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A talk on the history and process of Gamification.
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SOC 101 Demonstration of Learning Presentation
SOC 101 Demonstration of Learning Presentation
Gamification
1.
GAMIFICATION The use of game
elements and game design techniques in non-game contexts.
2.
1912
3.
1980 Richard Bardel MUD1
4.
Thomas W. Malone
James Paul Gee
5.
2002 Private- Academic -
Military
6.
7.
8.
2003 Nick Pelling and
the gamification of consumer products.
9.
2005 - 2008 Gamification
services for companies
10.
11.
Kevin Werbach, Wharton
School 2012
12.
Thinking HOW TO GAMIFY YOUR
PROJECT
13.
Thinking “ I AM
A GAME DESIGNER” Approaching things like a game designer means that you will have a different orientation than if you were, say, a business manager.
14.
Thinking PARTICIPANTS ARE PLAYERS. Subtly
different from thinking of them as users or consumers.
15.
Thinking PLAYERS PLAY Get your
players playing. Keep them playing.
16.
Thinking DEFINE DELINEATE DESCRIBE DEVISE GOALS BEHAVIOURS PLAYERS LOOPS
17.
Thinking DEFINE What is the
desired out come? What will determine success or failure? Emphasize the end goal rather how you will achieve it.
18.
2000 Dennis Crowley –
Alex Rainart
19.
2005
20.
2007 Dennis Crowley –
Naveen Selvadurai
21.
Thinking DELINEATE What do you
want your players to do? Specifically.
22.
23.
Thinking What metrics will
allow you to measure them?
24.
25.
26.
27.
Thinking Dynamics (The why) How the
game make sense: Narrative, Constraints, Emotions, Purpose, Relationships.
28.
Thinking DESCRIBE Demographics. Psychographics.
29.
Thinking Chorewars.com
30.
Thinking Jane McGonigal’s Superbetter.com
31.
Thinking DESCRIBE Demographics. Psychographics.
32.
Thinking Compassionategames.com
33.
Thinking Jos Van Bedoff
34.
Thinking Dynamics Mechanics (The how) The verbs:
Challenges, Competitions, Chance, cooperation, feedback, resource acquisition, rewards, transactions, win states.
35.
Thinking DEVISE Engagement Loops. Progression Loops.
36.
Thinking ELEMENTS Achievements Avatars Badges Collections Content Unlocking Gifting Leaderboards Levels Points Quests Social Graphs Teams Virtual
Good.
37.
Thinking ELEMENTS Achievements Avatars Badges Collections Content Unlocking Gifting Leaderboards Levels Points Quests Social Graphs Teams Virtual
Good.
38.
Thinking Motivation ActionFeedback
39.
Thinking What kind of
feedback will players receive?
40.
Thinking Freerice.com
41.
Thinking What kind of
feedback will players receive?
42.
Mihaly Czikszentmihalyi
43.
Thinking DEVISE Engagement Loops. Progression Loops. Openbadges.org
44.
Thinking Linkedin.com
45.
Thinking Duolingo.com
46.
Thinking The best example
is not the one that uses the most elements but the one that uses elements most effectively. Dynamics Mechanics Elements
47.
Thinking DEFINE DELINEATE DESCRIBE DEVISE GOALS BEHAVIOURS PLAYERS LOOPS
48.
GAMIFICATION The use of game
elements and game design techniques in non-game contexts.
49.
Thinking “In every job
that must be done, there is an element of fun. You find the fun and snap! The job is a game.” -Mary Poppins
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