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BEFORE WE BEGIN…
After sitting through a lego workshop before my talk, I decided to insert a few slides before my “official” set of slides for the talk.
These are games.
Patrick Q: http://www.flickr.com/photos/patrick_q/293314242/
These are *toys*.
C Slack: http://www.flickr.com/photos/slackpics/4289782818/
GAMES ≠ TOYS
GAMES ≠ GAMIFICATION
MOOCS,
E-LEARNING,
& GAMIFICATION
Elizabeth Lane Lawley
Rochester Institute of Technology
School of Interactive Games & Media
Lab for Social Computing @ the MAGIC Center
Original first slide for the talk.
Taxonomy of the Lean Startup Anti-Pivot
by Tristan Kromer
http://www.slideshare.net/Deridian/taxonomy-of-the-lean-startup-antipivot
When I told some of my students I was giving a talk at a conference on gamification, they sent me this slide, which is funny because it’s
true.
Mind if I cut in here?
Sebastian Deterding:
Visiting Professor, RIT
MAGIC Center &
Interactive Games & MediaSebastian recently gave a presentation at the Game On: Exploring Innovative Pedagogies Symposium, Charles Darwin University, Darwin,
Australia,
http://www.slideshare.net/dings/gameful-design-for-online-learning . Rather than trying to recreate his slides, I’m blatantly stealing a
series of them, but with full attribution!
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
http://www.slideshare.net/dings/gameful-design-for-online-learning
WHAT DO GAME DESIGNERS
HAVE TO SAY ABOUT THIS?
Well, that’s just one guy’s opinion, right?
“Gamification is an inadvertent con. It
tricks people into believing that there’s
a simple way to imbue their thing ...
with the psychological, emotional and
social power of a great game.”
Margaret Robertson:
Can’t Play, Won’t Play (2010)
http://hideandseek.net/2010/10/06/cant-play-wont-play/
“-ification involves simple,
repeatable, proven techniques.
[It] is always easy and
repeatable, and it’s usually
bullshit.”
Ian Bogost:
Gamification is Bullshit (2011)
http://www.bogost.com/blog/gamification_is_bullshit.shtml
http://gamifyforthewin.com/2011/09/video-opening-debate-at-for-the-win/
Expanded version in the upcoming book The Gameful World
WELL.
OKAY, THEN.
LET’S TRY AGAIN...
UNDERSTANDING
GAMEFUL DESIGN
Elizabeth Lane Lawley
Rochester Institute of Technology
School of Interactive Games & Media
Lab for Social Computing @ the MAGIC Center
I have a long history of bait-and-switch at conference talks. I’m not really talking about “gamification” today, I’m talking about what
people like Sebastian have taken to calling “gameful design.”
GAMES & MOTIVATION
And gameful design is very much about motivation.
“[T]he four player types [are] achievers, explorers, socialisers
and killers. […]
Achievers are Diamonds (they're always seeking treasure);
explorers are Spades (they dig around for information);
socialisers are Hearts (they empathise with other players);
killers are Clubs (they hit people with them).”
Richard Bartle:
“Hearts, Clubs, Diamonds, Spades:
Players Who Suit MUDS” (1996)
Richard Bartle, an early MUD (multi-user dungeon) designer, identified a set of player types that relate to motivation, and this framework
gets used often in thinking about games and their players.
http://www.mud.co.uk/richard/hcds.htm
ACTING
INTERACTING
PLAYERS WORLD
KILLERS ACHIEVERS
EXPLORERSSOCIALIZERS
Bartle’s types in chart format.
“Narratives often blurred the boundaries between
well-defined motivation categories. […I]t made
sense to abandon framing what was happening as
motivation changes and to think about the
narratives more broadly as player life-cycles or play
trajectories.”
Nick Yee
The Daedalus Project
“Player Life Cycles” (2007)
Nick Yee, who has a PhD in psychology from Stanford, and now works for Ubisoft, spent years collecting data on MMO players, and
developed a richer framework for understanding players in that type of game environment. These player narratives are interesting and
useful in thinking about the player (or “user”) life cycle in many contexts.
