SlideShare uma empresa Scribd logo
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© itemis AG 
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Entwicklungen in Spielen als 
Innovationstreiber für Usability 
itemis AG – Simon Eiterig, Michael Jendryschik
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itemis 
Simon Eiterig 
IT-Berater, Usability Engineer 
Gamification-Studies 
Diplomarbeit »Gamification – Theorie und Anwendung« 
Michael Jendryschik 
Leiter Usability Engineering 
zertifizierter Usability Engineer (u.a. Fraunhofer) 
Arbeitsschwerpunkt: Usability Engineering 
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© itemis AG 
2 
itemis AG 
unabhängiges IT-Beratungsunternehmen und 
Anbieter von Produkten und Usability-Dienstleistungen 
für effiziente Softwareentwicklungsprojekte.
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Quelle: http://de.wikipedia.org/wiki/Spiel#Geschichte 
© itemis AG 
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© itemis AG 
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Quelle: http://scene-gamers.de/schweden-lan-party-steuer/ 
© itemis AG 
5 
Warum spielen wir eigentlich?
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© itemis AG 
Die Entwicklungen, die sich in 
Spielen bewährt haben, 
können  Lernföderlichkeit 
Innovationstreiber 
für Usability-Konzepte sein! 
 Motivation 
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© itemis AG 
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Quelle: http://en.wikipedia.org/wiki/File:TeleGames-Atari-Pong.png 
Pong (1975)
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© itemis AG 
8 
Nintendo Entertainment System (1985) 
Quelle: http://en.wikipedia.org/wiki/File:NES-Console-Set.jpg
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© itemis AG 
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Power Glove(1989) 
Quelle: http://upload.wikimedia.org/wikipedia/commons/d/d3/NES-Power-Glove.jpg
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Katastrophenschutz- 
Roboter (2013) 
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© itemis AG 
10 
Quelle: http://en.wikipedia.org/wiki/Quelle: http://www.dw.de/overlay_media/katastrophenscFhiluet:zW-rioimboottee-rS-baefie-dtye-rF-iprsrot.bjpeg/g-17109633
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© itemis AG 
11 
Quelle: http://en.wikipedia.org/wiki/Quelle: http://www.dw.de/overlay_media/katastrophenscFhiluet:zW-rioimboottee-rS-baefie-dtye-rF-iprsrot.bjpeg/g-17109633
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© itemis AG 
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Quelle: http://en.wikipedia.org/wiki/Quelle: http://www.dw.de/overlay_media/katastrophenscFhiluet:zW-rioimboottee-rS-baefie-dtye-rF-iprsrot.bjpeg/g-17109633
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© itemis AG 
Die Innovationsfreudigkeit 
von Videospielen zeigt sich aber 
auch softwareseitig 
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© itemis AG 
14 
Quelle: http://www.n3rdabl3.co.uk/wp-content/uploads/2013/12/8_bit_super_mario_bros_wallpaper.jpg
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Quelle: https://www.flickr.com/photos/dragontomato/4755760964/ 
© itemis AG 
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Quelle: http://www.posidyn.tk/games/falcon4/falcon4-manual.jpg 
© itemis AG 
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Hilfe, wenn der Spieler sie benötigt 
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© itemis AG 
17 
Lernförderlichkeit – ISO 9241-110 
Quelle: http://www.funsponge.net/wp-content/uploads/2013/03/TombRaider-2013-03-05-18-05-16-255.jpg
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»Fun is just another word 
for learning.« 
Raph Koster in »A theory on fun for game design« (2005) 
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© itemis AG 
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Quelle: http://www.suchebiete.com/userbilder/44ffee9966aacc3333aaff33ff..jjppgg
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© itemis AG 
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Lernförderlichkeit 
Quelle: http://upload.wikimedia.org/wikipedia/commons/0/05/France_in_XXI_Century._School.jpg
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»Ein Dialog ist lernförderlich, 
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© itemis AG 
wenn er den Benutzer beim 
Erlernen der Nutzung des 
interaktiven Systems unterstützt 
und anleitet.« 
20 
Lernförderlichkeit – ISO 9241-110
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» Wenn ein Dialog selten gebraucht wird, dann sollte 
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© itemis AG 
21 
Lernförderlichkeit – ISO 9241-110 
»Regeln und zugrundeliegende Konzepte, 
die für das Erlernen nützlich sind, sollten 
dem Benutzer zugänglich gemacht werden.« 
Quelle: http://www.funsponge.net/wp-content/uploads/2013/03/TombRaider-2013-03-05-18-05-16-255.jpg
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© itemis AG 
22 
Lernförderlichkeit – ISO 9241-110 
»Rückmeldungen und 
Erläuterungen sollten den 
Benutzer unterstützen, ein 
konzeptionelles Verständnis vom 
interaktiven System zu bilden.«
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© itemis AG 
Lernförderlichkeit – ISO 9241-110 
WISO Steuer-Sparbuch
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© itemis AG 
Lernförderlichkeit – ISO 9241-110
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© itemis AG 
25 
Klar, Belohnungen sind der 
Motivationsfaktor schlechthin
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© itemis AG 
Motivation 
Motivation ist ein Zustand, der durch Motive angeregt wird.
