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!
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
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