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Gamification
(holy grail or holy fail?)




          @lucgaloppin	
  
Why
Why?   What?   How?   Who?
                             not?




           Agenda
h-p://www.psywww.com/intropsych/ch05_condi?oning/applied_analysis_of_antecedents.html	
  




                     Psychology
                 Stimulus Response




h-p://peace.saumag.edu/faculty/kardas/Images/default.html	
  
SRC = Stimulus Response
                                                   Compatibility

                                              Default options are sticky
h-p://www.thetwentyfirsAloor.com/?p=1616	
  




                                              People respond to feedback


                                                     Expect error




                                                     CHOICE
                                                     ARCHITECTURE
‘A nudge…is any aspect of the choice architecture that
                                                                          alters people’s behavior in a predictable way without
                                                                            forbidding options or significantly changing their
                                                                                          economic incentives.'
h-p://www.crea?ve-­‐lifestyles.com/nudging-­‐your-­‐way-­‐to-­‐a-­‐passionate-­‐life/	
  
Anatomy of a game:
1.  A goal
2.  Rules
3.  Feedback System
4.  Voluntary participation
Anatomy of motivation:
1.  Purpose
2.  Mastery
3.  Progression
4.  Autonomy
Stimulus Response
                             Game dynamics
      Psychology



SRC = Stimulus Response
                             Game mechanics
     Compatibility
                              (game design)
  (Choice Architecture)


  Response – Stimulus         Motivation
     Architecture?           Manupulation?



    “Positive” Psychology?      Replacement?
Why
Why?   What?   How?   Who?
                             not?




           Agenda
h-p://youtu.be/DOEVOFEywV4	
  
The use of game mechanics/dynamics to
                  drive game-liked engagement and actions
                    in non-game environments (e.g. work,
                          education, exercise, etc.)
                                - Michael Wu


Inventing new work and business practices
  that engage employees, customers and
 consumers as effectively as a good game.
            - Jane McGonigal



                   The process of using game thinking and
                   game mechanics to solve problems and
                                engage users.
                             - Gabe Zichermann
h-p://www.gartner.com/technology/research/hype-­‐cycles/	
  
Why
Why?   What?   How?   Who?
                             not?




           Agenda
Seth
Priebatsch
(Scvngr)




 ‘This is not a game yet. They should get points for doing this on
   time. You should lose points for not doing this on time. They
  should recognize that they have built an appointment dynamic
              and then consciously leverage the game.'
1.	
  Achievement	
                                   24.	
  Lo-ery	
  
h-p://techcrunch.com/2010/08/25/scvngr-­‐game-­‐mechanics/	
  




                                                                 2.	
  Appointment	
  Dynamic	
                        25.	
  Loyalty	
  
                                                                 3.	
  Avoidance	
                                     26.	
  Meta	
  Game	
  
                                                                 4.	
  Behavioral	
  Contrast	
                        27.	
  Micro	
  Leader-­‐boards	
  
                                                                 5.	
  Behavioral	
  Momentum	
                        28.	
  Modifiers	
  
                                                                 6.	
  Blissful	
  Produc?vity	
                       29.	
  Moral	
  Hazard	
  of	
  Game	
  Play	
  
                                                                 7.	
  Cascading	
  Informa?on	
  Theory	
             30.	
  Ownership	
  
                                                                 8.	
  Chain	
  Schedules	
                            31.	
  Pride	
  
                                                                 9.	
  Communal	
  Discovery	
                         32.	
  Privacy	
  
                                                                 10.	
  Companion	
  Gaming	
                          33.	
  Progression	
  Dynamic	
  
                                                                 11.	
  Con?ngency	
                                   34.	
  Ra?o	
  Reward	
  Schedules	
  
                                                                 12.	
  Countdown	
                                    35.	
  Real-­‐?me	
  v.	
  Delayed	
  Mechanics	
  
                                                                 13.	
  Cross	
  Situa?onal	
  Leader-­‐boards	
       36.	
  Reinforcer	
  
                                                                 14.	
  Disincen?ves	
                                 37.	
  Response	
  
                                                                 15.	
  Endless	
  Games	
                             38.	
  Reward	
  Schedules	
  
                                                                 16.	
  Envy	
                                         39.	
  Rolling	
  Physical	
  Goods	
  
                                                                 17.	
  Epic	
  Meaning	
                              40.	
  Shell	
  Game	
  
                                                                 18.	
  Ex?nc?on	
                                     41.	
  Social	
  Fabric	
  of	
  Games	
  
                                                                 19.	
  Fixed	
  Interval	
  Reward	
  Schedules	
     42.	
  Status	
  
                                                                 20.	
  Fixed	
  Ra?o	
  Reward	
  Schedule	
          43.	
  Urgent	
  Op?mism	
  
                                                                 21.	
  Free	
  Lunch	
                                44.	
  Variable	
  Interval	
  Reward	
  Schedules	
  
                                                                 22.	
  Fun	
  Once,	
  Fun	
  Always	
                45.	
  Variable	
  Ra?o	
  Reward	
  Schedule	
  
                                                                 23.	
  Interval	
  Reward	
  Schedules	
              46.	
  Viral	
  Game	
  Mechanics	
  
                                                                                                                       47.	
  Virtual	
  Items	
  
h-p://youtu.be/-­‐Opk5Ri5gCo	
  
Source:	
  Gabe	
  Zicherman	
  
h-p://greentechadvocates.com/2011/07/20/insights-­‐on-­‐making-­‐efficiency-­‐fun/	
  
