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Games & Gamification

         How and Where
    Gaming & Gamification
           Intersect;
  Putting Gamification to Work
                #
     Carolyn Handler Miller
Gamification: What It Is
n  How?: The
    application of
    gaming techniques
n  To what? To non-
    gaming endeavors
n  Why? To make
    them more
    engaging and
    successful
Generally Used for Marketing,
         Promotion
To Understand Gamification,
You Must Understand Gaming
Games:
         Date back to ancient times
n    Found in virtually
      every culture

n    Not only for
      entertainment
n    Also served
      serious functions
For example,
A way to train people for hunting
         and warfare…
Games contain the basic elements
           of drama

                 n    Conflict: 2 sides fighting
                 n    Obstacles & challenges
                 n    Both sides seek a highly
                       desirable goal (winning)
                 n    Both sides seek to
                       avoid an undesirable
                       ending (losing)
Games Are By Nature
           Interactive
n  Impossible  to be
    passive while
    playing a game
n  Must interact with
    other player and
    do things to
    overcome
    challenges
Games also have:
        n    Clear cut rules

        n    A structure (beginning,
              middle, end)

        n    A defined playing
              space with boundaries
              (field, court, track)

        n    Systems of rewards
              and penalties
Games Contain Elements
                Of Storytelling
n    Stories provide:
      Ø  A context for the game
          (otherwise, would not
          make sense)
      Ø  A plot
      Ø  A setting
      Ø  Tension: what happens
          next
      Ø  A beginning, middle and
          ending (structural frame)
Story Also Provides Characters
Stories Also Provide a Clear Cut
                    Goal
n    It’s what main
      character or player
      wants most
n    But: obstacles and
      challenges must be
      overcome -- making
      it difficult to achieve
      the goal
Video Game Technology
Provides Additional Elements
It Provides
The Game World and Gameplay
              n    Inserts player into
                    fictional, immersive
                    environment
              n    Gives player things to
                    do there and ways to
                    interact
              n    Provides opposition so
                    player is challenged
              n    Opposition can be:
                    Ø  Non player characters
                        (NPCs)
                    Ø  Physical challenges
                    Ø  Puzzles
Gameplay:
        A Very General Definition:

n    It is what makes a
      game FUN and
      EXCITING…

n    And… it is how
      players play a game
Gameplay – Boiled Down
n    It consists of the
      challenges you offer
      the player
n    And the actions players
      can take to overcome
      the challenges
n    Also involves:
      Ø  Victory conditions (how
          you win)
      Ø  Loss Conditions (how
          you lose)
Types of Challenges….
Physical challenges
         n    Tests players’ physical
               abilities (virtually or in
               real life)
         n    True physical
               challenges: typical of
               action games, (“twitch
               games”)
               Ø Calls for quick
                  reflexes, physical
                  coordination, speed,
                  timing
               Ø Also calls for
                  accuracy and
                  precision
Mental Challenges
       n    Internal: must acquire
             particular info during
             gameplay (visual clues;
             pieces of information)
       n    External: may require
             knowledge of things
             outside game (trivia facts,
             physics; how things work)
       n    Intellectual: May require
             solving of puzzles, pattern
             recognition, etc.
Exploration as a challenge
             Exploration can be its own
               reward; a form of
               sightseeing
             But as a form of
               gameplay, requires:
                Ø  Navigation and spatial
                    awareness – not getting
                    lost
                Ø  Finding ways to get past
                    barriers
                Ø  Avoiding falling into traps
Stress as a Factor
in Overcoming Challenges
           n    Stress can add
                 excitement, make game
                 more challenging
           n    Ways to increase
                 stress:
                 Ø  Time pressure: make
                     player to overcome
                     challenge within specific
                     time frame
                 Ø  Multitasking: make player
                     deal with several
                     challenges at once
                 Ø  Maximum stress:
                     combine time pressure
                     and multitasking
Actions: How the Player Deals
      With Challenges
Actions:
How Player Response to Challenges
                 n    The actions are the
                       player’s “verb set”
                       Ø Specifically, what
                          player can DO (walk,
                          run, shoot)
                       Ø  Game must offer
                          player sufficient
                          actions to overcome
                          each type of
                          challenge in game
Also Important:
Rewards and Penalties…
Rewards and Penalties
n    Act as incentives,
      motivators
n    Provide feedback on
      player’s success
n    Best when sprinkled
      throughout game
n    Should be in keeping
      with fictional gameworld!
Rewards Include:
        Ø    Material objects
        Ø    Money
        Ø    Receiving praise
        Ø    Unlocking a barrier
        Ø    Moving up in rank or
              status
        Ø    Increased powers
        Ø    Rise in score
        Ø    Moving up a level
In Essence, Games Are
Experienced as PLAY

