs: Background, characteristics and the nature of ARGs– To answer:

How can game elements unique to ARGs be used in gameful design?

Page 5: Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

Background

• Gamification

• “Gameful design is designing for gamefulness by making use of game design elements”

• To make a system or a process more game-like

Page 6: Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

Gamification and education

• Gamification in education can:– Engage students effectively– Increase retention– Motivate students for the course, the content and

the usage of course-related systems

What game elements are used in gamification?

Page 7: Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

Game elements used in gamification of education

• Important: Integrate the elements into the course/system

• Points, badges and leader boards• Quests/challenges• Award badges for different activities thus rewarding

certain behaviour – group challenges, series of challenges, individual challenges

• Customisation from participation• Narrative or stories• Game elements that facilitate social engagement

Page 8: Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

The reasoning behind specific game elements

• Intrinsic sense of satisfaction• “Freedom with regards to expression of

content”• Compare and contrast performance with

others• Promote specific behaviour

Page 9: Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

Crafting game-like experiences with game elements

• Use the elements to engender:– Competition– Collaboration– Community formation– Player agency/Control

Page 10: Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

Gamification and gameful design

• Instead of just borrowing game elements• Use game design to craft game-like

experiences• Develop the course and content from the

ground up to be more game-like

Page 11: Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

Background – Understanding ARGsComponents Sub components

Narrative

Game action

Community interaction

Narrative

Community

Game action

?Narrative hook

RNarrative reward

NNarrative piece

System with player Player with system Player with player External interaction

Lead in mechanism

PPuzzle Link

Page 12: Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

Gameful design using ARGs• Narrative

– Invest the user in the narrative– Link the narrative to the challenges/course content

• Game actions– The game-like actions can reward players with narrative– Challenges and game-like actions are linked

• Collaboration– The result of a “chunked narrative” and collaborative game actions

(puzzles, challenges etc.)– Spreading the challenges, students can pick which “challenge group” to

join– Reconstructing the narrative, which is linked to the course content– Making sense of the narrative is making sense of the course content

Page 13: Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

Conclusion

• Design courses to be more game-like, specifically more ARG-like

• Manifest the characteristics in ARGs in education through gameful design

• Moving forward?

Page 14: Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

Thank you!Questions / comments?

[email protected]@up.ac.za