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Gamification & motivational design - Research-based perspectives 1/2015 Jonna Koivisto, Researcher Game Research Lab, University of Tampere, Finland Summary of the lecture contents and workshop January 14th: Making sense of gamification & motivational design Conceptualizing gamification Defining games Games today, the growing interest in games and gamification Considering gamification as a technology Categories of technologies; situating gamification Factors explaining the use of technologies The rise of gamification Research on human motivations Use of games for purposes other than entertainment Examples of Gamification, defining gamification, examining the structure of gamification “Game mechanics” / Motivational affordances Psychological effects Outcomes / contexts January 15th: Research-based perspectives on gamification "Does gamification work?" A look at empirical research conducted on gamification Examining the past and future of gamification Examining a systematic literature review on gamification The results from research on the question "Does gamification work?" Analyzing the current state of research and looking into the future Workshop: Designing gamification & gamification research Designing ideas for gamification Planning contexts and mechanics Sharing the ideas and giving feedback

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Page 1: Ldb Gamification_Koivisto 01

Gamification & motivational design - Research-based perspectives 1/2015

Jonna Koivisto, Researcher Game Research Lab, University of Tampere, Finland

Summary of the lecture contents and workshop

January 14th:

• Making sense of gamification & motivational design

• Conceptualizing gamification

• Defining games

• Games today, the growing interest in games and gamification

• Considering gamification as a technology

• Categories of technologies; situating gamification

• Factors explaining the use of technologies

• The rise of gamification

• Research on human motivations

• Use of games for purposes other than entertainment

• Examples of Gamification, defining gamification, examining the structure of gamification

• “Game mechanics” / Motivational affordances

• Psychological effects

• Outcomes / contexts

January 15th:

• Research-based perspectives on gamification

• "Does gamification work?"

• A look at empirical research conducted on gamification

• Examining the past and future of gamification

• Examining a systematic literature review on gamification

• The results from research on the question "Does gamification work?"

• Analyzing the current state of research and looking into the future

• Workshop: Designing gamification & gamification research

• Designing ideas for gamification

• Planning contexts and mechanics

• Sharing the ideas and giving feedback

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Short summary of the presentation:

Gamification &

motivational design

Research-based perspectives

January 14-15, 2015

University of Foggia

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Who?

● Researcher, M.A., Doctoral Candidate

● Game Research Lab, University of

Tampere, Finland

● Research topics:

Gamification, motivational systems,

persuasive technologies, etc.

● In the fields of game studies, information

systems science, psychology, etc.

Jonna Koivisto – jonnakoivisto.com

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Agenda for making sense of gamification & motivational design

● Conceptualizing gamification

● Examples of Gamification

● “Game mechanics” / Motivational affordances

● Psychological effects

● Outcomes / contexts

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Games today

- Game industry has become the largest entertainment industry in the world (Yi, 2004)- Bigger than movies, music...

- In recent years, the growth has been huge

- Digital distribution and variety of platforms

- Rise of mobile gaming, social network gaming…

- Gaming has become an “everyday” activity

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Games today

- The rise of the gaming industry has got larger audiences interested in the potential of games

- marketing personnel, system designers, executives…

- What if we could transfer the motivational potential of games to other contexts…?

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Factors affecting technology use

- Rational, instrumental values

- Hedonic values

- Technology adoption of different techs

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Motivation

- Intrinsic motivations vs. extrinsic motivations (Deci & Ryan, 1985)

- Positive psychology (e.g. Seligman & Csikszentmihalyi, 2000)

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Gamification

- Drawing together the perspectives:

- Useful technologies

- Entertainment technologies

- Motivational factors

The concept of gamification

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Gamification

- Definitions by Huotari & Hamari (2012), Deterding et al. (2011)

- Examples of gamification

- A look at different gamification services: - Nike+, Fitocracy, Recyclebank, Mindbloom etc.

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Examining gamification

- Gamification framework:

- Affordances: - achievements, avatars, rewards, narratives, points, social features etc.

- Psychological outcomes: - flow, social comparison, competence, etc.

- Behavioral outcomes

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Does

gamification

work?Presentation based on the publication:

Citation: Work? – A Literature Review of Empirical Studies on Gamification.

In Proceedings of the 47th Hawaii International Conference on System

Sciences, Hawaii, USA, January 6-9, 2014.

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Paper available at:

http://dx.doi.org/10.1109/HICSS.2014.377

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Workshop:Designing gamification &

gamification research

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Workshop:Designing gamification &

gamification research

- Let’s design gamification ideas

- In groups or alone:

- Plan the context, plan the outcomes

- Plan the affordances

- Think of answers for the questions

- Then, we share ideas and give advice to each other!

LET’S PLAY!