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Work & Play
Applying Game
Design Thinking for
Education &
Business
Ann DeMarle
Champlain College Emergent Media
Center,
Professor, Associate Dean, Director
demarle@champlain.edu
@anndemarle
slideshare.net/anndemarle/
Goal:
• Gamification versus
Game-based Learning
• Identify when Game
Design Thinking is
being applied
• Understand why it
works
• Identify some tactics
& processes
@CCEmergentMedia
THEEMERGENTLANDSCAPE
DIGITALIMAGEMAKING
CAUSESOFEMERGENCE
TECHNOLOGYASADISRUPTIVEFORCE
HUMANINTERFACES
DIGITALSTORYTELLING
EXPERIENCEDESIGN
PLAYANDPARTICIPATION
MEDIAFORSOCIALINNOVATION
COLLABORATIVEPRODUCTION
PUZZLESANDPROTOTYPES
OURHUMANEXPERIENCE
THE EMERGENT LANDSCAPE
DIGITAL IMAGE MAKING
CAUSES OF EMERGENCE
TECHNOLOGY AS A DISRUPTIVE FORCE
HUMAN INTERFACES
DIGITAL STORYTELLING
EXPERIENCE DESIGN
PLAY AND PARTICIPATION
MEDIA FOR SOCIAL INNOVATION
COLLABORATIVE PRODUCTION
PUZZLES AND PROTOTYPES
OUR HUMAN EXPERIENCE
KEVIN MURAKAMI, ’12
Line in Motion
—
This thesis—a
combination of
illustration, animation,
and music composition
—explores life and
storytelling through lines.
JESSICA LYNCH, ’13
From Me to You
—
An exploration of
contemporary culture,
From Me to You aims
to better understand
what we have gained
and lost with the rise of
digital communication
technologies.
CHRISTOPHER
THOMPSON, ’14
Ideation Ecologies
—
Dispelling the
myth of the
“lone creative
genius,” Ideation
Ecologies seeks
the common
threads of
innovators to
promote creativity.
MFA THESIS EXHIBITION
—
The annual show
represents a
culmination of
student studies and
provides a launch
pad to new careers.
Other exhibition
opportunities at local
galleries and art events
are also available.
– HILARY HESS, ’12
“I LEARNED
THE MOST
IMPORTANT
SKILL FOR
CREATIVES
IN THE
NEW
MEDIA
WORLD:
ITERATE,
KEEP
ITERATING.”
“I DISCOVERED AN INNOVATIVE APPROACH TO
THINKING & LEARNING THAT INFORMS MY PROCESS,
REGARDLESS OF THE MEDIUM OR INDUSTRY.”
– CORA LOZINSCHI, ’13
SHOWN ABOVE WITH MFA IN EMERGENT MEDIA PROGRAM DIRECTOR, JOHN BANKS
JONATHANHARRIS
EXHIBITATBURLINGTONCITYARTS
SARAH WEBB
Daily Practice
—
In their first semester,
MFA students take
Foundations of
Digital Image Making
and are assigned a
daily creative practice.
Sarah Webb hand-
lettered overheard
quotes, which she
then digitized for
large format printing.
OVER
90%
OF GRADS
FROM THE
CLASSES
OF 2012
AND 2013
HAVE
FOUND
REWARDING
JOBS DOING
WHAT THEY
LOVE.
MASTEROF
FINEARTSIN
CONTACT:
GRADSCHOOL@CHAMPLAIN.EDU
866.282.7259
SEE THE WORK: EMERGENTWORKS.
EMERGENTMEDIACENTER.COM
ABOUT CHAMPLAIN COLLEGE
—
Located in Burlington, VT, Champlain
College is a private, not-for-profit
college founded in 1878. Our deep
commitment to academic excellence
and student learning is reflected in
our distinctive educational approach:
we integrate the high academic
standards and rigor that characterize
all important learning with the
development of relevant professional
skills through hands-on application in
real-world situations.
14-GRAD-0043-9/14-1K
MASTER OF
FINE ARTS IN
BURLINGTON, VT
BREATHES INSPIRATION
As a student in the MFA in Emergent Media
program, you’ll live, work and create in the beautiful city
of Burlington, Vermont. Here you will find a rare mix of
outstanding natural beauty and a thriving, intellectually-
charged urban environment that boasts highly engaged
and industrious art and tech communities.
Burlington consistently reveals itself to be one of the
most forward-thinking cities in the country. Nationally
identified for its quality of life, Burlington placed #11
in a list of the Top 20 High-Tech Metros by The Atlantic
and makes the grade as one of Techie.com’s “Most
Promising Tech Hubs to Watch.”
