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Jorge Simões, Instituto Superior Politécnico Gaya, Portugal www.ispgaya.pt From Games to Gamification Desenvolvimento de Jogos de Computador MIEIC 18 de junho de 2014

Palestra MIEIC Junho 2014

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Palestra realizada a 18 de junho de 2014, integrada da sessão de apresentação de trabalhos dos alunos da unidade curricular de Desenvolvimento de Jogos de Computador do Mestrado Integrado em Engenharia Informática e Computação da Faculdade de Engenharia da Universidade do Porto.

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Page 1: Palestra MIEIC Junho 2014

Jorge Simões, Instituto Superior Politécnico Gaya, Portugal www.ispgaya.pt

From Games to Gamification

Desenvolvimento de Jogos de Computador MIEIC 18 de junho de 2014

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… and from Gamification to …

•  Education •  Business •  Government •  Healthcare •  Lifestyle •  Sustainability •  etc

From Games to Gamification

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q Origin and evolution

q Definitions

q Game elements

q Behavior psychology

q Examples

q Gamification of education

q Tools and platforms

q How to apply in education

Agenda

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If games are so engaging, let’s find out why, and use game

thinking and game design outside games to motivate and engage

people …

Gamification: how did it started?

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q Soviet Union - early to mid 20th century, like a way to motivate

workers without relying on capitalist-style monetary incentives;

q American management - on the transition from the 20th to the

21st century - turning the workplace into a more playful setting;

q “Gamification of work” (or playbour) – Charles Coonradt (the

“grandfather of gamification”) published the book The Game of

Work (1984) to deal with employee motivation;

q Frequent flyer programs in airline companies where travelers gain

miles (i.e. points) that can be exchanged for some benefit;

q Marketing campaigns incorporate game features for a long time.

Gamification: the early origin

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q “The wrong word for the right idea”;

q Seen by many as misleading and difficult to define;

q The term “gamification” was coined by Nick Pelling, a British

programmer and video game designer in 2002 and became public in

2003;

q Other alleged authors;

q  In digital media - written as gameification - was mentioned for the

first time in 2008 in a blog post (Terrill, 2008).

Gamification: the name

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(exploitationware; pointsification; badgification)

Some game designers do not agree neither with the word nor with the concept and propose alternate terms:

Gamification: the name

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q Video games have become mainstream;

q The Web 2.0 brought social games;

q Change in technology: mobile devices with sensors and

always on-line.

Gamification: why now?

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Google Trends

June, 2014

The term only started to be searched in Google on August, 2010

Gamification: web search interest

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July, 2013

Gamification: Gartner Hype Cycle

Gartner uses hype cycles to track technology adoption: after the “peak of inflated expectations” period, technologies will fall into the “trough of disillusionment”. Then, they will start evolving to the “slope of enlightenment” and some of them will reach the “plateau of productivity”.

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“Motivating people through data.” (Rajat Paharia, founder of Bunchball, April 2014)

“The use of game mechanics and experience design to digitally engage and motivate people to achieve their goals” (Brian Burke, Gartner, April 2014)

“The process of making activities more game-like” (Kevin Werbach, University of Pennsylvania, January 2014)

Gamification: definitions

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“The use of game design elements in non-game contexts” (Deterding et al., 2011).

Gamification: definitions

The most used definition:

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The use of game design elements in non-game contexts, to drive a game-like engagement in order to promote desired behaviors.

http://www.mrtoledano.com/gamers

Gamification: a definition

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PBL / BLAP Elements

Gamification: a definition - … game design elements …

(Points, Badges and Leaderboards / Badges, Leaderboards, Achievements and Points)

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not the same as

http://www.gamified.co.uk/2014/06/04/language-gamification-short-glossary/#.U56vay_eMso

Gamification: a definition - … game design elements …

Game Elements: components taken from games

q Game Mechanics: explicit sets of rules that define the outcomes of user activities.

q Game Dynamics: emergent activities of the users

as they interact with mechanics. q Aesthetics: the experience of the end user.

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Using game elements does not translate directly to engagement

http://progresswars.com

FB: Cow Clicker

Gamification: a definition - … game design elements …

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(until March 2013)

Gamification: a definition - … in non-game contexts …

Foursquare

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Business

Gamification: a definition - … in non-game contexts …

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Lifestyle & Wellness

Gamification: a definition - … in non-game contexts …

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Sustainability

Gamification: a definition - … in non-game contexts …

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Healthcare

Gamification: a definition - … in non-game contexts …

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Government

Gamification: a definition - … in non-game contexts …

thefuntheory.com

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Education

Gamification: a definition - … in non-game contexts …

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Gamification: a definition - … in non-game contexts …

Gamified systems in digital and non-digital

contexts

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BigDoor BunchBall Badgeville

Gygia

Playbasis PunchTab CaptainUp Uplaude Uboost tierX

Gamification

Platforms

Nike+ Zamzee

Fitbit HAPIfork

Grush …

Foursquare Foodzy Lose It!

