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Crowd Computing
      &

 Gamification


      Yefeng Liu (D1)
           AmI Group

            May, 2011
PhD Candidate, Waseda, Japan
                                                 HCI




     2010               PhD Candidate, Titech, Japan
                                                         Distributed System




                            Research Intern, Sweden Defense Research Agency
             2009                                                             Web3.0

                             MSc, Chalmers University of Technology, Sweden

                                                                            Networking
Liu Yefeng
 劉 野楓
                                               BSc, University of Electronic Science and Technology
                          2007                                        of China
                                                                                           EE
What is



  ?
What is

computer

   ?
“Computer Room” @ NASA, 2007
“Computer Room” @ NASA, 1949
“Computer Room” @ NASA, 1949
“Computer Room” @ NASA, 1949
“Computer Room” @ NASA, 1949
“Computer Room” @ NASA, 1949
“Computer Room” @ NASA, 1949
“Computer Room” @ NASA, 1949
“Computer Room” @ NASA, 1949
“Computer Room” @ NASA, 1949




 “the	
  term	
  computer,	
  in	
  use	
  from	
  the	
  
 mid	
  17th	
  century,	
  meant	
  "one	
  who	
  
 computes":	
  a	
  person	
  performing	
  
 mathema9cal	
  calcula9ons.”

                                    -­‐-­‐	
  Wikipedia.com
Crowd Computing
Crowd Computing

   — Crowdsourcing (2006)
Crowd Computing

   — Crowdsourcing (2006)

    — Human Computation (2005)
Crowd Computing

   — Crowdsourcing (2006)

    — Human Computation (2005)
       — Witkey (2005)
Crowd Computing

   — Crowdsourcing (2006)

    — Human Computation (2005)
       — Witkey (2005)
          — Microtask (2009)
Crowd Computing

   — Crowdsourcing (2006)

    — Human Computation (2005)
       — Witkey (2005)
          — Microtask (2009)
               ...
Crowdsourcing

            Outsourcing tasks,
traditionally performed by an employee,
 to an undefined, large group of people.
Community
                        Building
    Open
  Innovation                            Collective
                                        Knowledge


                  Civic
               Engagement
                                          Cloud
                                          Labor
Collective
Creativity              Crowd
                        Funding
                                   Source: Crowdsourcing.org
Human	 Computation

          Intelligent system that
    explicitly organizes human efforts
to carry out the process of computation.
Human	 Computation

          Intelligent system that
    explicitly organizes human efforts
to carry out the process of computation.




	 Artificial	 Artificial	 Intelligence
Make Use of the Wisdom of Crowds
(via Information and Communication Technologies)
Computer                  Social Science
 Science
            Collective
           Intelligence




            Design
Task Assigner                     Work User

            Amazon Mechanical Turk Web Site




Amazon Mechanical Turk: Crowdsourcing Marketplace
Amazon Mechanical Turk: Crowdsourcing platform
Amazon Mechanical Turk: Crowdsourcing platform
Amazon Mechanical Turk: Crowdsourcing platform
Prof. Luis von Ahn
computer science department
  Carnegie Mellon University




reCAPTCHA: Digitizing Book One Word at a Time
Prof. Luis von Ahn
computer science department
  Carnegie Mellon University




reCAPTCHA: Digitizing Book One Word at a Time
Prof. Luis von Ahn
computer science department
  Carnegie Mellon University




reCAPTCHA: Digitizing Book One Word at a Time
Prof. Luis von Ahn
computer science department
  Carnegie Mellon University




reCAPTCHA: Digitizing Book One Word at a Time
OCR readable



           Prof. Luis von Ahn
computer science department
  Carnegie Mellon University




reCAPTCHA: Digitizing Book One Word at a Time
OCR readable



           Prof. Luis von Ahn
computer science department
  Carnegie Mellon University




reCAPTCHA: Digitizing Book One Word at a Time
OCR unreadable word from old New York Times




                                                                OCR readable



           Prof. Luis von Ahn
computer science department
  Carnegie Mellon University




reCAPTCHA: Digitizing Book One Word at a Time
OCR unreadable word from old New York Times




                                                                OCR readable



           Prof. Luis von Ahn
computer science department
  Carnegie Mellon University




reCAPTCHA: Digitizing Book One Word at a Time
Prof. Luis von Ahn
computer science department
  Carnegie Mellon University




ESP Game: Game with a Purpose
Prof. Luis von Ahn
computer science department     Rapid creating labeled images
  Carnegie Mellon University    (to solve the image recognition problem)




ESP Game: Game with a Purpose
Prof. Luis von Ahn
computer science department     Rapid creating labeled images
  Carnegie Mellon University    (to solve the image recognition problem)




