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Y Gamification Gamification Korea Open Seminar 2012.05.31 Song, Junho

송준호120531 open seminar 송준호

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Gamification Korea Open Seminar

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Page 1: 송준호120531 open seminar 송준호

Y Gamification

Gamification Korea Open Seminar 2012.05.31 Song, Junho

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Not talking about this(case study)

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Mechanics - progress visible : rule Dynamics - Pattern Schedule : Strategy Aesthetics - Feeling

Before saying

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Gamification is about taking the essence of games – fun, play and passion – and applying it to real-world, non-game situations. In a business setting, that means designing solutions using gaming principles in everything from back-office tasks and training to sales management and career counseling. Leaderboards and progression indicators can steer individuals to reach the next tier of performance. Quests and countdowns can help shape behavior – the former as a way to structure long combinations of tasks for a larger goal; the latter to motivate a flurry of activity within a finite, specified timeframe.

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TREND REPORT

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TREND REPORT

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TREND REPORT

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TREND REPORT

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TREND REPORT

Idea Street, UK government : 18months, 1,400 ideas U.S. military's "America's Army" video-game recruiting tool Evoke game, the World Bank Institute

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TREND REPORT

"M³“ Motivation, Momentum, Meaning

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TREND REPORT

"Mass marketing is no longer a long-term strategy.” By 2014, 6.7 billion devices will be connected to the Internet.

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TREND REPORT

Deloitte Predicts the Top 10 Technology Trends for 2012 Serious gaming simulations and game mechanics such as leaderboards, achievements, and skill-based learning are becoming embedded in day-to-day business processes, driving adoption, performance, and engagement

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TREND REPORT

By 2020 53% vs. 42%

Like ‘Web2.0’ Game-style engagement, Game-like approaches, Game-design thinking

play+labor = playbor work+leisure = weisure labortainment

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wYy Gamification

SPACE & Psychology

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Reality Virtual Reality

[ Paul Milgram and Fumio Kishino, 1994 ]

MMORPG

Real person player=me

Game character player=avatar

Facebook Theme Park

<스토리를 소비>

Augmented Reality

Augmented Virtuality

Life

<행위를 소비>

Mixed Reality

Smart Device

pervasive Game interactive Game crossmedia Game live acting role

fake docu LBG

entertainment drama

film(movie) storytelling

documentary app news sports

Foursquare Twitter SNG

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Reality Virtual Reality

[ Paul Milgram and Fumio Kishino, 1994 ]

MMORPG Theme Park

<스토리를 소비>

Augmented Reality

Augmented Virtuality

Life

<행위를 소비>

UX PX

Business Game

Mixed Reality

게임성 확산

Smart Device

pervasive Game interactive Game crossmedia Game live acting role

fake docu LBG

entertainment drama

film(movie) storytelling

documentary app news sports

Foursquare Twitter SNG

Facebook

immersion data non feedback

flow data feedback cycle

Real person player=me

Game character player=avatar

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The four funkeys – Nicole Lazzaro

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The four funkeys – Nicole Lazzaro

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Hardcore Game

Casual Game

Serious Game

SNG

ARG

Game for

Change

Reality Virtual

game

play

Dramgaming ‘Sanningen om Marika’

GAMIFICATION

Pervasive Game (Film)

(Fake Documentary)

Advergaming Reality Show

‘Running Man’

(community building)

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Hardcore Game

Casual Game

Serious Game

SNG

ARG

Game for

Change

Reality Virtual

game

play

(Film) (Fake

Documentary)

Advergaming

Dramgaming ‘Sanningen om Marika’

Reality Show ‘Running Man’

GAMIFICATION

(community building)

Pervasive Game

Gabe Z.

Army K.

Jane M.

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game-like Movie

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game-like Groupware, ERP

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game-like Social Movement

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game-like Motivation developing

Tweetfuel

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game-like Health

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game-like Edu

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game-like AD

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game-like Finance

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Traditional inside

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FUN Gamification

loop

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Perception Engagement Motivation

Loyalty

Game Service Business

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Perception Engagement Motivation

Loyalty

Fun is new free

Game Service Business

마케팅 활동과 실제 서비스의 경계가 매우 희미한 환경 지속적인 피드백을 다시 서비스에 반영해야 하는 환경

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재미있는 사람 = 매력적인 사람

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맞고 틀리고가 아닌, 재미라는 기재를 통해 인식단계에서부터 호감이 생긴 것

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interaction boundary game layer magic circle

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game –like LINK game –like LINK

interaction boundary game layer magic circle

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Commodities Supply Availability

(Supplier) (Customer)

Goods Control Cost (Supplier) (Customer)

Service Improve Quality (Supplier) (Customer)

Experience Render Authenticity (Supplier) (Customer)

누가 제공하는지 관심 없고 가격승부

누가 제공하는지 관심 없고 가격승부

누가 제공하는지 관심 없고 가격승부

Technology Developing

Human Demand

Based on Experience Economics, Joseph Pine

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Commodities Supply Availability

(Supplier) (Customer)

Goods Control Cost (Supplier) (Customer)

Service Improve Quality (Supplier) (Customer)

Experience Render Authenticity (Supplier) (Customer)

누가 제공하는지 관심 없고 가격승부

누가 제공하는지 관심 없고 가격승부

누가 제공하는지 관심 없고 가격승부

Game Design Fun feeling (Supplier) (Customer)

누가 제공하는지 관심 없고 가격승부

Technology Developing

Human Demand

Based on Experience Economics, Joseph Pine

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The Game Michael Douglas, Sean Penn

David Fincher, 1997

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Thank you

[email protected]