HabitRPG SuperBetter

Applications (web applications, apps)

ClassDojo ChoreWars

HighScore House ChoreMonster

Vivo Miles …

Gamification: a definition - … in non-game contexts …

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Flow Theory

Self-Determination Theory

Gamification: a definition - …to drive a game-like engagement …

Psychology

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The Self-Determination Theory (SDT)

People are said to be intrinsically motivated when they do something because it is inherently interesting or enjoyable and they are extrinsically motivated when they do something because it leads to a separable outcome.

Gamification: a definition - …to drive a game-like engagement …

q Proposed by Deci and Ryan (1985);

q Framework for the study of human motivation and personality;

q A theory of motivation: intrinsic and extrinsic motivation.

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The Self-Determination Theory (SDT)

Gamification: a definition - …to drive a game-like engagement …

Focus on psychological basic needs:

q Autonomy - control over an action with the ability to determine the outcomes of that action;

q Competence (or Mastery) - the need for challenge and a felling of being effective performing an activity;

q Relatedness - the experience to be connected to others and be involved with others.

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8 major elements of flow:

q A challenge activity that requires skills;

q Clear goals;

q Immediate feedback;

q The sense of control;

q Concentration on the task at hand;

q The merging of action and awareness;

q The loss of self-consciousness;

q The distortion of time.

Gamification: a definition - …to drive a game-like engagement …

The Flow Theory (Csikszentmihalyi,1975)

Intrinsic Motivation Flow

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Gamification: a definition - … to promote desired behaviors.

Fogg’s Behavior Model

Psychology

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A non-game context with high potential.

Gamification of education

Game-Based Learning (GBL) and the Serious Games

movement contribute to the spread of the concept, revealing

that games could be useful in non-ludic contexts instead of just

being used for fun and amusement.

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http://www.nmc.org/publications/2014-horizon-report-higher-ed

Gamification of education

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Gamification of education: tools

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Gamification of education: tools

https://wiki.mozilla.org/images/e/ed/Mozilla-OpenBadges-presentation.pdf

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Gamification of education: learning platforms

Gamified learning platforms

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Academy Platform LMS based on Fogg’s Behavioral Model

Gamification of education: learning platforms

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Gamification of education: learning platforms

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Gamification of education: learning platforms

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Gamification of education: learning platforms

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Gamification of education: learning platforms

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sdsddds

Gamification of education: learning platforms

Game elements in Moodle: q Quiz results block

(leaderboard) q Progress bars (plug-in) q Badges (since release 2.5) q Conditional access

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Gamification of education: with what and how?

With what?

q Gamified platforms q LMS with game elements

(plug-in’s, add-on’s)

q Other tools

q Activities with clear goals q Intermediate goals q Immediate feedback q Balance skill / challenge §  repeat after failure / fun failure §  leveling up / player levels

How?

Game elements must be used to provide immediate feedback!

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§  Self-Determination Theory

http://www.theselfdeterminationtheory.org

§  Fogg’s Behavior Model

http://www.behaviormodel.org/

§  Flow Theory

http://edutechwiki.unige.ch/en/Flow_theory

http://www.jenovachen.com/flowingames/flowtheory.htm

§  Gco

http://www.gamification.co/

§  Enterprise gamification wiki

http://www.enterprise-gamification.com/mediawiki/

§  Mozilla Open Badges

http://www.openbadges.org/

§  Gamification Gurus

https://www.leaderboarded.com/gurus

Resources

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§  Nelson, M. (2012). Soviet and american precursors to the gamification of work. In Lugmayr, A., editor, MindTrek, pages 23–26. ACM.

§  Coonradt, C. (2007). The Game of Work: How to Enjoy Work as Much as Play. Gibbs Smith.

§  Terrill, B. (2008). My coverage of lobby of the social gaming summit [web log message].

§  Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: Defining ”gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek ’11, pages 9–15, New York, NY, USA. ACM.

§  Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety. Jossey Bass, San Francisco, CA.

§  Deci, E. and Ryan, R. (1985). Intrinsic motivation and self-determination in human behavior. Plenum, New York.

References

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§  Fogg, B. (2009). A behavior model for persuasive design. In Proceedings of the 4th International Conference on Persuasive Technology.

§  The Mozilla Foundation and Peer 2 Peer University (2012).Open badges for lifelong learning. Technical report, The Mozilla Foundation.

§  Werbach, K. and Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.

§  Kapp, K. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer.

§  Kapp, K., Blair, L., and Mesch, R. (2014). The Gamification of Learning and Instruction Fieldbook: Ideas into Pratice. Wiley.

§  Marczewski, A. (2012). Gamification: A Simple Introduction. Marczewski, A.

References

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Obrigado,

Jorge Simões, Instituto Superior Politécnico Gaya

[email protected]

@jmapsimoes

http://about.me/jmapsimoes

http://pt.linkedin.com/in/jmapsimoes

http://www.edulearning2.blogspot.com

From Games to Gamification