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© itemis AG 
Motivation 
Motive sind überdauernde Eigenschaften in Menschen. 
intrinsisch extrinsisch
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© itemis AG 
Motivation 
intrinsisch 
Fähigkeitserwerb 
Selbstständigkeit 
Sozialer Anschluss 
Sinnhaftigkeit 
Ästhetik
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© itemis AG 
Motivation 
extrinsisch 
Belohnung 
Einfluss 
Zugang 
Geld 
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© itemis AG 
Sozialer Anschluss, Spaß, Ästhetik 
Status, Zugehörigkeit, Zugang
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© itemis AG 
Gamification ist ein Weg, 
Software bewusst mit 
motivierenden Faktoren 
anzureichern 
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Das Ziel von Gamification ist es, 
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© itemis AG 
sie Motive von Nutzern 
anspricht, um sie in den 
Motivationszustand zu 
versetzen. 
33 
Spielern
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Motive sind die Stellschrauben der 
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© itemis AG 
34 
www.suchebiete.com/userbilder/Quelle: http://fstatic1.mtb-news.de/img/photos4/9fe/99/68a/6c/383/_a/fl3afr.gjpeg/IMG_0009.jpg
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© itemis AG 
35 
Gamification ist der Werkzeugkasten
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© itemis AG 
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Punktesysteme
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Punktesysteme
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© itemis AG 
38 
Quelle: http://www.auto-medienportal.net/artikel/detail/16224
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© itemis AG 
39 
Abzeichen, Achievements, Badges
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©Q iuteemllei:s G AeGrman UPA Usability-Quartett 
Zeit für Fragen und Diskussion
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Simon Eiterig 
simon.eiterig@itemis.de 
Michael Jendryschik 
michael.jendryschik@itemis.de 
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© itemis AG 
itemis AG | Am Brambusch 15-24 | D-44536 Lünen | www.itemis.de
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Tutorials in Videospielen 
Methode 2: Abbildung der Spielmechanik 
 Erzeugt träges Wissen 
 Nimmt den Spaß an der Exploration 
Methode 3: Tutorial nach Kontext 
 Zeigt dem Spieler die Hilfe an, die er gerade benötigt 
 Unterstützt den »Pick up and Play« Ansatz 
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© itemis AG 
Methode 1: Kein Tutorial 
 Bei wenig komplexen Spielmechaniken sinnvoll 
 Lässt den Spieler Raum zum selbst erkunden 
Nach http://gamedevelopment.tutsplus.com/tutorials/the-many-ways-to-show-the-player-how-its-done-with-in-game-tutorials--gamedev-400
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© itemis AG 
44 
Quelle: http://files.coloribus.com/files/adsarchive/part_1446/14467705/volkswagen-the-speed-camera-lottery-600-38011.jpg
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Quelle: http://www.gonet.us/sites/default/files/gamificacion_6.jpg 
© itemis AG 
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© itemis AG 
Grundsätze der Dialoggestaltung – ISO 9241-110
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» Das Spiel ist eine freiwillige Handlung 
oder Beschäftigung, die (…) nach 
unbedingt bindenden Regeln verrichtet 
(…) und begleitet wird von einem Gefühl 
der Spannung und der Freude.« 
Johan Huizinga in »Homo Ludens: Vom Ursprung der Kultur im Spiel.« (1938) 
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suchebiete.com/userbilder/Quelle: http://www.popmatters.com/post/1278543fe-9jo6haacn3-3haufi3zifn.jgpags-homo-ludens/

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Entwicklung in Spielen als Innovationstreiber für Usability

  • 1. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG ● ● Entwicklungen in Spielen als Innovationstreiber für Usability itemis AG – Simon Eiterig, Michael Jendryschik
  • 2. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● itemis Simon Eiterig IT-Berater, Usability Engineer Gamification-Studies Diplomarbeit »Gamification – Theorie und Anwendung« Michael Jendryschik Leiter Usability Engineering zertifizierter Usability Engineer (u.a. Fraunhofer) Arbeitsschwerpunkt: Usability Engineering ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 2 itemis AG unabhängiges IT-Beratungsunternehmen und Anbieter von Produkten und Usability-Dienstleistungen für effiziente Softwareentwicklungsprojekte.