http://www.nickyee.com/daedalus/archives/001588.php
MMO PLAYER STAGES
Entry Practice Mastery Burnout Recovery
http://www.nickyee.com/daedalus/archives/001588.php
MMO PLAYER STAGES
Entry Practice Mastery Burnout Recovery
▷ Newcomer Euphoria
▷ Playing With Others
http://www.nickyee.com/daedalus/archives/001588.php
MMO PLAYER STAGES
Entry Practice Mastery Burnout Recovery
▷ Ramping Up/Progression
▷ Solo to Group
http://www.nickyee.com/daedalus/archives/001588.php
MMO PLAYER STAGES
Entry Practice Mastery Burnout Recovery
▷ Staying for Friends/Casual Guilds
▷ High-End Content/Serious Guilds
▷ Social/Community Leadership
▷ PvP/Competition
http://www.nickyee.com/daedalus/archives/001588.php
MMO PLAYER STAGES
Entry Practice Mastery Burnout Recovery
▷ Grind Burnout
▷ Social/Raiding Burnout
▷ Restarts
▷ Nothing Left to Do
http://www.nickyee.com/daedalus/archives/001588.php
MMO PLAYER STAGES
Entry Practice Mastery Burnout Recovery
▷ End-Game Casual
http://www.nickyee.com/daedalus/archives/001588.php
“The 4 Fun Keys create games’ four most important
emotions:
1. Hard Fun: Fiero – in the moment personal triumph
over adversity
2. Easy Fun: Curiosity
3. Serious Fun: Relaxation and excitement
4. People Fun: Amusement”
Nicole Lazzaro:
The 4 Keys 2 Fun
http://www.nicolelazzaro.com/the4-keys-to-fun/
http://www.nicolelazzaro.com/the4-keys-to-fun/
http://www.slideshare.net/NicoleLazzaro/ux-week-the-future-of-ux-is-play
“An understanding of human
motivation requires a consideration
of innate psychological needs for
competence, autonomy, and
relatedness.”
Richard Ryan & Edward Deci:
The What & Why of Goal Pursuit
(2000)
Much of my current thinking about motivation has been shaped by the work on Self-Determination Theory (SDT) developed by Deci & Ryan.
http://www.tandfonline.com/doi/abs/10.1207/S15327965PLI1104_01
FUN --> VOLUNTARY ?
What do you do for fun? Would I necessarily find that fun? Would you still find it fun if someone was expecting you to do it?
FUN --> VOLUNTARY ?
NO!
What do you do for fun? Would I necessarily find that fun? Would you still find it fun if someone was expecting you to do it?
FUN --> VOLUNTARY ?
VOLUNTARY --> FUN !
NO!
What do you do for fun? Would I necessarily find that fun? Would you still find it fun if someone was expecting you to do it?
Competence? Yes.
Autonomy? Maybe.
Connectedness? No.
Competence? Yes.
Autonomy? Yes.
Connectedness? Yes!
Drive provides a very accessible overview of SDT and other motivation research, but it’s also an oversimplified version.
INTRINSIC
MOTIVATION
EXTRINSIC
MOTIVATION
The oversimplication of SDT has led people to assume that intrinsic (autotelic) motivation is always better than extrinsic (external)
motivation.
(Image: cscarlett15 on DeviantArt http://cscarlett15.deviantart.com/art/Loki-and-the-Loon-chibis-329305370 )
INTRINSIC
MOTIVATION
EXTRINSIC
MOTIVATION
The oversimplication of SDT has led people to assume that intrinsic (autotelic) motivation is always better than extrinsic (external)
motivation.
(Image: cscarlett15 on DeviantArt http://cscarlett15.deviantart.com/art/Loki-and-the-Loon-chibis-329305370 )
“Intrinsic and extrinsic
motivation is not a dichotomy,
it’s a continuum.”
Scott Rigby:
Intrinsic & Extrinsic
Player Motivation
(2012)
It’s not that clear-cut, though, and a more careful reading of SDT shows that. Scott Rigby, who studied with Deci & Ryan, gave a great talk
at GDC in 2012 explaining this difference.
http://www.immersyve.com/downloads/conference-presentations/SRigby_GDC%202012_Intrinsic%20and%20Extrinisic%20Motivation
%20in%20Players.pdf
This is based off of a similar slide by Scott in his presentation. The first and last are easy to categorize as “intrinsic” and “extrinsic”.
But often there are motivations that lie in the middle that are harder to understand without a continuum.
I love
hiking!
This is based off of a similar slide by Scott in his presentation. The first and last are easy to categorize as “intrinsic” and “extrinsic”.
But often there are motivations that lie in the middle that are harder to understand without a continuum.
I’m glad I’m
getting paid
for this.
I love
hiking!
This is based off of a similar slide by Scott in his presentation. The first and last are easy to categorize as “intrinsic” and “extrinsic”.
But often there are motivations that lie in the middle that are harder to understand without a continuum.
I’m glad I’m
getting paid
for this.
I need to lose
weight. Maybe
this will help.
I love
hiking!
This is based off of a similar slide by Scott in his presentation. The first and last are easy to categorize as “intrinsic” and “extrinsic”.
But often there are motivations that lie in the middle that are harder to understand without a continuum.
A LITTLE HISTORY…
turns out a lot of us have been talking about what is now called “gamification” for a long time. we just weren’t using the “ification”
suffix.
