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A great duo!
Roman Rackwitz; CEO Engaginglab

&
Gamification – [gay-muh-fi-kay-shuhn]
Reverse-engineering what makes games effective and graft it into
business environment.

Serious Game – [si(ə)rēəs ɡe:m]
Serious games are simulations of real-world events or processes designed for the
purpose of solving a problem. Although serious games can be entertaining, their

main purpose is to solve real-world challenges.
Similarities.
Making full use of the fact that ‚to play‘ is build into our DNA.
„Play is nature‘s learning engine. When you break it down, it’s the act of
deploying the scientific method on the world around you, innately. It’s part of
your basic instinct.”

– Aaron Dignan

Games are a structured way of play and enable us to…

1.

…transfer complex systems into a more plain environment. This way we
are able to get to know difficult circumstances without the danger of
being overwhelmed and becoming frustrated.

2.

…experience real-time feedback that provides us with
relevant and personalized information about our acting and
its consequences. This way we can learn from our behavior
and change it or bring it to perfection.

3.

…challenge and to improve our skills without
the risk of failure and all its consequences.
…but with different strategies.
Real
world
challenges
&
problems become part of a
classic game. Game-context.

Transfer of game-mechanics and
-elements
(psychology
&
aesthetic) into environments
and processes with non-gamingcontext.

Game

/
=

Problem

/ Acti ity

Game-elements

Acting in a virtual environment.

Staying in reality.
The respective advantages.

The

enables us to work on an important &
real problem and challenge and to test
it without the risk of failure and its
consequences.

enables us in a fascinating manner to
integrate the potential of a ‘gamful’
situation and its influence on our
Human species, into our daily
activities and work.
In Action.
You should use serious games where you want to
connect knowledge with implementation.
Especially within a distinct, playful, and virtual
Environment people are more likely to break new
Ground and so, to challenge existing behavior, rules,
and facts.
This is a condition precedent to discover new
possibilities.

The desire for engaging challenges and the possibility
to solve them by using your own skills is a pervasive
craving of the human species.
If you want to enrich real-life activities in a way that
people get a similar feeling for their own ‚Path to
Mastery‘, meaningful decisions, accomplishments, and
progress, like we can experience it in a game-likeenvironment, organizations should focus on
Gamification as their strategy.
Conclusion
For companies and organizations can use both serious games and
Gamification to enhance the a more motivated, engaged and
fulfilled experience for their employees and customers.
Concerning the requirements both approaches have advantages
and limitations.
Normally Gamification and serious games are used independently
but think about the potential if an organization uses them both in a
collaborative way.
- Roman Rackwitz

Find more about at: http://de.slideshare.net/romrack/
Roman

Rackwitz

Gamification

Pioneer

is

a
from

Germany.

He

is

a

Top

10

Gamification Guru in the World
by Leaderboarded, and is a
Partner

As the founder of Engaginglab

rated

at

the

Enterprise

Gamification Consultancy.

he leads the first established

Gamification Agency within the
www.engaginglab.com
roman@engaginglab.com
Twitter: @RomanRackwitz

Roman is also the Chair at

german speaking countries

GamifyCon,

Germany's

first

(D-A-CH).

Gamification

Conference

and

GamFed,

the

co-founded
worlds

first

Association.

Gamification

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Gamification and serious games - a great duo

  • 1. A great duo! Roman Rackwitz; CEO Engaginglab &
  • 2. Gamification – [gay-muh-fi-kay-shuhn] Reverse-engineering what makes games effective and graft it into business environment. Serious Game – [si(ə)rēəs ɡe:m] Serious games are simulations of real-world events or processes designed for the purpose of solving a problem. Although serious games can be entertaining, their main purpose is to solve real-world challenges.
  • 3. Similarities. Making full use of the fact that ‚to play‘ is build into our DNA. „Play is nature‘s learning engine. When you break it down, it’s the act of deploying the scientific method on the world around you, innately. It’s part of your basic instinct.” – Aaron Dignan Games are a structured way of play and enable us to… 1. …transfer complex systems into a more plain environment. This way we are able to get to know difficult circumstances without the danger of being overwhelmed and becoming frustrated. 2. …experience real-time feedback that provides us with relevant and personalized information about our acting and its consequences. This way we can learn from our behavior and change it or bring it to perfection. 3. …challenge and to improve our skills without the risk of failure and all its consequences.
  • 4. …but with different strategies. Real world challenges & problems become part of a classic game. Game-context. Transfer of game-mechanics and -elements (psychology & aesthetic) into environments and processes with non-gamingcontext. Game / = Problem / Acti ity Game-elements Acting in a virtual environment. Staying in reality.
  • 5. The respective advantages. The enables us to work on an important & real problem and challenge and to test it without the risk of failure and its consequences. enables us in a fascinating manner to integrate the potential of a ‘gamful’ situation and its influence on our Human species, into our daily activities and work.
  • 6. In Action. You should use serious games where you want to connect knowledge with implementation. Especially within a distinct, playful, and virtual Environment people are more likely to break new Ground and so, to challenge existing behavior, rules, and facts. This is a condition precedent to discover new possibilities. The desire for engaging challenges and the possibility to solve them by using your own skills is a pervasive craving of the human species. If you want to enrich real-life activities in a way that people get a similar feeling for their own ‚Path to Mastery‘, meaningful decisions, accomplishments, and progress, like we can experience it in a game-likeenvironment, organizations should focus on Gamification as their strategy.
  • 7. Conclusion For companies and organizations can use both serious games and Gamification to enhance the a more motivated, engaged and fulfilled experience for their employees and customers. Concerning the requirements both approaches have advantages and limitations. Normally Gamification and serious games are used independently but think about the potential if an organization uses them both in a collaborative way. - Roman Rackwitz Find more about at: http://de.slideshare.net/romrack/
  • 8. Roman Rackwitz Gamification Pioneer is a from Germany. He is a Top 10 Gamification Guru in the World by Leaderboarded, and is a Partner As the founder of Engaginglab rated at the Enterprise Gamification Consultancy. he leads the first established Gamification Agency within the www.engaginglab.com roman@engaginglab.com Twitter: @RomanRackwitz Roman is also the Chair at german speaking countries GamifyCon, Germany's first (D-A-CH). Gamification Conference and GamFed, the co-founded worlds first Association. Gamification