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Gamify for Change
-NirmalKumar
Myself
• Electronics & Comm. Engineer
• Ex- Ford
• Run a Startup, InsaneLabs.in,
Students Research Network
• Pending Patent VIKI Mouse
Interests
• Hardware & Software Hacking
• Community development
• CV | AR | Embedded | Gamification

Wall E bot
Insanelabs.in
Agenda
•
•
•
•
•
•
•

Gaming
Problems around us
Why games are fun
Case studies
What is not Gamification
Gamification
Behavior Change

Insanelabs.in
Gaming
• Who likes to play games ?
• Why you do like to play a game ?
• How much time do we spend on games ?

Insanelabs.in
Game Industry
Games industry: $66 billion worldwide (DFC 2011),
or double Hollywood box office revenues
• Online sales to surpass retail in 2013
market. (PWC 2011)
• Virtual goods: $7.3 billion globally (In-Stat 2010),
over $2 billion U.S. (Inside Network 2011)
• 44% of US/UK adults have played a mobile game
in the last month (PopCap/Information Solutions)

Insanelabs.in
• 97% of kids 12-17 play
videogames
• The average game player is
30 years old
– 37% are older than 35

• 47% percent of all game
players are women

Insanelabs.in
Problems around us

Insanelabs.in
Gaming Scene
Ted talk - JaneMcGonigal
http://www.youtube.com/watch?v=dE1DuBesGYM

Insanelabs.in
Play vs Games
•
expenditure of exuberant
energy - Friedrich
Schiller

•

A game is a closed, formal
system that engages players
in a structured conflict, and
resolves in an unequal

•
spontaneously and for its
own sake -George
Santayana

•

A game is a series of
meaningful
- Sid
Meier
•
A game is a problemsolving activity, approached
with a playful attitude Jesse Schell
Insanelabs.in
Games & Fun

• Candy Crush
• Tetris
• Angry Birds

• Paper Toss
• Plants & Zombies
• Subway Surfers

Insanelabs.in
Types of Fun

Insanelabs.in
What Things are Fun?
•
•
•
•
•
•
•
•

Winning
Problem-solving
Exploring
Chilling
Teamwork
Recognition
Triumphing
Collecting

•
•
•
•
•
•

Surprise
Imagination
Sharing
Role Playing
Customization
Goofing off

Insanelabs.in
Why so engaging ?
•
•
•
•

Continuous feedback
Incremental Difficulty Levels
Addictive
Its fun!
Player Journey
• Onboarding
• Scaffolding
• Pathways to mastery

Game Elements
• Guides
• Highlighting
• Feedback
• Limited options
• Limited monsters
• Impossible to fail
Insanelabs.in
Problems Again

•
•
•

Speed Camera Lottery
Deepest Bin
Piano Staircase

•

http://www.youtube.com/watch?v=cbEKAwCoCKw

•

http://www.youtube.com/watch?v=iynzHWwJXaA

•

http://www.youtube.com/watch?v=SByymar3bds

Insanelabs.in
User Stories

• Feedback
• Progression
• Completion

Insanelabs.in
Gamification is Not…
•

Insanelabs.in
Gamification is Not…
• Any games in workplace

Insanelabs.in
Gamification is Not…
• Any use of games in business
• Simulations (although they may
constitute serious games)

Insanelabs.in
Gamification is
• Listening to what games can teach us.
• Learning from game design (and psychology,
management, marketing, economics).
• Appreciating fun.

Insanelabs.in
Behavior Change

Insanelabs.in
Induce Behavior Change
• Identify the goals
• Think as a Game Designer
– Motivations for the User
– Onboarding
– Scaffolding
– Making it sticky

• Make it fun

Insanelabs.in
* Conditions Apply
* Rewards can be demotivating
** Gamification is not easy as it appears
*** Double edged sword

Insanelabs.in
Applications
Nike

Who wants to be a IT

http://www.youtube.com/watch?v=nlwNvCEFL8A&feature=player_embedded

Insanelabs.in
Insanelabs.in
Insanelabs.in
Let the games begin
Change is inevitable
Thank You !