  • 3. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Quelle: http://de.wikipedia.org/wiki/Spiel#Geschichte © itemis AG 3
  • 4. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 4
  • 5. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Quelle: http://scene-gamers.de/schweden-lan-party-steuer/ © itemis AG 5 Warum spielen wir eigentlich?
  • 6. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG Die Entwicklungen, die sich in Spielen bewährt haben, können  Lernföderlichkeit Innovationstreiber für Usability-Konzepte sein!  Motivation 6
  • 7. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 7 Quelle: http://en.wikipedia.org/wiki/File:TeleGames-Atari-Pong.png Pong (1975)
  • 8. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 8 Nintendo Entertainment System (1985) Quelle: http://en.wikipedia.org/wiki/File:NES-Console-Set.jpg
  • 9. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 9 Power Glove(1989) Quelle: http://upload.wikimedia.org/wikipedia/commons/d/d3/NES-Power-Glove.jpg
  • 10. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Katastrophenschutz- Roboter (2013) ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 10 Quelle: http://en.wikipedia.org/wiki/Quelle: http://www.dw.de/overlay_media/katastrophenscFhiluet:zW-rioimboottee-rS-baefie-dtye-rF-iprsrot.bjpeg/g-17109633
  • 11. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 11 Quelle: http://en.wikipedia.org/wiki/Quelle: http://www.dw.de/overlay_media/katastrophenscFhiluet:zW-rioimboottee-rS-baefie-dtye-rF-iprsrot.bjpeg/g-17109633
  • 12. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 12 Quelle: http://en.wikipedia.org/wiki/Quelle: http://www.dw.de/overlay_media/katastrophenscFhiluet:zW-rioimboottee-rS-baefie-dtye-rF-iprsrot.bjpeg/g-17109633
  • 13. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG Die Innovationsfreudigkeit von Videospielen zeigt sich aber auch softwareseitig 13
  • 14. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 14 Quelle: http://www.n3rdabl3.co.uk/wp-content/uploads/2013/12/8_bit_super_mario_bros_wallpaper.jpg
  • 15. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Quelle: https://www.flickr.com/photos/dragontomato/4755760964/ © itemis AG 15
  • 16. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Quelle: http://www.posidyn.tk/games/falcon4/falcon4-manual.jpg © itemis AG 16
  • 17. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Hilfe, wenn der Spieler sie benötigt ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 17 Lernförderlichkeit – ISO 9241-110 Quelle: http://www.funsponge.net/wp-content/uploads/2013/03/TombRaider-2013-03-05-18-05-16-255.jpg
  • 18. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● »Fun is just another word for learning.« Raph Koster in »A theory on fun for game design« (2005) ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 18 Quelle: http://www.suchebiete.com/userbilder/44ffee9966aacc3333aaff33ff..jjppgg
  • 19. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 19 Lernförderlichkeit Quelle: http://upload.wikimedia.org/wikipedia/commons/0/05/France_in_XXI_Century._School.jpg
  • 20. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● »Ein Dialog ist lernförderlich, ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG wenn er den Benutzer beim Erlernen der Nutzung des interaktiven Systems unterstützt und anleitet.« 20 Lernförderlichkeit – ISO 9241-110
  • 21. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● » Wenn ein Dialog selten gebraucht wird, dann sollte geeignete Unterstützung dafür bereitgestellt werden.« ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 21 Lernförderlichkeit – ISO 9241-110 »Regeln und zugrundeliegende Konzepte, die für das Erlernen nützlich sind, sollten dem Benutzer zugänglich gemacht werden.« Quelle: http://www.funsponge.net/wp-content/uploads/2013/03/TombRaider-2013-03-05-18-05-16-255.jpg
  • 22. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Quelle: https://www.youtube.com/watch?v=2dAzYpcFpQc ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 22 Lernförderlichkeit – ISO 9241-110 »Rückmeldungen und Erläuterungen sollten den Benutzer unterstützen, ein konzeptionelles Verständnis vom interaktiven System zu bilden.«
  • 23. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG Lernförderlichkeit – ISO 9241-110 WISO Steuer-Sparbuch
  • 24. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG Lernförderlichkeit – ISO 9241-110
  • 25. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 25 Klar, Belohnungen sind der Motivationsfaktor schlechthin
  • 26. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 26
  • 27. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG Motivation Motivation ist ein Zustand, der durch Motive angeregt wird.