Vermont is uniquely positioned between Boston and
Montreal, two explosive regions in the tech and media
world. Boston is known as an international capital of
innovation, boasting leading tech companies such
as Google, Amazon and IDEO. Montreal is home to
Google, as well as over 70 game-related companies
including Ubisoft, A2M, Behaviour Interactive,
Electronic Arts and Eidos.
CHAMPLAIN.EDU/BURLINGTON
“I WAS EAGER
TO DISCOVER
ALL THAT
VERMONT
COULD GIVE
ME. PEOPLE
IN VERMONT
HAVE A SENSE
OF PRIDE,
A STRONG
WORK ETHIC
& THEY
ADORE THEIR
COMMUNITY.
BURLINGTON
HAS MADE
ME A BETTER
PERSON &
I AM HAPPY
TO BE HERE.”
– ANDREA OLSON, ’13
CHURCH STREET
MARKETPLACE
THE KARMA
BIRD HOUSE
AIGA VERMONT
AT SEABA
SOME OF
BURLINGTON'S
GREAT BUSINESSES:
DEALER.COM
MYWEBGROCER
GE HEALTHCARE
POLHEMUS
ASCENSION
TECHNOLOGY
SOLIDARITY OF
UNBRIDLED LABOUR
TAG NEW MEDIA
JNJMOBILE
GIRL DEVELOP IT
VERMONT MAKERS
GENERATOR
GAMETHEORY
SELECT DESIGN
BRANDTHROPOLOGY
MAMAVA
@CCEmergentMedia
@CCEmergentMedia
@CCEmergentMedia
Game-based Learning
America’s Army:
MORPG Mission Maps
For Business & Marketing
Center for Integration of Medical & Innovative Technology:
Emergency Response Simulator
For Business & Marketing
IBM:
Open Sims Business Solutions
For Business & Marketing
MPI and Masie Summits:
Learning Apps
For Business & Marketing
Robert Wood Johnson Foundation Innovation Grant:
University of Vermont
Cystic Fibrosis Breath Biofeedback Games
For Education
Ford Foundation:
WealthBuilders Game
For Education
Echo Lake and Science Center:
Interactive Mobile Field Journal and Games
For Education
United Nations
BREAKAWAY Game
For Education
• Motivation
• Task Achievement
• Goal Orientation
• Continuous Improvement
• Systems Thinking
• Collaboration
• Creativity
• Leadership Skills
Harvard Business Review, May 2008
What Skills/Behaviors
Games Reinforce
Applying Game Design Thinking
• Providing choices
• Rewards for participation/purchase
• Electronic games to increase participation
• Assigning goals, tracking progress
• Setting up challenges to include competition/time
• Providing feedback
• Awarding points, badges, levels, leader boards
• Create levels: beginner, middle, master
• Bringing in community
Applying Game Design Thinking
• Providing choices
• Rewards for participation/purchase
• Electronic games to increase participation
• Assigning goals, tracking progress
• Setting up challenges to include competition/time
• Providing feedback
• Awarding points, badges, levels, leader boards
• Create levels: beginner, middle, master
• Bringing in community
Game-based Learning
Applying Game Design Thinking
• Providing choices
• Rewards for participation/purchase
• Electronic games to increase participation
• Assigning goals, tracking progress
• Setting up challenges to include competition/time
• Providing feedback
• Awarding points, badges, levels, leader boards
• Create levels: beginner, middle, master
• Bringing in community
Game-based Learning
Gamification
©The Learning Company™
©The Learning Company™
©The Learning Company™
©The Learning Company™
Game-based Learning
©The Learning Company™
Game-based Learning
©The Learning Company™
Gamification
Game-based Learning
The process of using games in a learning environment.
Gamification
Game-based Learning
The process of applying game design thinking to another environment.
The process of using games in a learning environment.
Game-based Learning
Game-based Learning
Gamification
Gamification
Participation Bandwidth
Engaging
individuals to
action is key.
Participation Bandwidth
Participation Bandwidth
“...it is less and less important to compete for attention, and more and more
important to compete for things like brain cycles and interactive bandwidth.
— Jane McGonigal, “Engagement Economy”
http://janemcgonigal.com/
Participation Bandwidth
“...it is less and less important to compete for attention, and more and more
important to compete for things like brain cycles and interactive bandwidth.
— Jane McGonigal, “Engagement Economy”
http://janemcgonigal.com/
Fun!
Epic Mission!
Epic Mission!
Epic Win!
http://en.wikipedia.org/wiki/Dopamine
Dopamine
Fun!
• The Magic Circle
http://en.wikipedia.org/wiki/Dopamine
Dopamine
Fun!
• The Magic Circle
• Flow
http://en.wikipedia.org/wiki/Dopamine
Dopamine
Fun!
The Magic Circle
Johan Huizinga (1872–1945).