           For the player,
           games are…
           n    Fun!
           n    Participatory
           n    Deeply Immersive
           n    Highly personal
In Sum, To Be A Game,
               What is Needed:
n    An experience that is perceived as PLAY – fun,
      exciting
n    Requires active participation on part of player
      (interactive)
n    Offers a meaningful role for player
n    Contains an overall, highly desirable goal
n    Contains obstacles and challenges that make the
      goal difficult to achieve
n    A structure and rules
n    Contains vivid characters
n    Offers rewards along the way (incentives)
Which of These Elements
Applies to Gamification?
            n    Basically, all of them!
                  Ø  Though obstacles and
                      challenges might not be
                      as intense
                  Ø  Though characters may
                      not play as large a role
            n    In addition:
                  Ø  Often heavy use of the
                      Internet, mobile devices
                  Ø  And may be played out in
                      real life environments
Some Examples of
 Gamification…
“Make Your Way to Rio”
      Campaign
Purpose of the Campaign:

n  To promote
    Chiquita foods
    (especially
    bananas)
n  To promote the
    move, Rio
n  Target audience:
    families
Goal For Players:
To Win a Family Trip
 To Rio de Janeiro
Website: Central Role
n    Had to register to play
n    Received virtual
      passport
n    People played as “Blu”
      – character from movie
      in search of love
n    As Blu, you interacted
      with activities on
      website to advance
      towards sweepstakes
n    Web activities for whole
      family: recipes, coloring
      pages, games
Many Rewards Along Way

           n  Badges

           n  Coupons

           n  DVDs

           n  Ringtones

           n  A
               year’s supply of
             bananas
Also, Promoted Through
  “Mommy” Websites
           n    Recruited mothers with
                 websites, blogs about
                 child raising
           n    Given promotional
                 package to write about
                 campaign: tickets to
                 movie, Chiquita foods,
                 stickers for kids, banana
                 recipes for Mom
           n    Big role in spreading
                 word
Thus, The Campaign Used:
n  Strong  goal
n  Rewards
n  Must actively participate (interactivity)
n  A vivid character
n  Heavy use of Internet
n  Rules (had to register, etc.)
“Catch The Kid” Promotion
A Campaign to Promote Tourism
      In New Mexico
Built Around Famous Outlaw
              Billy the Kid
n  Real person but long
    dead
n  Lived in New Mexico
    (strong tie in to
    campaign)
n  Conceit: Billy still
    alive, and you are a
    lawman and have to
    find his hideout
n  If you find him, you
    win $10,000
Website: Played a Major Role
n    Families registered on
      site as “sheriff's
      posse” (lawmen)
n    Got clues from website
      about locations to visit
n    Locations: places
      important in Billy’s story
n    Be following clues,
      visiting sites, earned
      rewards
      Ø  Travel deals
      Ø  Meals
      Ø  Vacation giveaways
Mobile Phones Also
Played Important Role

            You collect clues
            by snapping
            photos of posters
            in game locations
Thus, The Campaign Used:
n  A vivid character
n  Strong goal
n  A meaningful role for players (posse)
n  Interactivity – needed to use smart
    phone to collect clues
n  Exploration as a challenge – had to find
    real places
n  Rewards
n  Heavy use of Internet; also mobile
n  Rules (had to register, etc.)
Fabergé Big Easter Egg Hunt
       London 2012
Plays off the Idea of the
Easter Bunny Hiding Eggs
Over 200 Eggs Hidden All Over
  London -- 40 Days to Find
Grand Prize:
Golden Jubilee Egg By Fabergé
Purpose:
To Honor Queen’s Diamond Jubilee
       to Help 2 Charities
Role of the Internet

                n  Zone  maps
                    showing
                    where eggs
                    are located
                n  Clues on
                    Twitter,
                    Facebook
Smartphones Also Important
             n  Each egg has a
                 code
             n  When find egg, text
                 in code to special
                 phone number
             n  Win an entry for
                 each egg found
             n  Person with most
                 entries equal the
                 winner
Thus, The Campaign Used:
n    Strong goal: winning the egg
n    A vivid character (sort of): the Jubilee egg
n    Rewards along the way (win an “entry” with
      each egg found – nearer to grand prize)
n    Interactivity – must use smart phone to collect
      clues
n    Exploration as a challenge – have to find
      eggs
n    Use of Internet and smart phones – critical
      components
n    Clear structure: start and ending times,
      specific tasks
Thus, Concepts of Gaming & Gamification
        Tightly Interwoven
                 Tn  Experienced as play
                      n    Strong goal
                      n    Challenges in obtaining
                            goal
                      n    Rewards as you play
                      n    Interactive
                      n    Vivid characters
                      n    Rules and structure
                      n    Use of digital media

