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Trois hypothèses
Importation des mécaniques du jeu vidéo

Couche ludique via éléments de
reward et de score

Patterns d’engagement du
consommateur
Jeu (play) vs. jeu
      (game)

 Jeu : est un rapport
  alternatif
 produit par un
  dispositif fictionnel
 Fonctionne sur la
  norme d’action
Jeu numérique

Est un support de
l’attitude ludique:
 Mécaniques de jeu
 Orienté objet
 Narration visuelle
 Capacité
   transformative
• Score ne produit pas d’action, c’est un
  système d’évaluation des actions
• Badge ne peut être une rétribution que si
  passe par évaluation sociale et ludique des
  actions
Produire l’espace
• Jeux vidéo sont des :
  – Environnements digitaux
  – Régime sémiotique
    alternatif: la simulation
  – Basé sur l’expérience et
    la manipulation
  – Par le biais d’interface
    diégétique (i.e. intégrée
    dans monde fictionnel)
Gamification: définition

 1. Est une captation des
    pratiques existantes par un
    dispositif numérique
 2. Utilisant les spécificités
    médiatiques du jeu vidéo
 3. Pour réorganiser le rapport
    à l’espace selon les
    capacités d’action de
    l’utilisateur
La gamification comme configuration
Penser espace de navigation
et social
Introduire une « narrative »
(sauver le monde, aider la
recherche)
Rhétorique ludique doit être
l’élément moteur du parcours
Est composante d’une
plateforme expérientielle
Algocratie

• Pose la question du pouvoir:
  – La capacité à l’organiser et le distribuer
  – allocation des ressources et autorisation


• Touche ainsi tous les espaces au sens large
  – Médiatiques
  – Sociaux
C r é e r l e d i s p o s i t i f + s y s t è m e d e
mesure du dispositif
C o n v e r g e n c e a v e c l e s p r a t i q u e s
A c c e p t e r c u l t u r e p o p u l a i r e d u
web: réappropriation, détournemen t
Crédits
   Retronoob, Retro Tower Donkey Kong , 2009 on Deviantart
   If Tetris Was IRL WIN by sixonefive72
   The Original Human TETRIS Performance by Guillaume
    Reymond, Projet Gameover
   Robert Doisneau, œuvres autour de l'école
   Carte de twidelité, klaire.fr
   “3-D space, screen space, player space”, in Juul (Jesper), Casual
    Revolution, MIT Press, 2009, p. 17 - modifié par O. Mauco
   The World Is My Playground Wallpaper, wallchan.com


Présentation pour la social media week paris,
  Digital Humanities 2, curiouser.fr, 16 février
  2012.

Tiré du billet, O.M. « Sur La gamification »,
  Gameinsociety.com, 2012

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Repenser la gamification - Social Media Week + Digital Humanities

  • 1.
  • 2. Trois hypothèses Importation des mécaniques du jeu vidéo Couche ludique via éléments de reward et de score Patterns d’engagement du consommateur
  • 3. Jeu (play) vs. jeu (game)  Jeu : est un rapport alternatif  produit par un dispositif fictionnel  Fonctionne sur la norme d’action
  • 4. Jeu numérique Est un support de l’attitude ludique:  Mécaniques de jeu  Orienté objet  Narration visuelle  Capacité transformative
  • 5. • Score ne produit pas d’action, c’est un système d’évaluation des actions • Badge ne peut être une rétribution que si passe par évaluation sociale et ludique des actions
  • 6. Produire l’espace • Jeux vidéo sont des : – Environnements digitaux – Régime sémiotique alternatif: la simulation – Basé sur l’expérience et la manipulation – Par le biais d’interface diégétique (i.e. intégrée dans monde fictionnel)
  • 7. Gamification: définition 1. Est une captation des pratiques existantes par un dispositif numérique 2. Utilisant les spécificités médiatiques du jeu vidéo 3. Pour réorganiser le rapport à l’espace selon les capacités d’action de l’utilisateur
  • 8. La gamification comme configuration Penser espace de navigation et social Introduire une « narrative » (sauver le monde, aider la recherche) Rhétorique ludique doit être l’élément moteur du parcours Est composante d’une plateforme expérientielle
  • 9. Algocratie • Pose la question du pouvoir: – La capacité à l’organiser et le distribuer – allocation des ressources et autorisation • Touche ainsi tous les espaces au sens large – Médiatiques – Sociaux
  • 10. C r é e r l e d i s p o s i t i f + s y s t è m e d e mesure du dispositif C o n v e r g e n c e a v e c l e s p r a t i q u e s A c c e p t e r c u l t u r e p o p u l a i r e d u web: réappropriation, détournemen t
  • 11. Crédits  Retronoob, Retro Tower Donkey Kong , 2009 on Deviantart  If Tetris Was IRL WIN by sixonefive72  The Original Human TETRIS Performance by Guillaume Reymond, Projet Gameover  Robert Doisneau, œuvres autour de l'école  Carte de twidelité, klaire.fr  “3-D space, screen space, player space”, in Juul (Jesper), Casual Revolution, MIT Press, 2009, p. 17 - modifié par O. Mauco  The World Is My Playground Wallpaper, wallchan.com Présentation pour la social media week paris, Digital Humanities 2, curiouser.fr, 16 février 2012. Tiré du billet, O.M. « Sur La gamification », Gameinsociety.com, 2012