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Gamify for change - GDG Chennai Talk

  • 2. Myself • Electronics & Comm. Engineer • Ex- Ford • Run a Startup, InsaneLabs.in, Students Research Network • Pending Patent VIKI Mouse Interests • Hardware & Software Hacking • Community development • CV | AR | Embedded | Gamification Wall E bot Insanelabs.in
  • 3. Agenda • • • • • • • Gaming Problems around us Why games are fun Case studies What is not Gamification Gamification Behavior Change Insanelabs.in
  • 4. Gaming • Who likes to play games ? • Why you do like to play a game ? • How much time do we spend on games ? Insanelabs.in
  • 5. Game Industry Games industry: $66 billion worldwide (DFC 2011), or double Hollywood box office revenues • Online sales to surpass retail in 2013 market. (PWC 2011) • Virtual goods: $7.3 billion globally (In-Stat 2010), over $2 billion U.S. (Inside Network 2011) • 44% of US/UK adults have played a mobile game in the last month (PopCap/Information Solutions) Insanelabs.in
  • 6. • 97% of kids 12-17 play videogames • The average game player is 30 years old – 37% are older than 35 • 47% percent of all game players are women Insanelabs.in
  • 8. Gaming Scene Ted talk - JaneMcGonigal http://www.youtube.com/watch?v=dE1DuBesGYM Insanelabs.in
  • 9. Play vs Games • expenditure of exuberant energy - Friedrich Schiller • A game is a closed, formal system that engages players in a structured conflict, and resolves in an unequal • spontaneously and for its own sake -George Santayana • A game is a series of meaningful - Sid Meier • A game is a problemsolving activity, approached with a playful attitude Jesse Schell Insanelabs.in
  • 10. Games & Fun • Candy Crush • Tetris • Angry Birds • Paper Toss • Plants & Zombies • Subway Surfers Insanelabs.in
  • 12. What Things are Fun? • • • • • • • • Winning Problem-solving Exploring Chilling Teamwork Recognition Triumphing Collecting • • • • • • Surprise Imagination Sharing Role Playing Customization Goofing off Insanelabs.in
  • 13. Why so engaging ? • • • • Continuous feedback Incremental Difficulty Levels Addictive Its fun! Player Journey • Onboarding • Scaffolding • Pathways to mastery Game Elements • Guides • Highlighting • Feedback • Limited options • Limited monsters • Impossible to fail Insanelabs.in
  • 14. Problems Again • • • Speed Camera Lottery Deepest Bin Piano Staircase • http://www.youtube.com/watch?v=cbEKAwCoCKw • http://www.youtube.com/watch?v=iynzHWwJXaA • http://www.youtube.com/watch?v=SByymar3bds Insanelabs.in
  • 15. User Stories • Feedback • Progression • Completion Insanelabs.in
  • 17. Gamification is Not… • Any games in workplace Insanelabs.in
  • 18. Gamification is Not… • Any use of games in business • Simulations (although they may constitute serious games) Insanelabs.in
  • 19. Gamification is • Listening to what games can teach us. • Learning from game design (and psychology, management, marketing, economics). • Appreciating fun. Insanelabs.in
  • 21. Induce Behavior Change • Identify the goals • Think as a Game Designer – Motivations for the User – Onboarding – Scaffolding – Making it sticky • Make it fun Insanelabs.in
  • 22. * Conditions Apply * Rewards can be demotivating ** Gamification is not easy as it appears *** Double edged sword Insanelabs.in
  • 23. Applications Nike Who wants to be a IT http://www.youtube.com/watch?v=nlwNvCEFL8A&feature=player_embedded Insanelabs.in
  • 26. Let the games begin Change is inevitable Thank You !