"Homo Ludens: A Study of the Play-
Element in Culture
Boundaries
http://www.windsorstar.com/Photos+World+soccer+action/3151780/story.html#__federated=1
Defined playing field:
Suspension of reality-new choices, roles
Creating the environment
The Magic Circle
Defined playing field:
Safe space: rules, pathways
Creating the environment
The Magic Circle
Defined playing field:
Inclusion, community, feedback
Creating the environment
The Magic Circle
Johan Huizinga (1872–1945).
"Homo Ludens: A Study of the Play-
Element in Culture
Choice
Rules
Pathways
Feedback
Empowerment
Defined playing field
Flow
Proposed by Mihály
Csíkszentmihályi
The mental state in
which a person in an
activity is fully
immersed in a feeling
of energized focus, full
involvement, and
success in the process
of the activity.
Flow Creating the experience
Proposed by Mihály
Csíkszentmihályi
The mental state in
which a person in an
activity is fully
immersed in a feeling
of energized focus, full
involvement, and
success in the process
of the activity.
• Exploratory & experiential
• Well ordered problems
• Cause and effect
• On demand & in-time learning
• Cycle of expertise/mastery
• Repetition
• No failure
• Try on differing roles
• Virtual presence
• Creative expression
• Borderless community
• Player has a story to tell
Flow: Player Experience
Magic Circle & Flow: Environment & Experience
Choice
• Exploratory & experiential
• Try on differing roles
• Creative expression
• Borderless community
Rules
• Well ordered problems
• Cause and effect
Pathways
• Cycle of expertise/mastery
• Repetition
• No failure
• Player has a story to tell
Feedback
• On demand & in-time learning
• Cause & effect
• Virtual presence
Empowering
Expertise
Game System Design:
• Central conflict or challenge
• Goals: clear Win-lose state
• Player roles & motivation
—the means to overcome obstacles
• Multiple pathways to goals
—“toys” & “tools” for deeper exploration
• Levels of difficulty and achievement
• Player feedback: Reward system
• Rules maintain balanced system
—frustration versus boredom
Engagement Characteristics & Perceptions
Source: Gamification WIki: http://gamification.org/Gamification of Work
Challenges, Conflicts &
Win-Loss State:
• Defined obstacles the
player must face that
supports the goal.
• What does success look
like? What does failure look
like?
• Victory state determines
what is good according to
the system, story, &
ultimate goal.
Competition
• Chance
• Strategy, tactics, & logistics
• Survival & reduction of enemy forces
• Defending vulnerable items or units
• Stealth
Physical Challenges
• Speed & reaction time (twitch games)
• Accuracy & precision (steering & shooting)
• Timing & rhythm (dance games)
• Learning special moves (fighting games)
• Races
Economic Challenges
• Accumulating wealth or points
• Efficient Manufacturing
• Achieving balance or stability in a system
• Caring for living things in a system
Conflicts or Challenges:
Conceptual Challenges
• Understanding something new
• Deduction, observation,
interpretation
• Detective games offer conceptual
challenges
Logical challenges (puzzles)
• Based on an underlying goal
• Time
Exploration Challenges
• Locked doors & traps
• Mazes & illogical spaces
Conflicts or Challenges:
Intrinsic &
Extrinsic
Rewards/Motivators
Engagement,
Mastery,
Meaning
as opposed to
Points,
Badges,
Leader-boards
• Achievers: driven by in-game
goals, usually some form of
points gathering - whether
experience points, levels, or
money.
• Explorers: driven to find out as
much as they can about the
game.
• Socializers: converse and role-
play with fellow gamers.
• Killers: cause distress, thrive on
competition.
Player Roles & Motivation
— Richard Bartles
• Easy Fun: curiosity, creativity,
exploration.
• Hard Fun: challenge, goals,
mastery.
Four Keys of Motivation
— Nicole Lazzaro
Hard Fun
Provides the opportunity for
challenge, mastery, and feelings
of accomplishment. Hard Fun focuses
attention with a goal, constraints,
and strategy.
ca
z
-CI
Z
=III
.....
C
-u
=en
People Fun
Provides the excuse to hang out
with friends. People are addictive,
and these mechanics over time
build social bonds and team work.
Everyone wants to spend more
time with their friends.
The 4Keys 2Fun is based on XEODesign's independent
contextual interviews of 60 players playing their favorite
games in SF and STL 2003-2004. Free white papers:
www.xeodesign.com/whyweplaygames.html.
MASTERY "THE BRASS RING"
I"
I I
'-
HARD FUNFIERO
l3
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as
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SERIOUS FUNEXCITEMENT
"0
PROVIDE MEANING &VALUE
The 4Keys 2Fun:
Player Experience (PX) is how player interaction creates
emotion. Best selling games use emotion from four
types of interactions to capture attention and motivate
play. Use the 4Keys 2Fun to paint attention onto any UI
like Velcro and color it with emotions to match a brand
or the task at hand.