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Games & gamification - Carolyn Miller

  • 1. Games & Gamification How and Where Gaming & Gamification Intersect; Putting Gamification to Work # Carolyn Handler Miller
  • 2. Gamification: What It Is n  How?: The application of gaming techniques n  To what? To non- gaming endeavors n  Why? To make them more engaging and successful
  • 3. Generally Used for Marketing, Promotion
  • 4. To Understand Gamification, You Must Understand Gaming
  • 5. Games: Date back to ancient times n  Found in virtually every culture n  Not only for entertainment n  Also served serious functions
  • 6. For example, A way to train people for hunting and warfare…
  • 7. Games contain the basic elements of drama n  Conflict: 2 sides fighting n  Obstacles & challenges n  Both sides seek a highly desirable goal (winning) n  Both sides seek to avoid an undesirable ending (losing)
  • 8. Games Are By Nature Interactive n  Impossible to be passive while playing a game n  Must interact with other player and do things to overcome challenges
  • 9. Games also have: n  Clear cut rules n  A structure (beginning, middle, end) n  A defined playing space with boundaries (field, court, track) n  Systems of rewards and penalties
  • 10. Games Contain Elements Of Storytelling n  Stories provide: Ø  A context for the game (otherwise, would not make sense) Ø  A plot Ø  A setting Ø  Tension: what happens next Ø  A beginning, middle and ending (structural frame)
  • 11. Story Also Provides Characters
  • 12. Stories Also Provide a Clear Cut Goal n  It’s what main character or player wants most n  But: obstacles and challenges must be overcome -- making it difficult to achieve the goal
  • 13. Video Game Technology Provides Additional Elements
  • 14. It Provides The Game World and Gameplay n  Inserts player into fictional, immersive environment n  Gives player things to do there and ways to interact n  Provides opposition so player is challenged n  Opposition can be: Ø  Non player characters (NPCs) Ø  Physical challenges Ø  Puzzles
  • 15. Gameplay: A Very General Definition: n  It is what makes a game FUN and EXCITING… n  And… it is how players play a game
  • 16. Gameplay – Boiled Down n  It consists of the challenges you offer the player n  And the actions players can take to overcome the challenges n  Also involves: Ø  Victory conditions (how you win) Ø  Loss Conditions (how you lose)
  • 18. Physical challenges n  Tests players’ physical abilities (virtually or in real life) n  True physical challenges: typical of action games, (“twitch games”) Ø Calls for quick reflexes, physical coordination, speed, timing Ø Also calls for accuracy and precision
  • 19. Mental Challenges n  Internal: must acquire particular info during gameplay (visual clues; pieces of information) n  External: may require knowledge of things outside game (trivia facts, physics; how things work) n  Intellectual: May require solving of puzzles, pattern recognition, etc.
  • 20. Exploration as a challenge Exploration can be its own reward; a form of sightseeing But as a form of gameplay, requires: Ø  Navigation and spatial awareness – not getting lost Ø  Finding ways to get past barriers Ø  Avoiding falling into traps
  • 21. Stress as a Factor in Overcoming Challenges n  Stress can add excitement, make game more challenging n  Ways to increase stress: Ø  Time pressure: make player to overcome challenge within specific time frame Ø  Multitasking: make player deal with several challenges at once Ø  Maximum stress: combine time pressure and multitasking
  • 22. Actions: How the Player Deals With Challenges
  • 23. Actions: How Player Response to Challenges n  The actions are the player’s “verb set” Ø Specifically, what player can DO (walk, run, shoot) Ø  Game must offer player sufficient actions to overcome each type of challenge in game
  • 25. Rewards and Penalties n  Act as incentives, motivators n  Provide feedback on player’s success n  Best when sprinkled throughout game n  Should be in keeping with fictional gameworld!
  • 26. Rewards Include: Ø  Material objects Ø  Money Ø  Receiving praise Ø  Unlocking a barrier Ø  Moving up in rank or status Ø  Increased powers Ø  Rise in score Ø  Moving up a level
