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Arif Yassine
Arif,Yassine@gmail,com
   « The application of concepts and
    techniques from games to other
    area of activity » Oxford university
    press

   « Gamification is the process of
    using game concepts to engage
    users » Gabe zichermann.

   “…The use of game mechanics and
    dynamics like badges,
    leaderboards, and actions can be
    useful for improving motivation and
    learning in informal and formal
    settings.”
 Engage users
 Showing a path for mastery
  and Autonomy
 Motivate people for task
  considered Boring
 Engage Collaboration and
  Competition
 Create Loyalty program
 Motivate learnability
 Make things FUN!
WORLD OF WARCRAFT   DUNGEON & DRAGON
 Players
 Context, referent pleasure, a conflict
 Univers Plot
 Rules that defines:
   Limitations of the games and the ressources
    that the player needs
   Objectives assigned to the Player
   Procedures to reach it
   Win/loose consequences
 Challenge resulted from conflict to satisfy the
  objectives
   Players
   Dynamic system=>Game behavior=> Game experience
   Difined with rules
   That produce comparable result (reward, Win/loose
    condition)
   Wich the player is emotionaly attached
   That gives senstation of player dependence=> Player
    responsability and choice
   Mais sans effets incontrôlés sur la vie réelle (notion de
    cercle magique)
Real world




Game
Today:           Futur:
                1980: the
                                 2000: First     Gamification     trough an
Antiquity       Begining of                     use for solving    gamified
                                social games
                Gamification                      problems        existence?




            http://www.elgamificator.com/gamification/histoire
   To subsist in a terrible hunger, the lydiens create dice, ossicles, ball game
    and other games types to deceive thier hunger by playing one day, and
    eating the second day, during 18 years. Told by Herodote
   Status loyalty
      In 1981, United Airlines launched
        its AAdvantage program: flying
        with United Airlines did earn points that
        travelers could exchange against free
        flights, and exotic vacation .


   FFP: Frequente Flyer Programs
      Points
      Rewards
      Status
      Competition and community
Social Games Revolution!!
+100 000
  +1

      +5000
                  +100

+80
              +20 000
      + 500 000




To an gamified existence ?
Gamepocalypse Idea: « Every second of your life, you are actually playing a
game in someway » Jesse Schell

                                          +80

                         +50                         +100

                  +20
                                                +5

                                     +1


                  http://www.youtube.com/watch?v=4PkUgCiHuH8
7 core concept for creating compelling Experiences
                      1.   Know’s who’s playing
                      2.   Build positive emotion into your core
                           activity loop
                      3.   Design for 3 key’s stages of your
                           players lifecycle
                      4.   Build a system that’s easy to learn and
                           hard to master
                      5.   Use progress mechanics to light the
                           way toward learning & mastery
                      6.   As players progress, increase the
                           challenge and complexity
                      7.   Embrace intrinsic motivators like
     Amy Jo Kim            power, autonomy and belonging
http://en.wikipedia.org/wiki/Bartle_Test
Women                            Man
Emotion                         Domination & Mastering
Real world                      Competition
Mothering                       Destruction
Dialogues and textual puzzles   Spatial puzzles
Learning by example             Learning by experimentation
                                (testing)
Game Mechanics            Games Dynamics
        Points                 Reward

        Levels                  Status

      Challenges             Achievement

Virtual Goods and space     Self-Expression

     Leaderboards            Competition

   Gifts and charity           Altruism
Maintain the player Flow
Games are not fun Because
they’re games, but when they are
well-designed
We do have problem’s too? Maybe we
should need to gamify our structure!!
   http://gamification.co/gabe-zichermann/
   http://www.elgamificator.com
   http://gamification.org
   http://www.gamifyingeducation.org
   http://amyjokim.com/
   http://lithosphere.lithium.com/t5/Building-
    Community-the-Platform/Gamification-from-a-
    Company-of-Pro-Gamers/ba-p/19258
Gamification

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Gamification

  • 2. « The application of concepts and techniques from games to other area of activity » Oxford university press  « Gamification is the process of using game concepts to engage users » Gabe zichermann.  “…The use of game mechanics and dynamics like badges, leaderboards, and actions can be useful for improving motivation and learning in informal and formal settings.”
  • 3.  Engage users  Showing a path for mastery and Autonomy  Motivate people for task considered Boring  Engage Collaboration and Competition  Create Loyalty program  Motivate learnability  Make things FUN!
  • 4.
  • 5.
  • 6. WORLD OF WARCRAFT DUNGEON & DRAGON
  • 7.  Players  Context, referent pleasure, a conflict  Univers Plot  Rules that defines:  Limitations of the games and the ressources that the player needs  Objectives assigned to the Player  Procedures to reach it  Win/loose consequences  Challenge resulted from conflict to satisfy the objectives
  • 8. Players  Dynamic system=>Game behavior=> Game experience  Difined with rules  That produce comparable result (reward, Win/loose condition)  Wich the player is emotionaly attached  That gives senstation of player dependence=> Player responsability and choice  Mais sans effets incontrôlés sur la vie réelle (notion de cercle magique)
  • 10. Today: Futur: 1980: the 2000: First Gamification trough an Antiquity Begining of use for solving gamified social games Gamification problems existence? http://www.elgamificator.com/gamification/histoire
  • 11. To subsist in a terrible hunger, the lydiens create dice, ossicles, ball game and other games types to deceive thier hunger by playing one day, and eating the second day, during 18 years. Told by Herodote
  • 12. Status loyalty  In 1981, United Airlines launched its AAdvantage program: flying with United Airlines did earn points that travelers could exchange against free flights, and exotic vacation .  FFP: Frequente Flyer Programs  Points  Rewards  Status  Competition and community
  • 14.
  • 15.
  • 16. +100 000 +1 +5000 +100 +80 +20 000 + 500 000 To an gamified existence ?
  • 17. Gamepocalypse Idea: « Every second of your life, you are actually playing a game in someway » Jesse Schell +80 +50 +100 +20 +5 +1 http://www.youtube.com/watch?v=4PkUgCiHuH8
  • 18.
  • 19. 7 core concept for creating compelling Experiences 1. Know’s who’s playing 2. Build positive emotion into your core activity loop 3. Design for 3 key’s stages of your players lifecycle 4. Build a system that’s easy to learn and hard to master 5. Use progress mechanics to light the way toward learning & mastery 6. As players progress, increase the challenge and complexity 7. Embrace intrinsic motivators like Amy Jo Kim power, autonomy and belonging
  • 21. Women Man Emotion Domination & Mastering Real world Competition Mothering Destruction Dialogues and textual puzzles Spatial puzzles Learning by example Learning by experimentation (testing)
  • 22. Game Mechanics Games Dynamics Points Reward Levels Status Challenges Achievement Virtual Goods and space Self-Expression Leaderboards Competition Gifts and charity Altruism
  • 23.
  • 24.
  • 26. Games are not fun Because they’re games, but when they are well-designed
  • 27. We do have problem’s too? Maybe we should need to gamify our structure!!
  • 28. http://gamification.co/gabe-zichermann/  http://www.elgamificator.com  http://gamification.org  http://www.gamifyingeducation.org  http://amyjokim.com/  http://lithosphere.lithium.com/t5/Building- Community-the-Platform/Gamification-from-a- Company-of-Pro-Gamers/ba-p/19258