  • 28. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG Motivation Motive sind überdauernde Eigenschaften in Menschen. intrinsisch extrinsisch
  • 29. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG Motivation intrinsisch Fähigkeitserwerb Selbstständigkeit Sozialer Anschluss Sinnhaftigkeit Ästhetik
  • 30. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG Motivation extrinsisch Belohnung Einfluss Zugang Geld Status
  • 31. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG Sozialer Anschluss, Spaß, Ästhetik Status, Zugehörigkeit, Zugang
  • 32. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG Gamification ist ein Weg, Software bewusst mit motivierenden Faktoren anzureichern 32
  • 33. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Das Ziel von Gamification ist es, Software so zu gestalten, dass ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG sie Motive von Nutzern anspricht, um sie in den Motivationszustand zu versetzen. 33 Spielern
  • 34. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Motive sind die Stellschrauben der menschlichen Motivation. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 34 www.suchebiete.com/userbilder/Quelle: http://fstatic1.mtb-news.de/img/photos4/9fe/99/68a/6c/383/_a/fl3afr.gjpeg/IMG_0009.jpg
  • 35. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 35 Gamification ist der Werkzeugkasten
  • 36. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 36 Punktesysteme
  • 37. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 37 Punktesysteme
  • 38. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 38 Quelle: http://www.auto-medienportal.net/artikel/detail/16224
  • 39. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 39 Abzeichen, Achievements, Badges
  • 40. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 40
  • 41. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ©Q iuteemllei:s G AeGrman UPA Usability-Quartett Zeit für Fragen und Diskussion
  • 42. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Simon Eiterig simon.eiterig@itemis.de Michael Jendryschik michael.jendryschik@itemis.de ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG itemis AG | Am Brambusch 15-24 | D-44536 Lünen | www.itemis.de
  • 43. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Tutorials in Videospielen Methode 2: Abbildung der Spielmechanik  Erzeugt träges Wissen  Nimmt den Spaß an der Exploration Methode 3: Tutorial nach Kontext  Zeigt dem Spieler die Hilfe an, die er gerade benötigt  Unterstützt den »Pick up and Play« Ansatz ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG Methode 1: Kein Tutorial  Bei wenig komplexen Spielmechaniken sinnvoll  Lässt den Spieler Raum zum selbst erkunden Nach http://gamedevelopment.tutsplus.com/tutorials/the-many-ways-to-show-the-player-how-its-done-with-in-game-tutorials--gamedev-400
  • 44. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 44 Quelle: http://files.coloribus.com/files/adsarchive/part_1446/14467705/volkswagen-the-speed-camera-lottery-600-38011.jpg
  • 45. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Quelle: http://www.gonet.us/sites/default/files/gamificacion_6.jpg © itemis AG 45
  • 46. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG Grundsätze der Dialoggestaltung – ISO 9241-110
  • 47. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● » Das Spiel ist eine freiwillige Handlung oder Beschäftigung, die (…) nach unbedingt bindenden Regeln verrichtet (…) und begleitet wird von einem Gefühl der Spannung und der Freude.« Johan Huizinga in »Homo Ludens: Vom Ursprung der Kultur im Spiel.« (1938) ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● © itemis AG 47 suchebiete.com/userbilder/Quelle: http://www.popmatters.com/post/1278543fe-9jo6haacn3-3haufi3zifn.jgpags-homo-ludens/

Notas do Editor

  1. Laut der griechischen Mythologie erfanden die Götter das Spiel. Die Erfindung des Würfels zum Zweck des Spielens soll auf den Gott Hermes zurückzuführen sein.