  • 27. In Essence, Games Are Experienced as PLAY For the player, games are… n  Fun! n  Participatory n  Deeply Immersive n  Highly personal
  • 28. In Sum, To Be A Game, What is Needed: n  An experience that is perceived as PLAY – fun, exciting n  Requires active participation on part of player (interactive) n  Offers a meaningful role for player n  Contains an overall, highly desirable goal n  Contains obstacles and challenges that make the goal difficult to achieve n  A structure and rules n  Contains vivid characters n  Offers rewards along the way (incentives)
  • 29. Which of These Elements Applies to Gamification? n  Basically, all of them! Ø  Though obstacles and challenges might not be as intense Ø  Though characters may not play as large a role n  In addition: Ø  Often heavy use of the Internet, mobile devices Ø  And may be played out in real life environments
  • 30. Some Examples of Gamification…
  • 31. “Make Your Way to Rio” Campaign
  • 32. Purpose of the Campaign: n  To promote Chiquita foods (especially bananas) n  To promote the move, Rio n  Target audience: families
  • 33. Goal For Players: To Win a Family Trip To Rio de Janeiro
  • 34. Website: Central Role n  Had to register to play n  Received virtual passport n  People played as “Blu” – character from movie in search of love n  As Blu, you interacted with activities on website to advance towards sweepstakes n  Web activities for whole family: recipes, coloring pages, games
  • 35. Many Rewards Along Way n  Badges n  Coupons n  DVDs n  Ringtones n  A year’s supply of bananas
  • 36. Also, Promoted Through “Mommy” Websites n  Recruited mothers with websites, blogs about child raising n  Given promotional package to write about campaign: tickets to movie, Chiquita foods, stickers for kids, banana recipes for Mom n  Big role in spreading word
  • 37. Thus, The Campaign Used: n  Strong goal n  Rewards n  Must actively participate (interactivity) n  A vivid character n  Heavy use of Internet n  Rules (had to register, etc.)
  • 38. “Catch The Kid” Promotion
  • 39. A Campaign to Promote Tourism In New Mexico
  • 40. Built Around Famous Outlaw Billy the Kid n  Real person but long dead n  Lived in New Mexico (strong tie in to campaign) n  Conceit: Billy still alive, and you are a lawman and have to find his hideout n  If you find him, you win $10,000
  • 41. Website: Played a Major Role n  Families registered on site as “sheriff's posse” (lawmen) n  Got clues from website about locations to visit n  Locations: places important in Billy’s story n  Be following clues, visiting sites, earned rewards Ø  Travel deals Ø  Meals Ø  Vacation giveaways
  • 42. Mobile Phones Also Played Important Role You collect clues by snapping photos of posters in game locations
  • 43. Thus, The Campaign Used: n  A vivid character n  Strong goal n  A meaningful role for players (posse) n  Interactivity – needed to use smart phone to collect clues n  Exploration as a challenge – had to find real places n  Rewards n  Heavy use of Internet; also mobile n  Rules (had to register, etc.)
  • 44. Fabergé Big Easter Egg Hunt London 2012
  • 45. Plays off the Idea of the Easter Bunny Hiding Eggs
  • 46. Over 200 Eggs Hidden All Over London -- 40 Days to Find
  • 47. Grand Prize: Golden Jubilee Egg By Fabergé
  • 48. Purpose: To Honor Queen’s Diamond Jubilee to Help 2 Charities
  • 49. Role of the Internet n  Zone maps showing where eggs are located n  Clues on Twitter, Facebook
  • 50. Smartphones Also Important n  Each egg has a code n  When find egg, text in code to special phone number n  Win an entry for each egg found n  Person with most entries equal the winner
  • 51. Thus, The Campaign Used: n  Strong goal: winning the egg n  A vivid character (sort of): the Jubilee egg n  Rewards along the way (win an “entry” with each egg found – nearer to grand prize) n  Interactivity – must use smart phone to collect clues n  Exploration as a challenge – have to find eggs n  Use of Internet and smart phones – critical components n  Clear structure: start and ending times, specific tasks
  • 52. Thus, Concepts of Gaming & Gamification Tightly Interwoven Tn  Experienced as play n  Strong goal n  Challenges in obtaining goal n  Rewards as you play n  Interactive n  Vivid characters n  Rules and structure n  Use of digital media