Gamification how and why it may be useful - slide share
1. GAMIFICATION
How and why
it may be useful
Alberto Signoretti
Nuno Almeida – Diogo Vieira – Ana I. Martins – António Teixeira
Seminário
Turismo
Cultural
–
IPT
–
Tomar
2015
Novos
Desafios
Novos
Rumos
2. And/or if it is you
during the presentation…
If you came to this
presentation…
FIRST... First of All…
❏ Just after lunch??? You must be kidding!!! kkkkk
You will loose the PRIZE!!!…
3. First of All… A little game
❏ Playing a memory game…
❏ There are several signs hidden in the slides…
❏ Colors, shapes, words…
❏ A lot of things…
❏ Find the hidden signals during the presentation…
❏ What means: PAY ATTENTION!! Don’t be the “suricato”!!!
❏ When you see the chart “It’s time to play”…
❏ Use your smartphone or computer and go to the game page…
❏ Play the game…
❏ The best score with the short time wins the PRIZE!!!
❏ Let’s try a gamification for this presentation
4. First of All… A little game
Wellcome to a “Gamification” journey
5. First of All… An Example
❏ Regensburg, Germany (2007 & 2008)
6. First of All… Perception
❏ For whom we create things?
❏ For USERS!!!
❏ What Really matters?
❏ The perception of the USER!!! ! Experience!!!
❏ What we can consider as a baseline?
❏ Give to others the same you want to receive!!!
7. Gamification - Definitions
❏ “The adoption of game technology and game design methods outside of
the games industry”
❏ “The process of using game thinking and game mechanics to solve
problems and engage users”
❏ “Integrating game dynamics into your site, service, community, content or
campaign, in order to drive participation”
“Gamification” is the use of game design elements
in non-game contexts
8. Gamification – What is not!
❏ A Product… It is a PROCESS!
❏ Only the use of badges, points or leaderboards…
❏ Everything is a game…
❏ The fix for a bad product…
❏ …
9. Why Games?
❏ There is something MAGICAL about games!
❏ They contain special POWER:
❏ Power to captivate us and draw us in,
❏ Power to encourage us to repeat things we've seemingly done before,
❏ Power to get us to spend money on things that seem not to exist,
❏ Power to get us to solve unnecessary complex problems repeatedly,
❏ Power to get us incredibly persistent,
❏ Power to get us ENGAGED,
❏ And so forth….
❏ Pervasive games (augmented reality, geolocation, other sensors…)
❏ Wearable technologies
13. The Engagement/Motivation Science
❏ Fogg Behavior Model (FBM) – by B. J. Fogg
Motivation, Ability, Trigger
❏ Conditioning – by Skinner
Reinforcement
❏ Flow – An optimal state of intrinsic motivation – by M. Csikszentmihalyi
An optimal state of intrinsic motivation
❏ The Paradox of Choice – by Schawrz
Less is More, Tyranny of choice
❏ P.E.R.M.A. – Positive Phycology – by Martin Seligman
Positive Emotions, Engagement/Flow, Relationships, Meaning, Accomplishment
❏ HOOK Model – by Nir Eyal
Trigger, Action, Reward, Action
❏ DRIVE Model – by Daniel H. Pink
Autonomy, Mastery, Purpose (Designing, Story, Symphony, Empathy, Play, Meaning)
❏ The Power of Habit – by Charles Duhigg
Cue (Trigger), Routine, Reward
❏ 4 Key for Fun – by Nicole Lazzaro
Easy Fun (Novelty), Hard Fun (Challenge), People Fun (Friendship), Serious Fun(Meaning)
❏ Behavioral Economy
18. Design for Fun and Learning
❏ 3 Fs: Friends, Feedback & Fun (Zichermann)
❏ Meaningful environment & Clear goals
❏ Ability matched to levels & Feedback
❏ Fun arises out of mastery - Learning is the drug. (Amy Jo Kim)
❏ Drive Design – D. Pink
❏ Not just functional
❏ Beautiful
❏ Attention getting
❏ Emotionally engaging
❏ FUN?…
❏ Why fun matters: in search of emergent playful experiences by Sonia Fizek
❏ Rethinking Gamification
❏ 4 Keys 2 Fun
22. Making a game: How complicate it could be?
❏ G1 Test & Interview
❏ Launch Cinematic
❏ Official Page
23. GAMIFICATION
❏ It’s time to PLAY!
❏ Use your smartphone or computer and go to the game page…
❏ URL: XXXXX.NET
❏ Wait to start…
❏ Play the game…
❏ Good luck…
❏ The best score with the short time wins the PRIZE!!!