selected productions serious games interactive 2006-2011 © serious games: press start to play...

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Selected productions Serious Games Interactive 2006-2011 © Serious Games: Press start to play Kom-dag ‘11, 9 st November 2011 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive Gamification

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Selected productions Serious Games Interactive 2006-2011 ©

Serious Games: Press start to playKom-dag ‘11, 9st November 2011

Simon Egenfeldt-Nielsen, PhD

CEO, founder Serious Games Interactive

Gamification

My Background

• MA Psychology• PhD Games & learning• Mixing industry & research

European Research projects: SIREN, PlayMancer, Vistra & GaLa

Computer games• Global Conflicts-series• Playing History-series• +20 games for clients

Serious Games Interactive (SGI) was founded in 2006 in Copenhagen, Denmark.

Covered in most major news outlets and won numerous awards.

Develop serious games that combines playing, learning, communication and story-telling.

We are a cross-disciplinary team of 18 people with strong roots in research.

Range of different client: Amnesty, Unicef, Kaplan, WWF, The Danish National Museum, World bank, LEGO and European Schoolnet.

Company background

What is gamification…

”Integrating game dynamics into a site, service, activity, community, content or campaign, in order to

encourage a certain behavior, attitude or skill."

Serious games VS gamification

Product vs. meta

Ex.: School - Learning games vs. incentive activity structuresEx.: Health - Rehabilitation game vs. weight-loss app

Ex. Corporations - Onboarding game vs. customer service tool

We invest 3 Billion hours every week in playing games

Everyone…

Source: Mr. Toledano

Agenda

Why gamification now?What is gamification Who have done this?

The attention economy

Gamification signals a greater shift… Fight for attention & relevance

Need for engaged usersNeed for user permissions

Getting more creative in user interaction

The pre-history of gamification

Cash incentives

1900s 2000s1980s1930s

Coupon codes

Loyalty systems

Virtual rewards

The power of computers…

Read… Listen…

View

Representation – we can really only ‘show’ things

Simulation –We can represent, track, interact and manipulate

Doing & experiencing

Agenda

Why gamification now?What is gamification Who have done this?

What is gamification…

”Integrating game dynamics into a site, service, community, content or campaign, in order to encourage a certain behavior, attitude or skill."

Haven’t we seen this before?

Cybernetics

Behavioural

economics

Control

theory

Behavioural

theories

Behaviour

change

Game theory

Sociology

Psychology

The key rewards (they overlap)…

Status

Access

Power

Stuf

f

The most effective reward and it cost designers nothing. Taps into social nature of people.

Powerful for progressing people and support status. Eg. VIP access to special areas or voting.

Effective incentive comes in many shapes like kicking people, voting for changes etc.

Both be virtual and material. Both can free or costly. Probably the least effective incentive.

Pitfalls

•Everyone = no-one? It’s difficult to engage everyone - women, elderly, hip-hopper, casual, hardcore etc.

•Pseudo victory: Rewards are not achievements - it needs to be meaningful. Not just 'badgification or pointification'.

•Participation bandwidth: Need to be interesting and engaging enough to draw people away from something else.

•Unintended consequences: When you engineer behaviors you may make mistakes that leads to unforeseen results.

•Undermining intrinsic values: By providing external rewards for something that should be intrinsic you risk undermining inner drive.

Agenda

Why gamification now?What is gamification Who have done this?

Case: Ribbon Hero

4 months after release+100.000 Downloads+120.000 Challenges played

Microsoft Office seen as innovative, interesting and cool.

Source: Microsoft Office Lab through Gabe Zichermann

Case: Farmville

Case: Car dash boards

• It appears to be working

• We have always been doing this

• But its more triggy than it appears

• Now we have identified it’s more powerful.

Bring the engagement to the product – not the other way around

The Wrap-up

Contact details

Serious Games Interactivewww.seriousgames.dk www.globalconflicts.euwww.playinghistory.eu

Simon Egenfeldt-Nielsenwww.egenfeldt.eu

[email protected]