Easy Fun
Inspires exploration and role play.
Fun failure states, fantasies, or simply
enjoying the controls enchants and
captures the imagination. Easy Fun
is the bubble wrap of game design.
Serious Fun
C
m
:z:
-nr-
m
..,.
=:a
-:a:
I;
-z
!i
-=Z
Purposeful play changes how
players think, feel, behave, or make
a difference in the real world. The
excitement of games enlivens
otherwise boring tasks. Serious Fun
is playas therapy.
Copyright C 2004·2010 XEODeslgn,1I) Inc. all rights reserved
XEODeslgn Is a trademark of XEODesIgn, Inc.
www.xeodeslgl.com
Poster Nicole Lazzaro: http://www.xeodesign.com/about.html
Points, badges, status but also
advantage and experience:
• Get ahead in a race, more likely to
get power-ups or special scores
• In Monopoly–get houses, more
likely to get even more money
• Churned up water in swimming
races slows down followers
• You buy a Happy Meal, get a free
toy and can play a free game
• You volunteer you get free pizza!
Feedback:
Positive Rewards
Points, badges, status but also
advantage and experience:
• Get ahead in a race, more likely to
get power-ups or special scores
• In Monopoly–get houses, more
likely to get even more money
• Churned up water in swimming
races slows down followers
• You buy a Happy Meal, get a free
toy and can play a free game
• You volunteer you get free pizza!
Feedback:
Positive Rewards
Points, badges, status but also
advantage and experience:
• Get ahead in a race, more likely to
get power-ups or special scores
• In Monopoly–get houses, more
likely to get even more money
• Churned up water in swimming
races slows down followers
• You buy a Happy Meal, get a free
toy and can play a free game
• You volunteer you get free pizza!
Feedback:
Positive Rewards
• Achievement that makes
subsequent achievements
more difficult:
• Gold is heavy, slows you
down
• You fetch the stick but the
water is wet & cold
• You rolll a high number,
land on the snake &
tumble down
• Increase the impact of
chance—if chance is fair, it
helps as much as hurts!
• Define victory in non-numeric
ways—chess isn’t won by
taking the most pieces.
Feedback:
Negative Rewards
• Achievement that makes
subsequent achievements
more difficult:
• Gold is heavy, slows you
down
• You fetch the stick but the
water is wet & cold
• You rolll a high number,
land on the snake &
tumble down
• Increase the impact of
chance—if chance is fair, it
helps as much as hurts!
• Define victory in non-numeric
ways—chess isn’t won by
taking the most pieces.
Feedback:
Negative Rewards
Magic Circle Creating the environment for engagement
Flow Creating the experience within the environment
PathwaysRules
Choice Feedback
Creating Successful Routes for Engagement
Create the Magic Circle:
•Define the goal for the
player that supports the
objective
•Assign roles (behaviors)
•Allow for choice
•Utilize community
•Set rules to create a safe
space to explore & align
to goal
Creating Successful Routes for Engagement
Create the opportunity for Flow:
•Align Challenges to goals
•Define tasks/behaviors that are
productive/creative
•Encourage behaviors through
providing feedback by awarding
points, badges, levels, leader
boards
•Create mastery route with leveled
tasks: beginner, middle, master
•Balance difficulty: short term—
long-term
•Align largest rewards with most
difficult tasks—project goal.
https://vimeo.com/98940885
https://vimeo.com/98940885
Conclusion
• Games promote creativity, systems thinking,
leadership
• Games have been used as teaching tools for a
longtime, Gamification has as well
• Due to changing technologies’ impact the
bandwidth for participation has gotten narrower
• Dopamine: Magic Circle & Flow
• Give Player Choice, Rules, Pathway &
Feedback
• Game Systems: Challenges, Rewards
Conclusion
• Games promote creativity, systems thinking,
leadership
• Games have been used as teaching tools for a
longtime, Gamification has as well
• Due to changing technologies’ impact the
bandwidth for participation has gotten narrower
• Dopamine: Magic Circle & Flow
• Give Player Choice, Rules, Pathway &
Feedback
• Game Systems: Challenges, Rewards
Game-based Learning
Conclusion
• Games promote creativity, systems thinking,
leadership
• Games have been used as teaching tools for a
longtime, Gamification has as well
• Due to changing technologies’ impact the
bandwidth for participation has gotten narrower
• Dopamine: Magic Circle & Flow
• Give Player Choice, Rules, Pathway &
Feedback
• Game Systems: Challenges, Rewards
Game-based Learning
Gamification
Work & Play
Applying Game
Design Thinking for
Education &
Business
Ann DeMarle
Champlain College Emergent Media
Center,
Associate Dean, Professor, Director
demarle@champlain.edu
@anndemarle
Keynote: “Work and Play: Applying Game Design Thinking for Education and Business” by Ann
DeMarle (Chapman Hall, upper level)
In today’s hyper-mediated economy, it becomes increasingly more difficult to actively connect,
engage, and involve – whether with students, customers, or within social networks. This talk will
ponder the question: How do we convert a member of the crowd into a member of a team? This
question articulates the dilemma for innovative institutions, organizations, and educators, who
need to grapple with the new challenge of harnessing “participation bandwidth”. This presentation
will explore a perspective gained from the world of play; taking cues from game designers, virtual
world builders, and play experts, to design strategies and experiences that increase engagement
and motivation for otherwise “serious” initiatives.