May 2008
October 2008
October 2011
Three keynotes, given at three different library conferences, all talking about these ideas.
LEARNING FROM GAMES
< 2008 >
Great Mary Poppins song (but the youtube video now has no sound, due to DMCA :
( )
More from the song.
More from the song.
More from the song.
(August 2006)
The grind is something I respond to, and have thought a lot about.
http://terranova.blogs.com/terra_nova/2006/08/in_praise_of_th.html
REAL WORLD GAMES:
Libraries have been using game mechanics for a loooong time.
GAME MECHANICS AND GOALS:
THE FIRST FIVE MINUTES
• Understanding
• Accomplishment
• Progression
• Acquisition
• Communication
In	
  the	
  October	
  2008	
  talk,	
  I	
  talked	
  about	
  the	
  importance	
  of	
  the	
  first	
  five	
  minute	
  experience,	
  and	
  did	
  live	
  demos	
  of	
  both	
  WoW	
  and	
  SL’s	
  first	
  five	
  
minutes.	
  These	
  were	
  the	
  aspects	
  I	
  discussed,	
  which	
  are	
  relevant	
  to	
  all	
  kinds	
  of	
  gameful	
  design.	
  
WoW first five minute experience (live demo at conference)
Second Life first five minute experience (live demo)
EMERGING GAMIFICATION
< 2011 >
I finally used “ification” at the 2011 IL conference...
"My point is that the 'fun', the pleasure of
these elements does not come from some
extrinsic reward value of those elements,
but chiefly from the experience of
competence they give rise to.”
Sebastian Deterding:
Gamification by Design –
A Response to O’Reilly (2011)
And I was quoting Sebastian even then.
http://gamification-research.org/2011/09/a-quick-buck-by-copy-and-paste/
http://gamification-research.org/2011/09/gamification-by-design-response-to-oreilly/
It’s the autonomy, stupid.
For this to be successful, it has to be voluntary, fun, and engaging. They have to vest in it as creators, not just consumers. This is the key takeaway from
Deci & Ryan’s SDT work. We know this because we asked them J
And I talked about the launch of our new “gaming layer” for undergraduate students, Just Press Play.
‹❮ 2013 ›❯
So, what happened?
I’d love to tell you it was all spectacularly successful. But no, it wasn’t.
Flickr: amboo who
But it’s been far from a total failure, or I wouldn’t be willing to talk about it to so many people!
http://www.flickr.com/photos/amboo213/4020584983/
MISTAKE #1:
UNREALISTIC TIMELINE
We made a bunch of mistakes. The first was too short a development timeline. Don’t underestimate how hard the technology *and*
content design for a good gameful design can be.
MISTAKE #2:
TANGIBLE ELEMENTS
Tangible was a good aim, but requires a lot more technical and production support—keeping things working, generating new cards, etc. And
the codes were a terrible idea.
MISTAKE #3:
CATEGORIES
& LEVELS
MISTAKE #4:
COMPLEX UI
We made a system that was too complex and had too many barriers for the kind of lightweight engagement we wanted
MISTAKE #5:
WALLED GARDEN
And we made it a walled garden. “Public” really meant “visible to all players”, not to the whole world. Made it difficult to share things
and brag about them.
2012 RELAUNCH
Lather, rinse, repeat..
So we took what we’d learned, and iterated on it.
The only reason we could do this is because Microsoft Research had given us enough financial support to be able to iterate over
the long term, which meant paying student developers.
We relaunched in 2012, and fixed a number of problems.
Autonomy: entirely optional to play, no achievements are required to progress
Connectedness: primary focus; many “social” achievements, many group activities; but the site itself doesn’t facilitate connectedness
Mastery: our weakest area; we’re working on making things scarcer and/or more challenging
2013 RELAUNCH
Lather, rinse, repeat..
However, we still weren’t providing enough fresh information, sense of mastery/accomplishment, or opportunities to interact with
other players. So we’re iterating again.
The new version will include the ability to comment on nearly everything, as well as the ability to share things to Facebook easily.
We’ve improved the ability to see and reflect on your accomplishments, and provided more motivation to illustrate accomplishments
with photos and stories.
We’ve moved it to an Azure framework, and significantly improved the database, backend, and frontend code. Planned open source
release of the code base: December 2013!
SUGGESTED READINGS
I’m a librarian. I feel compelled to give you an annotated bibliography!
