Impact of Gamification and Enabling Technologies on Business and Education BIT Congress Shenzhen April 2015 David Wortley
Jul 28, 2015
Impact of Gamification and Enabling Technologies on Business and Education
BIT Congress Shenzhen April 2015David Wortley
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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
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
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?
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)
What is Gamification?
Every Human Activity can be Viewed as a Game !!
Mind-GamesGames Concepts are part of Everyday Vocabulary
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
Gamification is a Life Skill
Gamification and the ability/motivation to Gamify is embedded in the genetic make up of every living creature.
Gamification ElementsScenarios/NarrativesChallengesRulesChance/UncertaintyRisksRewards/IncentivesPenaltiesCompetitionExplorationSuccess/Achievement
FailureDiscoveryLeaderboardsLearningDevelopmentSkill/AbilityAction/ReactionMeasurementFeedbackReflection
Gamification introduces some or all of these elements into everyday situations
Gamification "A-List" InfluencersAbilityAccessibilityActivation LevelAdjacencyAdmirationAffectednessAffordabilityAlignmentAmbition
AppearanceAptitudeArgumentAspirationAssociatesAttractivenessAuthenticityAuthorityAwareness
Gamification "A-List" Influencers are all factors which can have a bearing on outcomes
The Gamification LensStrategistTactician
MotivatorCoach
SkillAbility
MotivationSelf-Esteem
LoyaltyPassion
EngagementSupport
InterestAwarenessKnowledge
UnawareIndependentSelf-sufficient
Growing Influenceand Ability to Achieve Goals
The Gamification Cycle
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Challenge
Response
Measurement
Feedback
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
Entertain Me?
Shifting Expectations ?
Big Changes in Society
Traditional Hierarchy Today’s Network
The Networked Society lacks Natural Leadershipand brings individual power without responsibility
Prosumer Phenomenon
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We are all Knowledge Professionals
Attention Economy
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Shifting the Locus of Control
External Locus of Control
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Today’s Society has Real Challenges arising from a mindset that shifts responsibility to others
Value of Leadership
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Gamification and Self-Leadership
Gamification and enabling technologies can deliver startling results that empower the individual
Gamification and Personal Health
Personal benefits are very visible but what are the Enabling Technologies?
Gamification and Enabling TechnologiesAcceptance of Personal Responsibility
Personalisation of Sensor Data provides greater incentive & control
Acceptance of Personal Responsibility
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Balancing Rights and Responsibilitiesin the Digital Society
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
Gamification and Learning and Development
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Games Industry techniques for adaptive and personalised challenges and continuous assessment
Win-Win Relationships
We live in a fast changing world where collaborative relationships are vital
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
The Goal of EducationDeveloping Responsible Future Citizens?
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www.gadgetstogodbook.com
Technology and Society
Thanks for ListeningAny Questions?