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Applying Game Design Thinking to Education & Business Practices DeMarle

  • 1. Work & Play Applying Game Design Thinking for Education & Business Ann DeMarle Champlain College Emergent Media Center, Professor, Associate Dean, Director demarle@champlain.edu @anndemarle slideshare.net/anndemarle/
  • 2. Goal: • Gamification versus Game-based Learning • Identify when Game Design Thinking is being applied • Understand why it works • Identify some tactics & processes
  • 4. THEEMERGENTLANDSCAPE DIGITALIMAGEMAKING CAUSESOFEMERGENCE TECHNOLOGYASADISRUPTIVEFORCE HUMANINTERFACES DIGITALSTORYTELLING EXPERIENCEDESIGN PLAYANDPARTICIPATION MEDIAFORSOCIALINNOVATION COLLABORATIVEPRODUCTION PUZZLESANDPROTOTYPES OURHUMANEXPERIENCE THE EMERGENT LANDSCAPE DIGITAL IMAGE MAKING CAUSES OF EMERGENCE TECHNOLOGY AS A DISRUPTIVE FORCE HUMAN INTERFACES DIGITAL STORYTELLING EXPERIENCE DESIGN PLAY AND PARTICIPATION MEDIA FOR SOCIAL INNOVATION COLLABORATIVE PRODUCTION PUZZLES AND PROTOTYPES OUR HUMAN EXPERIENCE KEVIN MURAKAMI, ’12 Line in Motion — This thesis—a combination of illustration, animation, and music composition —explores life and storytelling through lines. JESSICA LYNCH, ’13 From Me to You — An exploration of contemporary culture, From Me to You aims to better understand what we have gained and lost with the rise of digital communication technologies. CHRISTOPHER THOMPSON, ’14 Ideation Ecologies — Dispelling the myth of the “lone creative genius,” Ideation Ecologies seeks the common threads of innovators to promote creativity. MFA THESIS EXHIBITION — The annual show represents a culmination of student studies and provides a launch pad to new careers. Other exhibition opportunities at local galleries and art events are also available. – HILARY HESS, ’12 “I LEARNED THE MOST IMPORTANT SKILL FOR CREATIVES IN THE NEW MEDIA WORLD: ITERATE, KEEP ITERATING.” “I DISCOVERED AN INNOVATIVE APPROACH TO THINKING & LEARNING THAT INFORMS MY PROCESS, REGARDLESS OF THE MEDIUM OR INDUSTRY.” – CORA LOZINSCHI, ’13 SHOWN ABOVE WITH MFA IN EMERGENT MEDIA PROGRAM DIRECTOR, JOHN BANKS JONATHANHARRIS EXHIBITATBURLINGTONCITYARTS SARAH WEBB Daily Practice — In their first semester, MFA students take Foundations of Digital Image Making and are assigned a daily creative practice. Sarah Webb hand- lettered overheard quotes, which she then digitized for large format printing. OVER 90% OF GRADS FROM THE CLASSES OF 2012 AND 2013 HAVE FOUND REWARDING JOBS DOING WHAT THEY LOVE. MASTEROF FINEARTSIN CONTACT: GRADSCHOOL@CHAMPLAIN.EDU 866.282.7259 SEE THE WORK: EMERGENTWORKS. EMERGENTMEDIACENTER.COM ABOUT CHAMPLAIN COLLEGE — Located in Burlington, VT, Champlain College is a private, not-for-profit college founded in 1878. Our deep commitment to academic excellence and student learning is reflected in our distinctive educational approach: we integrate the high academic standards and rigor that characterize all important learning with the development of relevant professional skills through hands-on application in real-world situations. 14-GRAD-0043-9/14-1K MASTER OF FINE ARTS IN BURLINGTON, VT BREATHES INSPIRATION As a student in the MFA in Emergent Media program, you’ll live, work and create in the beautiful city of Burlington, Vermont. Here you will find a rare mix of outstanding natural beauty and a thriving, intellectually- charged urban environment that boasts highly engaged and industrious art and tech communities. Burlington consistently reveals itself to be one of the most forward-thinking cities in the country. Nationally identified for its quality of life, Burlington placed #11 in a list of the Top 20 High-Tech Metros by The Atlantic and makes the grade as one of Techie.com’s “Most Promising Tech Hubs to Watch.” Vermont is uniquely positioned between Boston and Montreal, two explosive regions in the tech and media world. Boston is known as an