3. what are games?
… an interactive, goal-oriented activity,
active agents to play against,
in which players (including active agents)
can interfere with each other.
Chris Crawford
4. what are games?
games are motivational machines
and adaptivecontexts
enabling and stimulating
realaction and experiences
playing, beingcreative is takingrisks
6. why games?
• Games are form of play. That gives us intense and passionate involvement.
• Games have rules. That gives us structure.
• Games have goals. That gives us motivation.
• Games are interactive. That gives us doing.
• Games have outcomes and feedback. That gives us learning.
• Games are adaptive. That gives us flow.
• Games have win states. That gives us ego gratification.
• Games have conflict/competition/challenge/opposition. That gives us
adrenaline.
• Games have problem solving. That sparks our creativity.
• Games have interaction. That gives us social groups.
• Games have representation and story. That gives us emotion.
7. why games?
• active learning
• experiential learning
• problem-based learning
• immediate feedback
• learner-centered learning
• problem-solving in complex systems
• creative expression
• social relationships
• challenges to the player to prioritize among
competing objectives
8. applied games
serious games = applied games
games designed for a primary purpose
other than pure entertainment.
advergames, learning games,
games for health, games for change
9. the future of games
1. First impressions matter. You've got about 5 seconds to make a
gamer feel smart, and to leave her with a good or better
impression than she expected.
2. Gamers better be able to win, and win fast, if you want him
coming back for more.
3. Your landing page is crucial. Make sure your graphics are first rate
and your interface is intuitive.
4. Badges, points, and avatars matter -- but not to the exclusion of
that all important "fist-pumping moment" a gamer will show you
when have a winner on your hands.
5. By a 3-1 ratio, games based on cooperation beat out games based
on competition - which is "encouraging news," Gore said, about
gaming and social connectivity.
10. gamification
the use of game play mechanics
for non-game (consumer) applications,
products and other related services
to solve problems and engage audiences
15. game mechanics
• influence, status en success
• a players capacity to influence the behavior of
others through social pressure
• possibility to upgrade status / reputation
24. progress-dynamic - positive
Check-in Find your Friends Unlock your City
Foursquare gives you & your friends new ways to explore your city.
Earn points & unlock badges for discovering new things.
25. game mechanics
• collaborative exploration
• a mechanic in which a group / community is
activated to collaborate to fulfill a task or do
an assignment
26. collaborative exploration -
dynamicreality
digg –leaderboard –find the best story...
googledocs –writetogether
30. some game mechanics
• achievements / badges • lottery
• appointments • ownership
• behavioral momentum • quests
• progression, progress bars • urgent optimism
• status, leader boards • levels
• reward schedules, bonuses, points • activity feeds
• virtual currency • avatars
• achievements, trophy case • real time feedback
• real-time feedback • countdown
• gifting • community collaboration
• challenges, quests • discovery
• infinite gameplay
• embedding mini games within other
activities
31. gamers invest
time and energy
resulting in pleasure
and….
32.
33. questions or more stories?
carla.hoekendijk@xs4all.nl
+ 31 6 24713911
Notas do Editor
Marc Prensky,CEO of Games2train
Al Gore, games for change, http://www.joanganzcooneycenter.org/Cooney-Center-Blog-158.html
http://gamification.org/wiki/Encyclopedia
je moet dagelijks terugkeren dingen verbouwen, cadeaus van vrienden accepteren etc...70 miljoen mensen moeten hun dagindeling veranderen als zynga bepaalt dat een bepaalde groente op een ander moment geoogst wordt... vgl communistische regimes, erg goed in mensen hele dagen bezig houden...
medicijnen op tijd in nemen, vitality,pillkey met alarm
maar net als bij school diploma’s niet een echt goed ontworpen game...school als een game, maar dan ook meer aandacht in =verbetermogelijkheden...rpinceton level op experoiencepoints