O slideshow foi denunciado.
“providing a safe place to fail then…..”
what makes games compelling
– (relatedness , people can relate to them)
– (you don’t interact OR compete with someone when your:- at the cinema OR reading a
– provide a feedback loop
– they are fundamentally designed and developed in an agile way
a brief history of games in
less than one minute.
the road to multiplayer
from games to gamification – tutton’s 3 strategies
good game design
how to make multiplayer = social
▪ make it Co Operative or Competitive
– What’s you have made it Co Operative or Competitive? Then and only then, do you add
the points badges and leaderboards
– Add other quote from my typed Notes
▪ recognise your Champions
– Game style social recognition (eg leader board with player code name and/or player
customised character or avatar) has been proven to be more effective than old school
“employee of the month”.
AI or rather the “Feedback Loop”
▪ is presenting the challenge
▪ ensuring the feedback loop is really tight. (AI looks at how the
game player is going in real time and…..)
▪ showing you where you are on your journey, similar to say the
breadcrumbs in moodle module.
– This where you add the progress bar that the Sydney IT Academic Richard Buckland so
enthusiastically preaches about.
provide linear challenge
Testing or agile design
▪ Rather than build the whole project in one go. Rapidly build a
little bit, then test it and then keep modifying and keep
refreshing it and keep users coming back for more.
▪ Games these days are very much about continuous
improvement. Even games like World or Warcraft that are
played for years are continuously being updated.
who’s using gamification
otherwise boring topics exciting
▪ KPMG “The Games”
▪ Telstra “JobJam”
▪ IBM = Inno8 logo’s please
▪ SE Water
▪ State Trustees
time and attendance
hr-ing with gaming
– SE Water - mobile beacons
tutton’s 3 strategies to gamified employee
▪ make it social
– a safe place to fail until you succeed then choose how to brag about it.
▪ make it a linear challenge
– games use sophisticated AI to do this but you don’t have to do this you can just use
good curriculum design
▪ make it agile
– constantly analyse it & iterate it
– develop an agile iterative style
– player analytics
– (all the way through)
– get your champions early and keep tweak it, testing it, collecting student data and
recognising your champion stimulating them hooking them in THEN and only then will
the rest follow.
todays takeaways on game design
▪ people are social, multiplayer cooperation and competition
▪ a good feedback loop motivates people to achieve Mastery and
– even Autonomy you have to play the game not copy the person next to you.
▪ more iterative testing will mean gratification is always a few
clicks away. (We are do’ers) evolution is a “linear challenge”.
▪ all of this will help you create a more compelling UX but most of
“a safe place to fail then……..
▪ player motivation & employee engagement – self determination
▪ player types & employee engagement - artificial intelligence
and the feedback loop with agile interative applications
▪ genre types & their application to gamificiation
▪ player motivation player analytics, player types
▪ multiplayer in the social media world