international capital of innovation, boasting leading tech companies such as Google, Amazon and IDEO. Montreal is home to Google, as well as over 70 game-related companies including Ubisoft, A2M, Behaviour Interactive, Electronic Arts and Eidos. CHAMPLAIN.EDU/BURLINGTON “I WAS EAGER TO DISCOVER ALL THAT VERMONT COULD GIVE ME. PEOPLE IN VERMONT HAVE A SENSE OF PRIDE, A STRONG WORK ETHIC & THEY ADORE THEIR COMMUNITY. BURLINGTON HAS MADE ME A BETTER PERSON & I AM HAPPY TO BE HERE.” – ANDREA OLSON, ’13 CHURCH STREET MARKETPLACE THE KARMA BIRD HOUSE AIGA VERMONT AT SEABA SOME OF BURLINGTON'S GREAT BUSINESSES: DEALER.COM MYWEBGROCER GE HEALTHCARE POLHEMUS ASCENSION TECHNOLOGY SOLIDARITY OF UNBRIDLED LABOUR TAG NEW MEDIA JNJMOBILE GIRL DEVELOP IT VERMONT MAKERS GENERATOR GAMETHEORY SELECT DESIGN BRANDTHROPOLOGY MAMAVA @CCEmergentMedia
  • 7. America’s Army: MORPG Mission Maps For Business & Marketing
  • 8. Center for Integration of Medical & Innovative Technology: Emergency Response Simulator For Business & Marketing
  • 9. IBM: Open Sims Business Solutions For Business & Marketing
  • 10. MPI and Masie Summits: Learning Apps For Business & Marketing
  • 11. Robert Wood Johnson Foundation Innovation Grant: University of Vermont Cystic Fibrosis Breath Biofeedback Games For Education
  • 13. Echo Lake and Science Center: Interactive Mobile Field Journal and Games For Education
  • 15. • Motivation • Task Achievement • Goal Orientation • Continuous Improvement • Systems Thinking • Collaboration • Creativity • Leadership Skills Harvard Business Review, May 2008 What Skills/Behaviors Games Reinforce
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  • 42. Applying Game Design Thinking • Providing choices • Rewards for participation/purchase • Electronic games to increase participation • Assigning goals, tracking progress • Setting up challenges to include competition/time • Providing feedback • Awarding points, badges, levels, leader boards • Create levels: beginner, middle, master • Bringing in community
  • 43. Applying Game Design Thinking • Providing choices • Rewards for participation/purchase • Electronic games to increase participation • Assigning goals, tracking progress • Setting up challenges to include competition/time • Providing feedback • Awarding points, badges, levels, leader boards • Create levels: beginner, middle, master • Bringing in community Game-based Learning
  • 44. Applying Game Design Thinking • Providing choices • Rewards for participation/purchase • Electronic games to increase participation • Assigning goals, tracking progress • Setting up challenges to include competition/time • Providing feedback • Awarding points, badges, levels, leader boards • Create levels: beginner, middle, master • Bringing in community Game-based Learning Gamification
  • 45.
  • 51. Game-based Learning ©The Learning Company™ Gamification
  • 52. Game-based Learning The process of using games in a learning environment.
  • 53. Gamification Game-based Learning The process of applying game design thinking to another environment. The process of using games in a learning environment.
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  • 67. Engaging individuals to action is key. Participation Bandwidth
  • 68. Participation Bandwidth “...it is less and less important to compete for attention, and more and more important to compete for things like brain cycles and interactive bandwidth. — Jane McGonigal, “Engagement Economy” http://janemcgonigal.com/
  • 69. Participation Bandwidth “...it is less and less important to compete for attention, and more and more important to compete for things like brain cycles and interactive bandwidth. — Jane McGonigal, “Engagement Economy” http://janemcgonigal.com/ Fun!
  • 73. • The Magic Circle http://en.wikipedia.org/wiki/Dopamine Dopamine Fun!
  • 74. • The Magic Circle • Flow http://en.wikipedia.org/wiki/Dopamine Dopamine Fun!
