“What's in a Name? Serious Games vs Gamification”
Though serious games and gamification seem to have strong similarities in purpose, desire, and methodology, there are differences in these approaches that can lead to wildly divergent results. Discover what happens when a project is viewed through the “lenses” of serious game developers or gamification experts
6. A serious game is a game in
which education (in its various
forms) is the primary goal, rather
than entertainment.
From Serious Games: Games That Educate, Train
and Inform
by David Michael and Sande Chen
What is a Serious Game?
7. The application of gaming
technology, process, and design
to the solution of problems faced
by businesses and other
organizations (traditionally non-
game markets)
Daniel Cook, www.lostgarden.com
What is a Serious Game?
8. The process of game-thinking
and game mechanics to engage
users and solve problems (in
non-game contexts)
From Gamification by Design
by Gabe Zichermann and Christopher Cunningham
What is Gamification?
9. noun
the application of typical elements of game
playing (e.g., point scoring, competition with
others, rules of play) to other areas of activity,
typically as an online marketing technique to
encourage engagement with a product or
service:
http://oxforddictionaries.com/us/definition/americ
an_english/gamification
What is Gamification?
19. • The player is asked about fitness goals in
order to develop a proper training
schedule.
• Player given a choice of physical activities
that would fulfill the weekly “quest.” Virtual
“quest” would illustrate how to complete
quest properly.
• Players check in or send confirmation of
activities.
Fitness Quests
24. • Players input spent calories to charge up
the Orbs that defend the community
against the ever-encroaching Shadow.
• Players learn valuable stress reduction
skills from the Guardians of the Light.
• Players can view a comparative progress
report based on individual health or
community health.
Wither Mechanic
25. • Blood Pressure
• Weight
• Aerobic Activity
• Virtual Aerobic Activity
• Meditative Practices Training
• Etc
Assigned Point Values in Redeemable
Currency Usable in Virtual World
Measurements
26. • Daily Measurements are Broccoli
o Are Rewards enough Incentive?
o “Glorified Pedometer”
• Trainers could be Broccoli
o Are Rewards enough Incentive?
• Not much of a game
o Is it actually Fun?
o Requires Community and Social Interaction
Objections
31. • Players collect virtual supplies, uncover
clues, and participate in an epic race to
recharge an ailing society decimated by
an insidious virus.
• Players can engage in meditative mini-
games, practice yoga, and converse with
non-playing characters (NPCs).
• Players can view a comparative progress
report based on individual health or
Adventure Thriller
32. • Players input spent calories to charge up
the Orbs that defend the community
against the ever-encroaching Shadow.
• Players learn valuable stress reduction
skills from the Guardians of the Light.
• Players can view a comparative progress
report based on individual health or
community health.
Wither Mechanic (Gamification)
33. Lumeria is the last refuge of humankind. As
an inexplicable virus ravages the populace,
the remnants of the digerati download their
minds into avatars that live in this vast virtual
world. Most Lumerians exist only in digital
form, but a few have bodies on stasis.
GLOW Story Concept
34. Life for you, though, is about to change.
Lately, the virus has found its way into the
digital networks, threatening life in Lumeria.
As one of few with available bodies, you are
selected for a special mission and sent via
side-stepping technology to a parallel world
with no taint of the deadly virus.
GLOW Story Concept Cont’d
35. YOUR GOAL
It is there where you hope to put together a
cure to stop the virus while at the same time,
unravel the mystery behind the virus’
beginnings.
GLOW Story Concept Cont’d
36. Since the virus can be spread to Lumeria, it
is imperative that you check your vitals and
go through a health check before each re-
entry to Lumeria. And of course, you
wouldn’t want to lose that body of yours…
Measurements
37. • Give players a gameplay reason to learn
while entertaining
• Players learn through the process of
playing the game.
“Stealth Learning”
Hi I’m Sande Chen. I am the co-author of the book Serious Games Games That Educate Train and Inform. I work as a consultant on serious game and I come from the entertainment game industry, where I have worked as a writer, a designer, and a producer on projects, big and small, for various platforms, including Facebook, console, Web, PC, and mobile. In addition, I have experience working on a gamification project.
My topic today is on serious games and gamification. I confess when I first heard of gamification, I thought it was just another way to say serious games – that they were interchangeable I believe that there is confusion and rightly so, between these two terms. They seem to have the same purpose: Both seem to be methodologies that incorporate gameplay mechanics to increase motivation, solidify learning objectives, and spark overall engagement in non-entertainment fields. I have heard others say serious games are a subset of gamification or vice versa. That Serious Games are open-ended simulations whereas gamification are games, or that serious games has no real-world application and is truly in the theoretical realm whereas gamification is the practice of applying game theory to non-entertainment fields. Still others say to me, it’s just a marketing term. Gamification sounds WAY BETTER than serious games.
Is it marketing?
Term came about at that time because serious game developers wanted to be taken “seriously.” And if you said the word “GAME” then people in those non-entertainment fields, [especially education or the military], thought games were not serious, were not useful, were frivolous pasttimes for kids.
Skill transfer, knowledge transfer, attittude transfer…. To deliver a message, teach a lesson, provide an experience. BY INTENTION, or INTENT Contrast bet/ Entertainment Games -- frivolous
Expanded definition – game technology, reappropriation of existing entertainment games. Definition of Serious Games since then has broadened
Progress bar, feedback mechanisms.
FURTHER YOUR BUSINESS OBJECTIVES (whether it’s to promote TV shows, or shopping, or an online community)
Anorexia – self-identity, treatment of phobias and anxiety This is a woman who had physical improvement despite not being able to stand on her own. She watched and controlled her avatar in SL perform tai chi exercises each morning as a daily routine.
Cross between fitocracy and chore wars – gamification “ Glorified pedometer” “gamification can only take you so far” --
Quests are transparent. The only game terminology that’s being used is “quest” You could also call it “workout” schedule.
Research Goals. Straight Out Extrinisic Motivation. Decorate Your House. To Buy Power-Ups
Fitocracy naysayer – because fitocracy emphasizes community interaction, it’s more about people talking about fitness rather than going out and doing anything about being fit.