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Datagamz Workshop

Zac
July 22, 2019

Datagamz Workshop

Zac

July 22, 2019
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  1. USING GAMIFICATION IN YOUR ORGANISATION TO ENGAGE AND MOTIVATE Datagamz

    Workshop prepared by Dr Zac Fitz-Walter | http://zacfitzwalter.com CHANGING THE GAME WORKSHOP
  2. Introduce yourself. ACTIVITY 1. Find someone else 2. Share with

    them your player picture 3. Explain what game/sport you chose and why
  3. What is today about? • Understanding why gamification works •

    Learn how this can be used to change work • Design a number of gamified ideas • See how these ideas can be easily implemented using the Datagamz platform
  4. WHAT IS GAMIFICATION? A QUICK INTRODUCTION AND OVERVIEW OF GAMIFICATION

    Datagamz Workshop prepared by Dr Zac Fitz-Walter | http://zacfitzwalter.com
  5. (Markets and Markets, 2016) “Gamification market to grow from $1.65

    Billion in 2015 to $11.10 Billion by 2020” http://www.marketsandmarkets.com/Market-Reports/gamification-market-991.html
  6. These active gamers spend on average 42 min playing mobile

    games every day in India POKKT, 2018
  7. The total video game industry had a turnover of $890

    million in India in 2018. Wikipeida, 2019
  8. Over 50% of Americans are unhappy at work. Forbes, 2014

    Over 50% of people unhappy at work.
  9. 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
  10. Concentration Action and awareness Self-consciousness Control or agency Distortion of

    time Intrinsically 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.
  11. A clear goal Clear progress Clear Feedback Challenge and skill

    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.
  12. 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
  13. Intrinsic or Extrinsic Motivation? ACTIVITY In pairs work through the

    activity and discuss why you chose one over the other.
  14. It’s not always simple • Humans are complex. • Sometimes

    we are driven for different reasons, sometimes the reasons change. • Supporting both extrinsic and intrinsic motivation is useful. Extrinsic Intrinsic
  15. What’s your change? ACTIVITY Write down a motivational change that

    you’d like to focus on for this workshop. It could be related to work, health & fitness, etc.
  16. Validation techniques ACTIVITY Pick one change and work out the

    evidence you have (or could gather) to show for certain it’s a problem.
  17. Everyone’s time sheets are late again this week… …and we

    have data that shows exactly why this is an issue.
  18. What kind of games do you like? ACTIVITY In pairs,

    talk about the the game, board game or sport you wrote down and what about it you enjoy.
  19. Aesthetics of Play Hunicke, R., LeBlanc, M., & Zubek, R.

    (2004, July). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4).
  20. Title Text Hunicke, R., LeBlanc, M., & Zubek, R. (2004,

    July). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4).
  21. Fantasy Experiencing first-hand things that are unattainable in the real

    world or that exist only in their dreams, test thoughts and desires in a safe and controlled environment – extends to fantasy, simulation and boundary breaking.
  22. ♦ ♣ ♥ ♠ 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
  23. Player types ACTIVITY In pairs, discuss what styles of interaction

    or aesthetics you enjoy in games. Aesthetics include: Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression, Submission
  24. Differing Qualities • Demographics? • Introverted or extroverted? • Tech-savvy?

    • Open to new experiences? • Overly busy? • Works normal hours? • …
  25. Who are our players? ACTIVITY Brainstorm the different groups of

    players you have and their player attributes.
  26. "A game is a problem-solving activity, approached with a playful

    attitude.” Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
  27. "A game is a problem-solving activity, approached with a playful

    attitude.” Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
  28. Core Mechanic • One action the player repeats most often

    while striving to achieve the game’s overall goal • This core action tends to remain the same throughout the game • It should be simple to explain (e.g., able to be written in a single sentence) • If it’s difficult to explain, it’s likely going to be difficult to design • Let’s explore some examples of core mechanics…
  29. Identifying Core Mechanics ACTIVITY On your own, write down 5

    different types of sports. Then we’ll play a game…
  30. What’s the core mechanic? ACTIVITY In pairs, take your problem

    and work out what the core mechanic is - what is the core repeated action.
  31. •Find a way to get more points than the other

    team •Find a way to rescue the princess •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
  32. Adding rules to create challenge ACTIVITY Let’s explore how we

    can add rules to increase the challenge and make it interesting.
  33. We add feedback to show if what the player is

    doing is working or not and progress to show them how close to the goal they are.
  34. A clear goal Clear feedback Clear progress Challenge 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.
  35. Do the same for another sport. ACTIVITY Explain the core

    mechanic, goals, rules, feedback, progress.
  36. A clear goal Clear feedback Clear progress Challenge 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.
  37. A clear goal Clear feedback Clear progress Challenge 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.
  38. Goals • Race. Get to the end first. • Build.

    Create something. • Predict. Make a prediction. • Collect. Gather a full set. • Trade. Exchange and negotiate • Fight. Be the last one standing.
  39. Themes • Cats • Superheroes • Zombies • Sport •

    Bollywood • Cricket • Pirates • Ninjas • Dinosaurs • Holiday
  40. A clear goal Challenge and skill Clear feedback Clear progress

    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.
  41. Objective Write your objective clearly and place it in front

    of you. Increase NPS by 10% by the end of the quarter.
  42. Goals • Unlock • Save • Destroy • Reach •

    Escape • Compete • Win • Beat • Find • Discover
  43. Rules • Time. Create a time limit. • Actions. Limited

    turns/actions. • Puzzle. Add puzzles/test. • Predict. Guess/estimate. • Random. Add randomness.
  44. ♦ ♣ ♥ ♠ 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
  45. Themes • Cats • Superheroes • Zombies • Bollywood •

    Treasure • Cricket • Pirates • Ninjas • Dinosaurs • Holiday
  46. 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 different post-it note for each idea 4. No idea is silly!
  47. Goal Save Feedback People Theme Achievers Super heroes. Rules Random.

    As you… Run 10,000 steps each day you unlock a super hero. Collect them all to save the world.
  48. Goal Reach Feedback People Theme Achievers Treasure Rules Time limit.

    Before you Run 10,000 steps. Predict when you will reach your goal by. Reach 3 correct predictions in a row to win treasure.
  49. Goal Escape Feedback People Theme Socialisers Zombies Rules Knowledge You

    and another person need to reach 10,000 steps. Once you do, you solve a puzzle together to escape the zombies!
  50. 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 different post-it note for each idea 4. No idea is silly!
  51. Present 1. What was the problem and solution? 2. What

    is your gamification idea? 3. How might it work?
  52. A clear goal Challenge and skill Clear feedback Clear progress

    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.
  53. It’s not always simple • Humans are complex. • Sometimes

    we are driven for different reasons, sometimes the reasons change. • Supporting both extrinsic and intrinsic motivation is useful. Extrinsic Intrinsic
  54. ♦ ♣ ♥ ♠ 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
  55. What was today about? • Understanding why gamification works •

    Learn how this can be used to change work • Design a number of gamified ideas • See how these ideas can be easily implemented using the Datagamz platform