Progression Dynamic
Scoreboard Mechanic
h-p://blogs.oregonstate.edu/getreal/2011/07/being-­‐a-­‐good-­‐engineer-­‐is-­‐all-­‐about-­‐crea?vity/	
  
                                                                                                              h-p://youtu.be/iynzHWwJXaA	
  
h-p://youtu.be/eLmhq-­‐rkUu8	
  
Why
Why?   What?   How?   Who?
                             not?




           Agenda
Y
X	
  
Generation	
  

         or	
  
              ?	
  
h-p://youtu.be/PbNl6ybhhHI	
  
‘Spoiled’


 ‘Lack of
ambition’




    ‘So what are you
      standing for?'
Jane
McGonigal
(Reality is Broken)




  Games make us happy because they
       hard work that we
     are
     choose for ourselves.
h-p://youtu.be/pqKmzRw78S0	
  
h-p://topsecret.ning.com/video/video/show?id=2659035%3AVideo%3A12190	
  

                           Happiness Hacking
                          (positive psychology)
h-p://mps-­‐expenses.guardian.co.uk/	
  
Trust
Mission matched with your level
      Challenging (stretch)
       No sitting around
           Epic Story
       Positive feedback
Why
Why?   What?   How?   Who?
                             not?




           Agenda
Killers	
  are	
  the	
  most	
  ac.ve	
  and	
  most	
  engaged	
  member	
  of	
  the	
  
community.	
  They	
  are	
  just	
  expressing	
  their	
  behavior	
  in	
  a	
  bad	
  
way.	
  
Replacement & the
last word on intrinsic
& extrinsic
motivation…


“When tasks are directly tied
to material rewards, constant
calculation of the anticipated
payoffs can diminish interest
in the activity itself.
Rewarding behaviour that
would otherwise be done for
free can backfire.”
Why
Why?   What?   How?   Who?
                             not?




       Resources
Presenta?ons	
  
              (my	
  personal	
  favorites)	
  
•  h-p://www.slideshare.net/avantgame/games-­‐for-­‐
   innova?on-­‐a-­‐five-­‐year-­‐forecast	
  
•  h-p://www.slideshare.net/mich8elwu/2011-­‐0526-­‐
   digtali-­‐surrey-­‐science-­‐of-­‐gamifica?onv03	
  
•  h-p://www.slideshare.net/gzicherm/gamifica?on-­‐
   workshop-­‐framework-­‐slides	
  
•  h-p://www.slideshare.net/federicof/gamifica?on-­‐
   pa-erns-­‐be-er-­‐sonware-­‐2011	
  
•  h-p://www.slideshare.net/ervler/gamifica?on-­‐how-­‐
   effec?ve-­‐is-­‐it	
  
•  h-p://www.slideshare.net/avantgame/the-­‐power-­‐of-­‐
   resilience-­‐and-­‐how-­‐to-­‐get-­‐it-­‐through-­‐gameplay	
  
Great	
  Sources	
  
•  h-p://gamifica?on.org/	
  	
  WIKI	
  
•  h-p://gamifica?on.co/	
  	
  BLOG	
  
                        	
  
•  h-p://janemcgonigal.com/	
  	
  Jane	
  McGonigal	
  
Why
Why?     What?   How?   Who?
                               not?



             About:
          @lucgaloppin
       www.medemerkers.be

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Gamification Lessius Mechelen

