Oplæg fra Netværksdagen "Game On" d. 13.9.11
SÆT DIT BIBLIOTEK PÅ SPIL
Simon Egenfeldt-Nielsen, PhD og Direktør for Serious Games Interactive. Simon Egenfeldt-Nielsen har i mange år beskæftige sig med computerspils læringspotentiel og mulighederne i game-baseret læring.
Hvordan kan vi, som biblioteker, gør brug af principperne i Gamification og få mere ”spil” i vores og brugernes hverdag?
9. Develop serious games that combines playing, learning, communication and story-telling.
10. We are a cross-disciplinary team of 18 people with strong roots in research.
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13. What is serious games… ”A solution that use game mechanics and game technology for more than entertainment"
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15. What is gamification… ”Integrating game dynamics into a site, service, activity, community, content or campaign, in order to encourage a certain behavior, attitude or skill."
17. Serious games VS gamification Serious games are about developing new, finite and unique solutions based on game mechanics VS. Gamification about developing new structures and incentives around existing experience.
18. Serious games VS gamification Product vs. meta Ex.: School - Learning games vs. incentive activity structures Ex.: Health - Rehabilitation game vs. weight-loss app Ex. Corporations - Onboarding game vs. customer service tool
19. Agenda Why games matters? Why gamification now? What is gamification Who have done this? Gamification in libraries How to get started?
23. Agenda Why games matters? Why gamification now? What is gamification Who have done this? Gamification in libraries How to get started?
24. The attention economy Gamification signals a greater shift… Fight for attention & relevance Need for engaged users Need for user permissions Getting more creative in user interaction
25. The pre-history of gamification Coupon codes Virtual rewards Cash incentives Loyalty systems 1900s 2000s 1980s 1930s
27. The power of computers… Listen… Read… View Doing & experiencing Representation – we can really only ‘show’ things Simulation – We can represent, track, interact and manipulate
31. What is gamification… ”Integrating game dynamics into a site, service, community, content or campaign, in order to encourage a certain behavior, attitude or skill."
32. Haven’t we seen this before? Sociology Behavioural theories Control theory Psychology Game theory Cybernetics Behavioural economics Behaviour change
33. How gamification can work Active Challenge Win condition Rewards “A game is a pastime with formal and predefined set of rules for the progression of a game session, with built-in and quantitative definitions of success and failure.” - Jesper Juul Achievement Social status
34. The key rewards (they overlap)… Status The most effective reward and it cost designers nothing. Taps into social nature of people. Access Powerful for progressing people and support status. Eg. VIP access to special areas or voting. Power Effective incentive comes in many shapes like kicking people, voting for changes etc. Both be virtual and material. Both can free or costly. Probably the least effective incentive. Stuff
35. How gamification work Experience systems Rapid, frequent feedback Rewards for effort Uncertainty Short- and long-term goals Other people Source: Tom Chatfield [2010]
44. Case: Ribbon Hero 4 months after release +100.000 Downloads +120.000 Challenges played Microsoft Office seen as innovative, interesting and cool. Source: Microsoft Office Lab through Gabe Zichermann
68. Create status/achievement system for recognizing winnersA creative process that requires understanding users, games and business..
69. The Wrap-up It appears to be working We have always been doing this But its more triggy than it appears Now we have identified it’s more powerful. Bring the engagement to the product – not the other way around
70. Contact details Serious Games Interactive www.seriousgames.dkwww.globalconflicts.eu www.playinghistory.eu Simon Egenfeldt-Nielsen www.egenfeldt.eu sen@seriousgames.dk
Notes de l'éditeur
The cost to getloyality is decreasingwhereas the value of status and social and power is increasing. So itsbasiciallybecoming ’cheaper’ to getpeople
The potential is endless: Superbrugsen (tried all, fruitlovers, fair trader etc.), PostDanmark (int. Packages), Magazines (Royals, famous – got it all, found more stuff.. Go all the colletables