Transcript

ConceptsProcess

ObjectivesGame Elements

References

Gamification

Concepts

Gamification is the use of game elements or creating game like emotions in non-game context

Gamification

Similar Concepts

Game Based Learning Digital Game

Based Learning Serious GamesLearning Games Edutainment

Gamification

Game is a activity of play in the pretended reality where participants try to achieve challenging goal by acting in

accordance with rules

Game

Game is not always

• Competition

• Conflict – Game theory (math)

• Entertaining – serious games

• Fun?

The implementation of (entertaining or learning) games as learning tools

or activities

Game Based Learning

Games for serious purpose

Not only for entertainment

E.g.: education, defense, health care, scientific exploration, emergency

management, urban planning, engineering, religion, politics, …

Serious Games

Education + EntertainmentForm of entertainment designed to

educate as well as to amuse

Edutainment

Gamification Process

Gamification Design Process

• Define objectives

• Define expected user behavior

• Describe the target group

• Define extrinsic motivator

• Define intrinsic motivator

• Define feedback loop

• Define progress phases

• Add entertaining elements

• If needed ad additional game elements

Increase the engagement

… motivation, participation, activity, …

To generate a flow

The Purpoce of Gamification

State of mind where one is so deeply concentrated in the task in hand that she looses the sense of time and stop worrying about self

Flow

FlowAutotelic Experience

Skill-challenge

Balance

Unambiguous

Feedback

Clear

Goals

Control

Losing

Self-consciousness

Time

transformation

Concentration

Merging

Action-awareness

Flow

Mihaly Csikszentmihalyi 1990

Every element that can be found in the game

Game Elements

Achievements Actions Aesthetics Altruism Art Atmosphere Attitudes

Autonomy Autotelic Avatar Badges Balance Boss Challenges Characters

Cheating Cognition Collaboration Communication Community Competences

Competition Concentration Conditions Control Creativity Culture Curiosity

Decision_Making Difficulty Dimensions Discovering Emotions Empathy

Engagement Engrossment Enjoyment Environment Ethics Events

Experience Expressions Fairness Fantasy Feedback Fight FLOW Followership

Fun Gameplay Goals Group Identity Imagination Immersion Importance

Interaction Interest Involvement Knowledge Levels Location

Loosing_Self Loyalty Luck Meaningfulness Merging Messages

Motivation NPC Opponent Performance Physiology Player Points Preferences

Progress Psychology Recruiting Relatedness Relations Reputation Resources RewardRisk Roles Rules Scoreboard Skills Socialization Sound Space Status Stile Story

Support Surprise Teamwork Time Time_Transformation Turns Uncertainty

Unknown Utility Voluntariness World

PointsBadges

Scoreboard

Extrinsic Motivators

Meaningful challengesFeeling competent

FeedbackEntertainment

Feeling emotionsCuriosity (interest)

Feeling control (power)Self identification

Relatedness

Intrinsic Motivators

Motivators

Intrinsic Extrinsic

Physiological

Needs

Psychological

Needs

Social

Needs

Cognitive

Needs

Emotional

NeedsEnvironmental

Aspects

Autonomy

Self Identification

Interest

Importance

Meaningfulness

Goals

Attitudes

Identity

Fun

Control

Challenging

And

Meaningful

Activity

Ethics

Achievements

Feeling

Competent

Feedback

Utility

Extrinsic

Reward

Points

Badges

Culture

Scoreboard

Relatedness

Followership

Feedback Loop

Progress

Levels

Missions

Story

Map

Time

Score and scoreboard

Badges

Progress bar

Entertaining Elements

• Gameplay – challenges and actions• Aesthetics – style of the environment• Harmony – all elements fit in to the big picture• Storytelling – interactive story telling• Risk and reward – uncertainty, hidden information• Novelty and variety• Learning – how to proceed, content• Creative and expressive play – design of game items• Socializing – communicating with others• Immersion – forgetting real world

Challenges

Most Important Game Element

Common Game Challenges

• Physical coordination – speed and accuracy • Formal logic – puzzles where no additional information is

needed• Math – e.g. financial calculations• Time pressure• Factual knowledge – e.g. quiz• Memory• Pattern recognition – in NPC action or in environment• Exploration – finding hidden objects• Strategy – planning and executing• Economics – resource accumulation• Conceptual reasoning - puzzles where external knowledge is

needed

Genre = Challenge

Phys Eco Concept Tact Log Expl Logic

Action + + ~ ~ – – –

Strategy – ~ ~ + ~ ~ _

Role – + ~ + + + ~

Simulation + – – + ~ – –

Management – + + + ~ – –

Adventure – ~ ~ – – + +

Puzzle ~ – + – – – +

Ref: Ernest Adams (2009) Fundamentals of game design

Examples of Additional Game Elements

• Competition – scoreboard, quiz, occupying the point first, …

• Collaboration – forming teams, defining roles, …

• Aesthetics – game like app, using game aesthetics on handouts, …

• Game World – game like map, augmented reality, …

• Characters – avatar design, NPC guides, …

• Risk and Luck – random missions, opponent acts, hidden information, …

• Story – hero's journey, revealing story chapters in mission points, …

• Control – players decide the order of challenges, …

• Voluntariness – letting to select the challenges, roles, teams, …

• …

References

Additional Reading

Lee Sheldon

Gamification Literature

GBL Literature

Game Design Literature

Martin Sillaots

martins@tlu.ee

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