  • 75. The Magic Circle Johan Huizinga (1872–1945). "Homo Ludens: A Study of the Play- Element in Culture Boundaries
  • 77. The Magic Circle Defined playing field: Safe space: rules, pathways Creating the environment
  • 78. The Magic Circle Defined playing field: Inclusion, community, feedback Creating the environment
  • 79. The Magic Circle Johan Huizinga (1872–1945). "Homo Ludens: A Study of the Play- Element in Culture Choice Rules Pathways Feedback Empowerment Defined playing field
  • 80. Flow Proposed by Mihály Csíkszentmihályi The mental state in which a person in an activity is fully immersed in a feeling of energized focus, full involvement, and success in the process of the activity.
  • 81. Flow Creating the experience Proposed by Mihály Csíkszentmihályi The mental state in which a person in an activity is fully immersed in a feeling of energized focus, full involvement, and success in the process of the activity.
  • 82. • Exploratory & experiential • Well ordered problems • Cause and effect • On demand & in-time learning • Cycle of expertise/mastery • Repetition • No failure • Try on differing roles • Virtual presence • Creative expression • Borderless community • Player has a story to tell Flow: Player Experience
  • 83. Magic Circle & Flow: Environment & Experience Choice • Exploratory & experiential • Try on differing roles • Creative expression • Borderless community Rules • Well ordered problems • Cause and effect Pathways • Cycle of expertise/mastery • Repetition • No failure • Player has a story to tell Feedback • On demand & in-time learning • Cause & effect • Virtual presence Empowering Expertise
  • 84.
  • 85. Game System Design: • Central conflict or challenge • Goals: clear Win-lose state • Player roles & motivation —the means to overcome obstacles • Multiple pathways to goals —“toys” & “tools” for deeper exploration • Levels of difficulty and achievement • Player feedback: Reward system • Rules maintain balanced system —frustration versus boredom
  • 86. Engagement Characteristics & Perceptions Source: Gamification WIki: http://gamification.org/Gamification of Work
  • 87. Challenges, Conflicts & Win-Loss State: • Defined obstacles the player must face that supports the goal. • What does success look like? What does failure look like? • Victory state determines what is good according to the system, story, & ultimate goal.
  • 88. Competition • Chance • Strategy, tactics, & logistics • Survival & reduction of enemy forces • Defending vulnerable items or units • Stealth Physical Challenges • Speed & reaction time (twitch games) • Accuracy & precision (steering & shooting) • Timing & rhythm (dance games) • Learning special moves (fighting games) • Races Economic Challenges • Accumulating wealth or points • Efficient Manufacturing • Achieving balance or stability in a system • Caring for living things in a system Conflicts or Challenges:
  • 89. Conceptual Challenges • Understanding something new • Deduction, observation, interpretation • Detective games offer conceptual challenges Logical challenges (puzzles) • Based on an underlying goal • Time Exploration Challenges • Locked doors & traps • Mazes & illogical spaces Conflicts or Challenges:
  • 91. • Achievers: driven by in-game goals, usually some form of points gathering - whether experience points, levels, or money. • Explorers: driven to find out as much as they can about the game. • Socializers: converse and role- play with fellow gamers. • Killers: cause distress, thrive on competition. Player Roles & Motivation — Richard Bartles
  • 92. • Easy Fun: curiosity, creativity, exploration. • Hard Fun: challenge, goals, mastery. Four Keys of Motivation — Nicole Lazzaro Hard Fun Provides the opportunity for challenge, mastery, and feelings of accomplishment. Hard Fun focuses attention with a goal, constraints, and strategy. ca z -CI Z =III ..... C -u =en People Fun Provides the excuse to hang out with friends. People are addictive, and these mechanics over time build social bonds and team work. Everyone wants to spend more time with their friends. The 4Keys 2Fun is based on XEODesign's independent contextual interviews of 60 players playing their favorite games in SF and STL 2003-2004. Free white papers: www.xeodesign.com/whyweplaygames.html. MASTERY "THE BRASS RING" I" I I '- HARD FUNFIERO l3 u as -en .... .c (11 0 "Ii '0( 'lJ?lJll' 1Cqte ei-QO l0 fantasy'.;:2 'i'ltil/ity !:: E <6·S ..c:: "{jj >. if of, ) SERIOUS FUNEXCITEMENT "0 PROVIDE MEANING &VALUE The 4Keys 2Fun: Player Experience (PX) is how player interaction creates emotion. Best selling games use emotion from four types of interactions to capture attention and motivate play. Use the 4Keys 2Fun to paint attention onto any UI like Velcro and color it with emotions to match a brand or the task at hand. Easy Fun Inspires exploration and role play. Fun failure states, fantasies, or simply enjoying the controls enchants and captures the imagination. Easy Fun is the bubble wrap of game design. Serious Fun C m :z: -nr- m ..,. =:a -:a: I; -z !i -=Z Purposeful play changes how players think, feel, behave, or make a difference in the real world. The excitement of games enlivens otherwise boring tasks. Serious Fun is playas therapy. Copyright C 2004·2010 XEODeslgn,1I) Inc. all rights reserved XEODeslgn Is a trademark of XEODesIgn, Inc. www.xeodeslgl.com Poster Nicole Lazzaro: http://www.xeodesign.com/about.html
