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Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
Gamification: (Can) work be fun?
10001.1001.11111011101
Torsten Reiners
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
Thanks for coming …
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
(1)
Who am I ? Torsten Reiners
• What and Where?
• Senior Lecturer, Curtin University
• School of Information Systems, Logistics and SCM group
• Lectures
• Information Systems
• Meta-Heuristics, Production and Logistics, Simulation
• Information Management and Data Mining
• Operations Management, Procurement, Transport
• Research Areas
• Virtual Worlds, Gamification, Emerging Technology, Vocational Training, Automatic
Assessment, Sentiment Analysis, Logistics, Machine Translation, e-Learning with
Focus on Adaptivity/Individuality, Operations Research, Simulation, Web 2.0/3.0
• E: t.reiners@curtin.edu.au
• E: torsten.reiners@gmail.com
• H: http://torsten-reiners.de
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
R.I.P.
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
Project
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
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Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
BAZINGA
fun, play, passion
Today is about GAMIFICATION
Deloitte
WHAT IS FUN?
Fun is an experience - short-term,
often unexpected, informal,
not cerebral and generally purposeless
Fun is the enjoyment of pleasure
Particularly in leisure activities.
Purposeless?
Passio
A strong feeling for something
PLAY
Do we still play games?
Play
Engage in activity for
enjoyment and
recreation
rather than a serious
or practical purpose.
PLAY
VIDEO
http://www.youtube.com/watch?feature=play
er_embedded&v=1AJpKt6UP08
Why Gamification?
GAMIFICATION IS ALREADY HERE.
.
EVERYWHERE. EVERYONE.
Interesting. Potential
Why Gamification?
Why Gamification?
Hype
70% of Global 2000 have at
least one Gamified application
50% of companies with innovative
processes will gamifiy those processes
By 2015
What is Gamification?
Gamification
Integrating game dynamics
into your site, service, community, content or campaign,
in order to drive participation.
the use of game design elements in non-game contexts
motivational elements of games + learning
activities + communicate and share
accomplishment + goals
= direct the attention + motivate for action
Make you come back
Forms your body
Causes harmony …
… and fairness
geoguessr
Stimulates your brain
Is there more to know
about Gamification?
The Gearbox
Intention
INTENTION
YOU MISSED!!!!!
DYNAMICS
Emotions
Relationship
Curiosity
DYNAMICS
nDiVEOLT Grant 2013-2014
(AUD 220,000)
Torsten Reiners, Lincoln C. Wood, Vanessa Chang
Christian Guetl, Jan Herrington, Hanna Teräs,
Natasha Petter
n-Dimensional Immersive Virtual Environment
• increase authenticity through inclusion of real-life complexity
• use scenarios linked into a comprehensive supply chain
• include gaming mechanisms to increase student engagement
Supply Chain
A supply chain is a system of organizations, people, activities, information, and
resources involved in moving a product or service from supplier to customer.
Supply chain activities transform natural resources, raw materials, and components
into a finished product that is delivered to the end customer.
Story
Story
Narratives
• teacher / expert
• „perfect“ solution
• hard to beat
• exploration
• guidance by bots
MECHANICS
Achievement
Challenge
Collaboration/Socialising
Feedback
Ownership
Progression
Transaction
Stochastic
Traditional
• non-game, real-world contexts are enhanced with
concepts from games to engage, encourage, focus,
and guide users
• Mechanics of Gamification
• Scores
• Leaderboards
• Badges
• Quests
• Competition
• Levels
• ...
GAMING COMPONENTS
Advanced
• Game over
• Next life
• Save points
• Rewind
• Multi-player
• NPC / Ghosts
• Slow motion
• Awards
GAMING COMPONENTS
rewind (Machinima, interactive)
time (break-down to sectors)
score (commands, meter, task switch)
comparison (self, friends, world)
ghost (learn from experts)
next life (being able to „die“)
Slow motion (understanding processes)
Advanced
GAMING COMPONENTS
Failure
We need
Failure
We need
Failure
We need
Gamification?
LinkedIn
Do we care about the player?
PLAYER TYPES
SKILLS
Challenge
Boredom
Anxiety
PLAYER TYPES
Can everything be a game?
Sure. Just give awards
Sure. Just add points
Sure. Just have fun
Sure. Just be a
Sure. Just add IT
So what is it all about?
PROGRESS
beginner
expert
LEARNER
Teacher
NEW PERSPECTIVES
Have (productive) fun a work
• http://www.youtube.com/watch?v=t3dgM45gwvg
Be inspired by oth
There is no
“can’t be done”
Discover
“your path”
Just
Reach
out
• Identify all the tasks you don’t like doing
• Assign these various tasks and stuff point values
• Base the rewards, like drinking a beer
• Track everything
• Modify the point values as needed
• Have success weeks and milestone prizes
What can you do?
http://www.slideshare.net/HorizonWatching/g
amification-a-horizon-watching-trend-report-
05feb2013
• Involve an expert …
Fun, Play, PassionHowever it is achieved
Conclusion
Never forget
ISBN: 978-1461462859
$152
You want it?
• Answer question correct
• Be the first
• Post photos of it with
link to Amazon
• Facebook
• LinkedIn
• Twitter
• ….
How many Rabbids
were on the slides
(including this one)
THANKS
• one pic a day, every day!
• driven by comments and likes
The new Apple 4.5. Smaller, shinier, and
faster (too eat). And bio-degradable ....
Gamification
we experience(d)
• points per publication
• „expected“ motivation by admin
• punish internal collaboration
RPI
Gamification Resources
Gamfication Wiki
Boook
CfC
Projector for living room

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Gamification presentation for the ACS in Perth

Notas do Editor

  1. A recent survey found that only 29% of employees are engaged at work, with 52% identifying as unengaged, and 19% as disengaged. 4As Dan Pink argues in the book "Drive: The Surprising Truth About What Motivates Us," intrinsic rewards are far better than extrinsic rewards to create higher levels of engagement and better results. Low skill vs. high skill
  2. Not much fun
  3. Unintented behaviour