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GamifyUs Masterclass - Change the game

Zac
December 04, 2018

GamifyUs Masterclass - Change the game

In this workshop I take participants through a motivation problem and gamify it! The process involves, unpacking the problem you have, justifying the use of gamification, developing 10 gamification ideas using a card activity and expanding on one of them
ready to hit the ground running.

Zac

December 04, 2018
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  1. AN INTRODUCTION TO GAMIFICATION DESIGN AND IMPLEMENTATION CHANGE THE GAME

    WORKSHOP Dr Zac Fitz-Walter | @zacfitzwalter | [email protected] | http://zacfitzwalter.com
  2. Who are you? ACTIVITY Find someone you don’t know, introduce

    yourself, share your favourite video game, board game or sport (and why it’s your favourite!)
  3. The Game Plan 1. A brief introduction to gamification 2.

    Designing effective gamification 3. Changing the game
  4. 60% of Americans play video games daily ESA/AudienceNet/New Paradigm Strategy

    Group (2018). Essential facts about the computer and video game industry. Available from: http://www.theesa.com/wp-content/uploads/2018/05/EF2018_FINAL.pdf (Accessed 14 Nov 2018)
  5. 50 billion hours of game time Hotz, L. (2012). When

    Gaming Is Good for You. Available from: https://www.wsj.com/articles/ SB10001424052970203458604577263273943183932 (Accessed 6 Apr 2018).
  6. (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
  7. 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
  8. ♦ ♣ ♥ ♠ 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
  9. What’s your problem? ACTIVITY Write down a motivational problem that

    you’d like to focus on for this workshop. It could be related to work, health & fitness, etc.
  10. What is your solution? ACTIVITY Take your problem and work

    out what your solution is. You may have more than one!
  11. No one is 
 signing up for our newsletter …and

    we have data that shows exactly why this is an issue.
  12. "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.
  13. “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
  14. •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
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. Mechanics • 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.
  20. Goals • Your solution (e.g. 10,000 steps) • Unlock ______

    • Save ______ • Destroy ______ • Reach _______
  21. Mechanics • Race. Get to the end first. • Build.

    Create something. • Predict. Make a prediction. • Collect. Gather a full set. • Trade. Exchange and negotiate
  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. Themes • Cats • Superheroes • Zombies • Sport •

    Gambling • Disco • Pirates • Ninjas • Dinosaurs • Holiday
  24. 10 min brainstorm 1. In pairs brainstorm at least 5-10

    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!
  25. Goal Save _____. Feedback People Theme Casual gamers. Super heroes.

    Mechanic Collect: Gather a full set. As you… Run 10,000 steps each day you unlock a super hero. Collect them all to save the world.
  26. Goal Reach _____. Feedback People Theme Non gamers Gambling. Mechanic

    Predict: Make a prediction. Before you Run 10,000 steps. Predict when you will reach your goal by. Reach 3 correct predictions in a row to win!
  27. 10 min brainstorm 1. In pairs brainstorm at least 5-10

    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!
  28. Present 1. What was the problem and solution? 2. What

    is your gamification idea? 3. How might it work?
  29. The Game Plan 1. A brief introduction to gamification 2.

    Designing effective gamification 3. Changing the game