  • 1. Gamification (holy grail or holy fail?) @lucgaloppin  
  • 2. Why Why? What? How? Who? not? Agenda
  • 3. h-p://www.psywww.com/intropsych/ch05_condi?oning/applied_analysis_of_antecedents.html   Psychology Stimulus Response h-p://peace.saumag.edu/faculty/kardas/Images/default.html  
  • 4. SRC = Stimulus Response Compatibility Default options are sticky h-p://www.thetwentyfirsAloor.com/?p=1616   People respond to feedback Expect error CHOICE ARCHITECTURE
  • 5. ‘A nudge…is any aspect of the choice architecture that alters people’s behavior in a predictable way without forbidding options or significantly changing their economic incentives.' h-p://www.crea?ve-­‐lifestyles.com/nudging-­‐your-­‐way-­‐to-­‐a-­‐passionate-­‐life/  
  • 6.
  • 7. Anatomy of a game: 1.  A goal 2.  Rules 3.  Feedback System 4.  Voluntary participation
  • 8. Anatomy of motivation: 1.  Purpose 2.  Mastery 3.  Progression 4.  Autonomy
  • 9.
  • 10. Stimulus Response Game dynamics Psychology SRC = Stimulus Response Game mechanics Compatibility (game design) (Choice Architecture) Response – Stimulus Motivation Architecture? Manupulation? “Positive” Psychology? Replacement?
  • 11. Why Why? What? How? Who? not? Agenda
  • 13. The use of game mechanics/dynamics to drive game-liked engagement and actions in non-game environments (e.g. work, education, exercise, etc.) - Michael Wu Inventing new work and business practices that engage employees, customers and consumers as effectively as a good game. - Jane McGonigal The process of using game thinking and game mechanics to solve problems and engage users. - Gabe Zichermann
  • 15. Why Why? What? How? Who? not? Agenda
  • 16.
  • 17. Seth Priebatsch (Scvngr) ‘This is not a game yet. They should get points for doing this on time. You should lose points for not doing this on time. They should recognize that they have built an appointment dynamic and then consciously leverage the game.'
  • 18.
  • 19. 1.  Achievement   24.  Lo-ery   h-p://techcrunch.com/2010/08/25/scvngr-­‐game-­‐mechanics/   2.  Appointment  Dynamic   25.  Loyalty   3.  Avoidance   26.  Meta  Game   4.  Behavioral  Contrast   27.  Micro  Leader-­‐boards   5.  Behavioral  Momentum   28.  Modifiers   6.  Blissful  Produc?vity   29.  Moral  Hazard  of  Game  Play   7.  Cascading  Informa?on  Theory   30.  Ownership   8.  Chain  Schedules   31.  Pride   9.  Communal  Discovery   32.  Privacy   10.  Companion  Gaming   33.  Progression  Dynamic   11.  Con?ngency   34.  Ra?o  Reward  Schedules   12.  Countdown   35.  Real-­‐?me  v.  Delayed  Mechanics   13.  Cross  Situa?onal  Leader-­‐boards   36.  Reinforcer   14.  Disincen?ves   37.  Response   15.  Endless  Games   38.  Reward  Schedules   16.  Envy   39.  Rolling  Physical  Goods   17.  Epic  Meaning   40.  Shell  Game   18.  Ex?nc?on   41.  Social  Fabric  of  Games   19.  Fixed  Interval  Reward  Schedules   42.  Status   20.  Fixed  Ra?o  Reward  Schedule   43.  Urgent  Op?mism   21.  Free  Lunch   44.  Variable  Interval  Reward  Schedules   22.  Fun  Once,  Fun  Always   45.  Variable  Ra?o  Reward  Schedule   23.  Interval  Reward  Schedules   46.  Viral  Game  Mechanics   47.  Virtual  Items  
  • 20.
  • 22.
  • 23.
  • 25.
  • 26.
  • 31. Why Why? What? How? Who? not? Agenda
  • 32. Y X   Generation   or   ?  
  • 34. ‘Spoiled’ ‘Lack of ambition’ ‘So what are you standing for?'
  • 35. Jane McGonigal (Reality is Broken) Games make us happy because they hard work that we are choose for ourselves.
  • 37.
  • 40. Trust Mission matched with your level Challenging (stretch) No sitting around Epic Story Positive feedback
  • 41.
  • 42. Why Why? What? How? Who? not? Agenda
  • 43.
  • 44. Killers  are  the  most  ac.ve  and  most  engaged  member  of  the   community.  They  are  just  expressing  their  behavior  in  a  bad   way.  
  • 45. Replacement & the last word on intrinsic & extrinsic motivation… “When tasks are directly tied to material rewards, constant calculation of the anticipated payoffs can diminish interest in the activity itself. Rewarding behaviour that would otherwise be done for free can backfire.”
  • 46. Why Why? What? How? Who? not? Resources
  • 47. Presenta?ons   (my  personal  favorites)   •  h-p://www.slideshare.net/avantgame/games-­‐for-­‐ innova?on-­‐a-­‐five-­‐year-­‐forecast   •  h-p://www.slideshare.net/mich8elwu/2011-­‐0526-­‐ digtali-­‐surrey-­‐science-­‐of-­‐gamifica?onv03   •  h-p://www.slideshare.net/gzicherm/gamifica?on-­‐ workshop-­‐framework-­‐slides   •  h-p://www.slideshare.net/federicof/gamifica?on-­‐ pa-erns-­‐be-er-­‐sonware-­‐2011   •  h-p://www.slideshare.net/ervler/gamifica?on-­‐how-­‐ effec?ve-­‐is-­‐it   •  h-p://www.slideshare.net/avantgame/the-­‐power-­‐of-­‐ resilience-­‐and-­‐how-­‐to-­‐get-­‐it-­‐through-­‐gameplay  
  • 48. Great  Sources   •  h-p://gamifica?on.org/    WIKI   •  h-p://gamifica?on.co/    BLOG     •  h-p://janemcgonigal.com/    Jane  McGonigal  
  • 49. Why Why? What? How? Who? not? About: @lucgaloppin www.medemerkers.be