  2. Berlin, Käthe-Kollwitz-Platz, Skatspieler Zentralbild Sturm Me-L 13.6.1959 Die Großstadt Berlin UBz: Die unermüdlichen Skatspieler. (Auf dem Käthe-Kollwitz-Platz, Bez. Prenzlauer Berg).
  3. LAN-Party
  4. Eine der ersten Heimkonsolen überhaupt - Single Purpose: Ein Spiel, eine Steuerung
  5. Erfolgreichste Spielekonsole der 80er Jahre (knapp 62 Millionen mal verkauft weltweit). Große Bandbreite innovativer Accessoires.
  6. Der Powerglove wurde mit riesigem Marketingaufwand beworben. Leider war er kaum funktionstüchtig und wurde daher ein großer Flop.
  7. Er ist oben mit Sensoren bestückt, die die Bewegungen der Hand erfassen. Dann übertragen sie diese Befehle an die Roboterhand. Allerdings hat die Roboterhand in diesem Fall nur zwei Finger und der Handschuh daher nur dort Sensoren.
  8. Dieser Handschuh steuert den Greifer eines Roboters fern.
  9. Dieser Feuerwehrroboter löscht mit einem Wasserschlauch gezielt Brände. Und er kann noch mehr: Mit einer Wärmebildkamera erkennt er Feuer und Gebäudeumrisse und misst mit Sensoren die Luftqualität.
  10. If we look at the home pages and advertising material of most gamification vendors, the answer is clear: Rewards is what makes games fun, and points, levels, and badges are basically all rewards in their understanding. Which means that they engage in a very flawed pop behaviorism: They consider games as Skinner boxes that doll out rewarding points like sugar pellets every time we hit the right lever. But if that reasoning would be correct, ...
  11. ... this should be the funnest game ever, earning you a whopping trillion points every time you press the button.
  12. » Das Spiel ist eine freiwillige Handlung oder Beschäftigung, die innerhalb gewisser festgesetzter Grenzen von Zeit und Raum nach freiwillig angenommenen, aber unbedingt bindenden Regeln verrichtet wird, ihr Ziel in sich selber hat und begleitet wird von einem Gefühl der Spannung und Freude und einem Bewusstsein des „Andersseins“ als das „gewöhnliche“ Leben. «
  13. Intrinsische Motive: Selbstständigkeit, Beherrschung, Leistung, Sozialer Anschluss, Zweck/Sinnhaftigkeit, Spaß, Lernen/Wissenserwerb, Ästhetik Extrinsische Motive: Status, Zugehörigkeit, Geld, Macht, Einfluss, Zugang, Belohnung/Bestrafung, Noten
  14. Intrinsische Motive: Selbstständigkeit, Beherrschung, Leistung, Sozialer Anschluss, Zweck/Sinnhaftigkeit, Spaß, Lernen/Wissenserwerb, Ästhetik
  15. Extrinsische Motive: Status, Zugehörigkeit, Geld, Macht, Einfluss, Zugang, Belohnung/Bestrafung, Noten
  16. iPod hat sich vor allem aufgrund seiner hedonischen Qualitäten durchgesetzt. Nutzer verhalten sich Dingen gegenüber toleranter, wenn sie einen hohen hedonischen Wert besitzen. Nutzungserlebnis steht im Vordergrund. Produkteigenschaften nehmen plötzlich Einfluss auf das Image des Menschen.
  17. Das Daimler-Tochterunternehmen Car2go ermöglicht seinen Kunden jetzt, an allen Standorten mit konventionell angetriebenen Smart Fortwo, ihren Fahrstil auszuwerten und auf dem bordeigenen Display anzeigen zu lassen, wie umweltverträglich sie sich durch den Verkehr bewegt haben. Die „Eco Score“ genannte Fahrstilanalyse ermittelt aus den drei Komponenten Beschleunigung, gleichmäßige Fahrweise und Ausrollen einen Punktzahl zwischen 0 und 100. Alle drei Werte haben direkte Auswirkungen auf Kraftstoffverbrauch und Schadstoffausstoß. Je nach Fahrverhalten wachsen oder schrumpfen die Bäume im Display. Erste Auswertungen zeigen eine deutlich gestiegene Eco Score-Punktzahl im Vergleich zum Zeitraum vor Einführung der Fahrstilanalyse, als die Werte zwar bereits erfasst, jedoch noch nicht sichtbar waren.