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Impact of Gamification and Enabling Technologies on Business and Education BIT Congress Shenzhen April 2015 David Wortley
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Impact of Gamification and Enabling Technologies on Business and Society bit congress shenzhen

Jul 28, 2015

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David Wortley
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Page 1: Impact of Gamification and Enabling Technologies on Business and Society bit congress shenzhen

Impact of Gamification and Enabling Technologies on Business and Education

BIT Congress Shenzhen April 2015David Wortley

Page 2: Impact of Gamification and Enabling Technologies on Business and Society bit congress shenzhen

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About MeElectronic and Electrical Engineer

Scholarship WinnerProfessional footballer

Management TutorEarly adopter of technology

ActorSocial Entrepreneur

Founding Director of Serious Games InstituteFellow of Royal Society of Arts FRSA

Guitar HeroAdvisor to European Union

Conference SpeakerSeeker of Knowledge

Page 3: Impact of Gamification and Enabling Technologies on Business and Society bit congress shenzhen

My Roles and Passions in Life

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The Perfect Storm of OpportunityUrgent Societal Issues

● Health – Obesity, Diabetes etc● Ageing Society – Dementia and

care costs● Education – Rejection of traditional

practices● Environment – Unsustainable

demand for Resources● Commerce – E-Commerce threat to

traditional Physical retailers on the High Street

Enabling Technologies● Lifestyle sensor technologies● Mobile Applications● Cloud Computing● Internet of Things● Big Data Analytics● Data Visualisation● Social Media

Creating synergistic collaborative partnerships across multiple disciplines and sectors is key to commercialisation of the opportunities

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Global Challenge – HealthObesity, Diabetes, Cancer & Cardiovascular Problems

Is Technology the Cause of the Problem or the Solution?

● Sedentary lifestyle● Convenience foods● Comfort eating● Inadequate exercise● Couch potato syndrome● Spectator society

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Generation Q Expectations• Quick - instant

gratification • Question - Why & How?• Quote - exploration &

discovery• Quality - not Quantity

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Entertain Me?

Generation Q New Expectations ?

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Global Challenge – EducationExpectations of Generation Q Digital Natives

● Early exposure to interactive technology

● Engagement in video games

● Easy access to information● Rejection of traditional

teaching methods

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Shifting the Locus of Control

Games (Life) MechanicsUncertainty

AI (Computer) MechanicsCertaintyWay to Go?

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What is Gamification?

Gamification is a process which shapes the world (achieves goals) by influencing the actions, behaviours, characteristics and states of entities within the world (through the use of games strategies and mechanics)

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What is Gamification?

Every Human Activity can be Viewed as a Game !!

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Mind-GamesGames Concepts are part of Everyday Vocabulary

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Big Players in Politics & Business

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Teaching Game

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Property Game

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Insurance Game

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Used Car Game

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Game = Influence & Persuasion

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Gamification is a Life Skill

Gamification and the ability/motivation to Gamify is embedded in the genetic make up of every living creature.

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Gamification ElementsScenarios/NarrativesChallengesRulesChance/UncertaintyRisksRewards/IncentivesPenaltiesCompetitionExplorationSuccess/Achievement

FailureDiscoveryLeaderboardsLearningDevelopmentSkill/AbilityAction/ReactionMeasurementFeedbackReflection

Gamification introduces some or all of these elements into everyday situations

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Gamification "A-List" InfluencersAbilityAccessibilityActivation LevelAdjacencyAdmirationAffectednessAffordabilityAlignmentAmbition

AppearanceAptitudeArgumentAspirationAssociatesAttractivenessAuthenticityAuthorityAwareness

Gamification "A-List" Influencers are all factors which can have a bearing on outcomes

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The Gamification LensStrategistTactician

MotivatorCoach

SkillAbility

MotivationSelf-Esteem

LoyaltyPassion

EngagementSupport

InterestAwarenessKnowledge

UnawareIndependentSelf-sufficient

Growing Influenceand Ability to Achieve Goals

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The Gamification Cycle

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Challenge

Response

Measurement

Feedback

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The Way it Used to be

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Then and Now

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Gen Q – Digital Natives

Technology is a Game

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Entertain Me?

Shifting Expectations ?

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Big Changes in Society

Traditional Hierarchy Today’s Network

The Networked Society lacks Natural Leadershipand brings individual power without responsibility

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Prosumer Phenomenon

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We are all Knowledge Professionals

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Attention Economy

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Shifting the Locus of Control

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External Locus of Control

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Today’s Society has Real Challenges arising from a mindset that shifts responsibility to others

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Value of Leadership

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Gamification and Self-Leadership

Gamification and enabling technologies can deliver startling results that empower the individual

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Gamification and Personal Health

Personal benefits are very visible but what are the Enabling Technologies?

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Gamification and Enabling TechnologiesAcceptance of Personal Responsibility

Personalisation of Sensor Data provides greater incentive & control

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Acceptance of Personal Responsibility

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Balancing Rights and Responsibilitiesin the Digital Society

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Serious Games and SimulationsRole Playing & Responsibility

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Floodsim made players responsible for UK Flood Policy it attracted 140k players and provide education & feedback

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Gamification and Learning and Development

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Games Industry techniques for adaptive and personalised challenges and continuous assessment

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Win-Win Relationships

We live in a fast changing world where collaborative relationships are vital

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Building the Future Together

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Conclusions• Education is in revolution not evolution• Paradigm shift to self directed peer to peer

learning• Gamification and games mechanics provide the

challenges needed for our sustainable development

• Technology has provided the problems but can also deliver the solutions 51

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The Goal of EducationDeveloping Responsible Future Citizens?

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www.gadgetstogodbook.com

Technology and Society

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Thanks for ListeningAny Questions?