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The value of games
  in companies:
   The case of gamification

      dr. David B. Nieborg
           Genk, 24 april 2012
David@flight1337.com

 @gamespacenl
“In every job that must be done,
there is an element of fun.
You find the fun and ‘SNAP’
the job’s a game”
... where is
 the fun...?
What if...?
“What if we decided to use everything
we know about game design to fix
what’s wrong with reality? What if we
started to live our real lives like
gamers, lead our real businesses and
communities like game designers (...)?”
Gamification
The use of

            game
mechanics & structures
                 in a
non-game-context
 in order to increase (user) engagment
Gamification
     =
     /
   Game
Gamification
      =
      /
Serious game
The use of

            game
mechanics & structures
                 in a
non-game-context
 in order to increase (user) engagment
Engagement
R
eward
etain
ecruit
R   eward
(meaningful)
          Information




Recognition                  Feedback
                               (rules)
R   etain
Anxiety
c
h
a
l
l
e
n
g
e
                         Boredom

low             Skills             high
Anxiety               Flow
c
h
a
l
l
e
n
g
e
                         Boredom

low             Skills             high
R   ecruit
New?
3 trends

1. Accessible (social) networks

2. More people play more

3. Technology (sensors)
1. Networked
   technology
Facebook’s growth
2. Homo
   Ludens
3. Sensors
Accelerometer
Microphone
Gyroscope
Compass
Camera
GPS
Gamification
Engagement
  Design
www.speeljetoekomst.nu
Expected launch date: June 2012)
David@flight1337.com

 @gamespacenl

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The value of games in companies - David Nieborg