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28 Οκτ 2013 (πριν από 3 χρόνια και 9 μήνες)

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Gamification
:

A
Framework for Community Engagement

Me

Mini me

MannyAcevedo.com

@
MannyAcevedo

Manny@stickaforkin.me


The Challenge

Don’t Ask Don’t tell

Warning! Hype Cycle Ahead

Gamification isn't new

An
e
stablished framework

The Current Model(so far)

Points

*
Don’tPlayGamesWithMe,SebastianDeterding

Tracking & Feedback

Badges

Goals, Rewards, Status

Leaderboards

Comparison , Competition

Incentives

Rewards

Gamification: What it used to mean

A game is a system in which players engage in an
artificial conflict, defined by rules, that results in a
quantifiable outcome
.


Rules
of Play:

Game Design
Fundamentals

Katie Salen & Eric
Zimmerman

Gamification: What it means today

Gamification
as the infusion of game design
techniques, game mechanics, and/or game style into
anything. This definition is purposely broad to support
the many uses of the word
.
The Gamification Wiki

Where is this going?

Gartner Says By 2015, More Than 50 Percent of
Organizations That Manage
Innovation
Processes Will
Gamify

Those Processes
http://www.gartner.com/it/page.jsp?id=1629214s

ResearchKart

says Gamification
industry to grow to a
3.6 billion dollar market between
2012
-
2017
http://researchkart.wordpress.com

Gamification Battleground

User
Interests

Business
Interests

The “Sweet Spot”

Users gaming the system

Users that will play anything

* Buster Benson

A Framework: 4D

Discover

Design

Develop

Deploy

* ME!

Discover : Why?



Sample questions

1.
Why are you “
Gamifying
” your
product/ service?

2.
How does this benefit your user?

3.
Is there a skill to be learned? If not,
gamification probably won’t help.

4.
Are you trying to make a game
instead
?.

5.
What are the goals of the business?

6.
What actions do you want your users
to take to support these goals?

7.
What if it goes wrong?

8.
What do you need to measure and
know?

9.
What are the goals of the people
using the product/service?

10.
What kind of experience are you
looking to create
?


Discover : MVP/Metrics

Design : Define the player & motivations


“Intrinsic & Extrinsic motivation
doesn’t exists…They
are taking
many diverse human needs and
motivations, putting them into
just two categories, and then
saying one type of motivation is
better than
another…”

Stephen Reiss , Researcher & Professor of Psychology
Ohio State

Design : Defining the player & motivations

What We
“Really”

Want

Autonomy

Mastery

Order

Tranquility

Honor

Winning

Meaning

Sensuality

Physical
Activity

Romance

Status

Power

Social
Contact

Collecting

Acceptance

Family

Our
Basic
Desires

Who am I? The 16 Basic Desires that Motivate Our Actions and Define Our Personalities

~Stephen Reiss

Design : Defining the player & motivations

Autonomy
, Mastery, Purpose

~Drive, Dan Pink


PERMA

~Flourish, Martin Seligman



SAPS

~Gabe
Zichermann



Why We Play Games & The 4 Keys to Fun

~Nicole
Lazzaro


Lifecycle design : Sustainable
S
ocial systems

~Amy Jo Kim



Design : Defining the player & motivations


FLOW

~Flow,
Mihaly

Csikszentmihalyi




Design : Define the path to Mastery

*Smart Gamification, Amy Jo Kim

Design : TEST!

Develop: DIY?

Deploy!

It’s not magic

Where are they now?

Huffington Post:

Spurned by the
community!

But still hanging on….


Google News:

Faded into obscurity?

Does anyone care?

Badges are pretty important to these guys

Next steps

1.
Do the research

2.
Define the experience

3.
Implement a point system and refine it first (Easy WIN!)

4.
Ask a professional

5.
Build , Test, Refine, etc…
etc

Thanks
!

MannyAcevedo.com

@
MannyAcevedo

Manny@stickaforkin.me

Recommended Reading

Reality is Broken

~ Jane
McGonigal


Predictably
Irrational: The Hidden Forces That Shape Our
Decisions

~Dan
Ariely


Drive

~Dan
Pink


FLOW

~Flow,
Mihaly

Csikszentmihalyi


Flourish

~

Martin Seligman


The Art of Game Design: A book of lenses

~ Jesse Schell


A Theory of Fun for Game Design

~
Raph

Kaster


Papers on: Why
We Play Games & The 4 Keys to Fun


~Nicole
Lazzaro


Slides on : Lifecycle
design : Sustainable Social systems

~Amy Jo
Kim




People


Sebastian
Deterding


http
://codingconduct.cc/


Buster Benson


http
://busterbenson.com/


Dustin
DiTommaso


http
://www.d
-
bin.com/


Amy Jo Kim


http
://
www.shufflebrain.com/

Nicole
Lazzaro


http
://www.xeodesign.com/


Gabe
Zichermann

http
://dopa.mn/


References/Credits


Images

: All
images and logos are owned by their
respective copyright owners.
Thanks for the use




Game designer:


http://www.whatiamreallydoing.com/tag/what
-
i
-
think
-
i
-
do/


Open Graph:


https://developers.facebook.com/docs/opengraph/


Twitter revolution:


http://new
-
middle
-
east.blogspot.com/2011/04/social
-
media
-
force
-
for
-
political
-
change.html



Starbucks:


http://grist.org/list/starbucks
-
strawberry
-
frappuccino
-
dyed
-
with
-
crushed
-
beetles/



Photo by Ben Adams.


Difference chart


http://
gapingvoid.com


Boy scout


http
://www.ocbsa.org/home/merit
-
badge
-
days/


8 ball


http://
www.officeplayground.com/Magic
-
8
-
Ball
-
P276.aspx


Awesome Smileys


http://knowyourmeme.com/


Unicorn
Pillow



http://www.ohhoneychild.com/


Eightball


http://
www.officeplayground.com/Magic
-
8
-
Ball
-
P276.aspx


Scott Pilgrim


http
://www.onipress.com
/


Carrot


http://www.flickr.com/photos/opensourceway/4504724163/sizes/o/in/photostream
/


Crossover Turtle


http://
stevencreech.com/images/posters/Crossovers14.jpg


References


Hype
Cycle


http://www.gartner.com/technol ogy/research/methodol ogi es/hype
-
cycl e.jsp


Gartner predictions


http://
www.gartner.com/it/page.jsp?id=1629214s


Resaerchkart

Report


http://researchkart.wordpress.com/2012/03/26/gamification
-
2012
-
2017
-
opportunities
-
and
-
market
-
outlook
-
for
-
next
-
generation
-
brandproduct
-
advertising
-
through
-
embedded
-
gaming
/