SCOTT NICHOLSON
SCOTTNICHOLSON.COM
Scott’s doing great stuff on games and gamification in a library-specific context.
http://scottnicholson.com/pubs/index.html
http://infospace.ischool.syr.edu/2013/09/30/gaming-and-play-in-the-library-a-brief-
history/
ANDREW WALSH
@ANDYWALSH999
Andrew Walsh at the University of Huddersfield, too!
http://librarygame.co.uk/
http://librarygame.tumblr.com/
evernote.com/pub/mamamusings/librarygamification
https://www.evernote.com/pub/mamamusings/librarygamification
SEBASTIAN DETERDING
CODINGCONDUCT.CC
http://codingconduct.cc/
http://slideshare.net/dings
Steffen P. Walz & Sebastian Deterding (eds.) – Due out end of 2013
The Gameful World: Approaches, Issues, Applications. Cambridge, MA: MIT Press
gamefulworld.org / twitter: @gamefulworld
http://gamefulworld.org
AMY JO KIM
SHUFFLEBRAIN.COM
http://shufflebrain.com/
http://www.slideshare.net/amyjokim/presentations
IAN BOGOST
BOGOST.COM
http://bogost.com/
http://bogost.com/
http://www.amazon.com/gp/product/
0262026147
LAWLEY.RIT.EDU
SLIDESHARE.NET/MAMAMUSINGS
http://lawley.rit.edu/
http://slideshare.net/mamamusings/

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Gameful Design for Libraries

Notas do Editor

  1. Patrick Q: http://www.flickr.com/photos/patrick_q/293314242/
  2. C Slack: http://www.flickr.com/photos/slackpics/4289782818/
  3. Taxonomy of the Lean Startup Anti-Pivotby Tristan Kromerhttp://www.slideshare.net/Deridian/taxonomy-of-the-lean-startup-antipivot
  4. Sebastian recently gave a presentation at the Game On: Exploring Innovative Pedagogies Symposium, Charles Darwin University, Darwin, Australia, http://www.slideshare.net/dings/gameful-design-for-online-learning
  5. From a recent presentation by Sebastian
  6. http://hideandseek.net/2010/10/06/cant-play-wont-play/
  7. http://www.bogost.com/blog/gamification_is_bullshit.shtmlhttp://gamifyforthewin.com/2011/09/video-opening-debate-at-for-the-win/Expanded version in the upcoming book The Gameful World
  8. In the beginning
  9. Bartle’s types in chart format.
  10. Need photo of Ianhttp://www.bogost.com/blog/gamification_is_bullshit.shtmlhttp://gamifyforthewin.com/2011/09/video-opening-debate-at-for-the-win/
  11. Need photo of Ianhttp://www.bogost.com/blog/gamification_is_bullshit.shtmlhttp://gamifyforthewin.com/2011/09/video-opening-debate-at-for-the-win/
  12. What do you do for fun? Would I necessarily find that fun? Would you still find it fun if someone was expecting you to do it?
  13. Competence? Yes.Autonomy? Maybe.Connectedness? No.
  14. Competence? Yes.Autonomy? Yes.Connectedness? Yes!
  15. cscarlett15 on DeviantArthttp://cscarlett15.deviantart.com/art/Loki-and-the-Loon-chibis-329305370
  16. Need photo of Ianhttp://www.bogost.com/blog/gamification_is_bullshit.shtmlhttp://gamifyforthewin.com/2011/09/video-opening-debate-at-for-the-win/
  17. 2008
  18. 2008
  19. WoW first five minute experience (live demo at conference)
  20. Second Life first five minute experience (live demo)
  21. http://gamification-research.org/2011/09/a-quick-buck-by-copy-and-paste/http://gamification-research.org/2011/09/gamification-by-design-response-to-oreilly/
  22. For this to be successful, it has to be voluntary, fun, and engaging. They have to vest in it as creators, not just consumers. This is the key takeaway from Deci &amp; Ryan’s SDT work. We know this because we asked them 
  23. Development team, at midnight before launch, eating pie in hopes of gaining Tona Henderson’s collectible card.
  24. I’d love to tell you it was all spectacularly successful. But no, it wasn’t.
  25. But it’s been far from a total failure, or I wouldn’t be willing to talk about it to so many people!http://www.flickr.com/photos/amboo213/4020584983/
  26. Autonomy: entirely optional to play, no achievements are required to progressConnectedness: primary focus; many “social” achievements, many group activities; but the site itself doesn’t facilitate connectednessMastery: our weakest area; we’re working on making things scarcer and/or more challenging
  27. Planned open source release of the code base: December 2013!
  28. http://scottnicholson.com/pubs/index.html
  29. http://infospace.ischool.syr.edu/2013/09/30/gaming-and-play-in-the-library-a-brief-history/
  30. University of Huddersfield
  31. https://www.evernote.com/pub/mamamusings/librarygamification
  32. http://www.slideshare.net/amyjokim/presentations
  33. http://www.amazon.com/gp/product/0262026147