  • 93. Points, badges, status but also advantage and experience: • Get ahead in a race, more likely to get power-ups or special scores • In Monopoly–get houses, more likely to get even more money • Churned up water in swimming races slows down followers • You buy a Happy Meal, get a free toy and can play a free game • You volunteer you get free pizza! Feedback: Positive Rewards
  • 94. Points, badges, status but also advantage and experience: • Get ahead in a race, more likely to get power-ups or special scores • In Monopoly–get houses, more likely to get even more money • Churned up water in swimming races slows down followers • You buy a Happy Meal, get a free toy and can play a free game • You volunteer you get free pizza! Feedback: Positive Rewards
  • 95. Points, badges, status but also advantage and experience: • Get ahead in a race, more likely to get power-ups or special scores • In Monopoly–get houses, more likely to get even more money • Churned up water in swimming races slows down followers • You buy a Happy Meal, get a free toy and can play a free game • You volunteer you get free pizza! Feedback: Positive Rewards
  • 96. • Achievement that makes subsequent achievements more difficult: • Gold is heavy, slows you down • You fetch the stick but the water is wet & cold • You rolll a high number, land on the snake & tumble down • Increase the impact of chance—if chance is fair, it helps as much as hurts! • Define victory in non-numeric ways—chess isn’t won by taking the most pieces. Feedback: Negative Rewards
  • 97. • Achievement that makes subsequent achievements more difficult: • Gold is heavy, slows you down • You fetch the stick but the water is wet & cold • You rolll a high number, land on the snake & tumble down • Increase the impact of chance—if chance is fair, it helps as much as hurts! • Define victory in non-numeric ways—chess isn’t won by taking the most pieces. Feedback: Negative Rewards
  • 98. Magic Circle Creating the environment for engagement Flow Creating the experience within the environment PathwaysRules Choice Feedback
  • 99. Creating Successful Routes for Engagement Create the Magic Circle: •Define the goal for the player that supports the objective •Assign roles (behaviors) •Allow for choice •Utilize community •Set rules to create a safe space to explore & align to goal
  • 100. Creating Successful Routes for Engagement Create the opportunity for Flow: •Align Challenges to goals •Define tasks/behaviors that are productive/creative •Encourage behaviors through providing feedback by awarding points, badges, levels, leader boards •Create mastery route with leveled tasks: beginner, middle, master •Balance difficulty: short term— long-term •Align largest rewards with most difficult tasks—project goal.
  • 101.
  • 104.
  • 105. Conclusion • Games promote creativity, systems thinking, leadership • Games have been used as teaching tools for a longtime, Gamification has as well • Due to changing technologies’ impact the bandwidth for participation has gotten narrower • Dopamine: Magic Circle & Flow • Give Player Choice, Rules, Pathway & Feedback • Game Systems: Challenges, Rewards
  • 106. Conclusion • Games promote creativity, systems thinking, leadership • Games have been used as teaching tools for a longtime, Gamification has as well • Due to changing technologies’ impact the bandwidth for participation has gotten narrower • Dopamine: Magic Circle & Flow • Give Player Choice, Rules, Pathway & Feedback • Game Systems: Challenges, Rewards Game-based Learning
  • 107. Conclusion • Games promote creativity, systems thinking, leadership • Games have been used as teaching tools for a longtime, Gamification has as well • Due to changing technologies’ impact the bandwidth for participation has gotten narrower • Dopamine: Magic Circle & Flow • Give Player Choice, Rules, Pathway & Feedback • Game Systems: Challenges, Rewards Game-based Learning Gamification
  • 108. Work & Play Applying Game Design Thinking for Education & Business Ann DeMarle Champlain College Emergent Media Center, Associate Dean, Professor, Director demarle@champlain.edu @anndemarle
  • 109. Keynote: “Work and Play: Applying Game Design Thinking for Education and Business” by Ann DeMarle (Chapman Hall, upper level) In today’s hyper-mediated economy, it becomes increasingly more difficult to actively connect, engage, and involve – whether with students, customers, or within social networks. This talk will ponder the question: How do we convert a member of the crowd into a member of a team? This question articulates the dilemma for innovative institutions, organizations, and educators, who need to grapple with the new challenge of harnessing “participation bandwidth”. This presentation will explore a perspective gained from the world of play; taking cues from game designers, virtual world builders, and play experts, to design strategies and experiences that increase engagement and motivation for otherwise “serious” initiatives.