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CUA Workshop

Zac
February 25, 2018

CUA Workshop

Zac

February 25, 2018
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  1. The Game Plan • A brief intro to gamification •

    Designing effective gamification • Share findings and next steps
  2. !

  3. Pink, D. H. (2011). Drive: The surprising truth about what

    motivates us. Penguin. “To seek reward and
 avoid punishment.”
  4. Intrinsic Motivation • Where motivation is driven by an interest

    or enjoyment in the task itself • Intrinsic motivation exists within the individual, rather than relying on external pressures or a desire for reward Extrinsic Intrinsic
  5. • Is a theory of motivation which suggests that people

    tend to be driven by a need to grow and gain fulfilment • It proposes three psychological needs that if satisfied, allow for optimal function and growth as human beings • Autonomy, Competency, Relatedness http://www.selfdeterminationtheory.org/theory/ Self-Determination Theory
  6. Self-Determination Theory 1. Autonomy - sense of choice over one’s

    actions 2. Competence - ability to be optimally challenged 3. Relatedness - development and maintenance of close personal relationships
  7. • Supporting these three needs is argued to foster a

    high quality form of motivation and engagement for activities • Can you think of an activity which supports these three things well? Self-Determination Theory
  8. Concentration Action and awareness Self-consciousness Control or agency Distortion of

    time Intrinsica!y rewarding Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
  9. A clear goal Clear progress Clear Feedback Cha!enge and ski!

    Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
  10. What’s your problem? ACTIVITY In pairs, discuss some problems you

    think exist at work that would be worthwhile addressing. Are these motivational issues?
  11. Perils • Peril #1: Introspection can lead to false conclusions

    about reality • Peril #2: What is true of one person’s experiences may not be true for others Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
  12. No one is 
 signing up for our newsletter …and

    we have data that shows exactly why this is an issue.
  13. Defining the term ‘game’ • Jesse Schell creates a list

    of game qualities picked out from various definitions. • Games are entered wilfully • Games have goals • Games have conflict • Games have rules • Games can be won and lost • Games are interactive • Games have challenge • Games can create their own internal value • Games engage players • Games are closed, formal systems Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
  14. "A game is a problem-solving activity, approached with a playful

    a"itude.” Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
  15. “In ev'ry job that must be done. There is an

    element of fun. You find the fun and snap! The job's a game.” - Mary Poppins
  16. •Find a way to kill 3 boars •Find a way

    to get more points than the other team •Find a way to get to the finish line before the other players •Find a way to get the golf ball into the hole •Find a way to destroy the other player before they destroy you Some examples from The Art of Game Design, Jesse Schell, 2008
  17. A clear goal Clear progress Clear feedback Cha!enge and ski!

    Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
  18. What are our goals? ACTIVITY In pairs, take your problem

    and brainstorm what the goals and objectives are?
  19. Mechanics •Collect. Gather a full set. •Trade. Exchange and negotiate

    •Race. Get to the end first. •Fight. Be the last one standing. •Build. Make something amazing. •Predict. Make a prediction.
  20. ♦ ♣ ♥ ♠ 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
  21. ACTING PEOPLE INTERACTING CONTENT Jo Kim, A. (2013) Gamification ’13

    The Player’s Journey. Compete Express Explore Collaborate Which social actions motivate our workers?
  22. ACTING PEOPLE INTERACTING CONTENT Adapted from Jo Kim, A. (2013)

    Gamification ’13 The Player’s Journey. Compete Express Explore Collaborate How do these translate to the workplace? Build Win Challenge Showoff Taunt Compare Design Create Customise Choose Collect Rate View Curate Review Comment Contribute Greet Help Share
  23. Mechanics •Collect. Gather a full set. •Trade. Exchange and negotiate

    •Race. Get to the end first. •Fight. Be the last one standing. •Build. Make something amazing. •Predict. Make a prediction.
  24. 10 min brainstorm 1. In pairs brainstorm at least 5

    ideas 2. The cards are there to help, pick one card from each pile 3. Use a di!erent post-it note for each idea 4. Focus on interactive ideas 5. No idea is silly!
  25. The Game Plan • A brief intro to gamification •

    Designing effective gamification • Presentations and discussions