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Changing the game
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Zac
July 11, 2017
Education
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Changing the game
Introduction to gamification
Zac
July 11, 2017
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Transcript
CHANGING THE GAME AN INTRODUCTION TO GAMIFICATION DESIGN Dr Zac
Fitz-Walter | @zefcan |
[email protected]
| www.gamificationgeek.com
None
Video games have become mainstream. 1
68% of Australians play video games. IGEA, 2016
98% of homes with children have computer games. IGEA, 2016
The average age of players is 33. (And 39% of
those aged 65 and over play video games). IGEA, 2016
53% male 47% female IGEA, 2016
We spend a lot of time playing games. 2
Australians spend on average 88 minutes a day playing games.
IGEA, 2016
None
50 billion hours of game time (WSJ, 2012) https://www.wsj.com/articles/SB10001424052970203458604577263273943183932
If games are so engaging...
…can we use this thinking in more serious contexts?
Gamification “The addition of game elements to non- game activities”
(Deterding, S., Dixon, D., Khaled, R., & Nacke, L., 2011)
To do list Exercise tracker Social network
To do list Exercise tracker Social network
Gamification can be found everywhere 3
Fitness Fitbit
Fitness Fitbit
Fitness Zombies, Run!
Productivity Email Game
Productivity Email Game
Education Duolingo
Superannuation Suncorp http://www.superreview.com.au/news/superannuation/mysuper-and-superannuation-gamification-winner-takes-it-all
Finance Mint
Support Stack Overflow
Gamification doesn’t have to be technology based 4
The Manufacturing Game
None
Gamification is an established industry 5
A gamification ‘blueprint’ exists 6
• Points • Badges • Leaderboards • Levels
None
• Points • Badges • Leaderboards • Levels = Rewards
}
Behaviour + Rewards = Fun!
progresswars.com
Extrinsic Motivation
Games are intrinsically motivating 7
Self-Determination Theory http://www.selfdeterminationtheory.org/theory/ Driven by a need to grow and
gain fulfilment
Autonomy Competence Relatedness
Flow Theory
None
A clear goal Clear progress Clear feedback Challenge and skill
8 One size doesn’t fit all
♦️ ♣️ ♥️ ♠️ ACTING PLAYERS INTERACTING WORLD Bartle, R.
(1996) Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs. Killers Achievers Explorers Socialisers Bartle’s Taxonomy of Player Types
Research and user-centered design is key 9
More information: http://gamificationgeek.com Gamification Geek 10 Dr Zac Fitz-Walter |
@zefcan |
[email protected]
| www.gamificationgeek.com