ESP Game: Game with a Purpose
Nathan Eagle, PhD
  Media Lab, MIT




 Txteagle: Tasks via SMS for workers in developing world
Nathan Eagle, PhD
  Media Lab, MIT
                       2.1 billion mobile subscribers




 Txteagle: Tasks via SMS for workers in developing world
Nathan Eagle, PhD
  Media Lab, MIT
                       2.1 billion mobile subscribers
                        100+ developing countries


 Txteagle: Tasks via SMS for workers in developing world
Ushahidi: platform for visualizing crowdsourced information
Ushahidi: platform for visualizing crowdsourced information
Ushahidi: platform for visualizing crowdsourced information
Ushahidi: platform for visualizing crowdsourced information
Foreign travelers

Image-based question
   i.e. contextual related




UbiAsk: mobile Crowdsourcing via social medias
Foreign travelers

Image-based question
   i.e. contextual related




Real Time




UbiAsk: mobile Crowdsourcing via social medias
Foreign travelers

Image-based question
   i.e. contextual related




Real Time Real World




UbiAsk: mobile Crowdsourcing via social medias
Foreign travelers

Image-based question
   i.e. contextual related




Real Time Real World

       Non-paid



UbiAsk: mobile Crowdsourcing via social medias
Foreign travelers

Image-based question
   i.e. contextual related




Real Time Real World

       Non-paid



UbiAsk: mobile Crowdsourcing via social medias
Time: summer 2010 - spring 2011

Results:
1-2 workshop papers, 1 conference
paper, (almost) 1 journal paper




UbiAsk: mobile Crowdsourcing via social medias
One of the Key Challenges
How to recruit qualified crowd-workers ?
They Need Incentives
..and it’s not easy to find the right Incentive
Use money is:
Use money is:
easy
Use money is:
easy   strait forward
Use money is:
easy   strait forward   (almost) always works
But...
   User may trend to cheat (for better pay)
and more...

   “Crowding out effect”:
          Money incentive can destroy other
              pre-existing motivations



     Quality & Quantity:
              Money incentive only increase
               Quantity, but not Quality.
Can we motivate user to
     work hard

without Paying money?
Gamification
Add game play elements for non-game applications,
              service, and systems.
Gamification
Add game play elements for non-game applications,
              service, and systems.

Use Game Thinking and Game Mechanics
Gamification
Add game play elements for non-game applications,
              service, and systems.

Use Game Thinking and Game Mechanics
 to solve real world problems.
Gamification
Add game play elements for non-game applications,
              service, and systems.

Use Game Thinking and Game Mechanics
 to solve real world problems.
Gamification
Add game play elements for non-game applications,
              service, and systems.

Use Game Thinking and Game Mechanics
 to solve real world problems.
    “save the cheerleader save the world!”
Vision
              	
  Jesse	
  Schell's	
  talk	
  at	
  DICE	
  in	
  2010
 Appear



During last
12 months




Forecasts

                                                                          *Source: Venture Beat, Bloom
                                                                           Business Week, M2 Research
Vision
              	
  Jesse	
  Schell's	
  talk	
  at	
  DICE	
  in	
  2010
 Appear

                $10+ million in seed capital for gamification startups
During last
12 months




Forecasts

                                                                          *Source: Venture Beat, Bloom
                                                                           Business Week, M2 Research
Vision
              	
  Jesse	
  Schell's	
  talk	
  at	
  DICE	
  in	
  2010
 Appear

                $10+ million in seed capital for gamification startups
During last     $25+ million in capital to traditional businesses betting
12 months          big on gamification as a core customer strategy




Forecasts

                                                                          *Source: Venture Beat, Bloom
                                                                           Business Week, M2 Research
Vision
              	
  Jesse	
  Schell's	
  talk	
  at	
  DICE	
  in	
  2010
 Appear

                $10+ million in seed capital for gamification startups
During last     $25+ million in capital to traditional businesses betting
12 months          big on gamification as a core customer strategy
                $100 million funding dedicated to gamification




Forecasts

                                                                          *Source: Venture Beat, Bloom
                                                                           Business Week, M2 Research
Vision
              	
  Jesse	
  Schell's	
  talk	
  at	
  DICE	
  in	
  2010
 Appear

                $10+ million in seed capital for gamification startups
During last     $25+ million in capital to traditional businesses betting
12 months          big on gamification as a core customer strategy
                $100 million funding dedicated to gamification


               2015: 50% of companies that manage innovation and

Forecasts

                                                                          *Source: Venture Beat, Bloom
                                                                           Business Week, M2 Research
Vision
              	
  Jesse	
  Schell's	
  talk	
  at	
  DICE	
  in	
  2010
 Appear

                $10+ million in seed capital for gamification startups
During last     $25+ million in capital to traditional businesses betting
12 months          big on gamification as a core customer strategy
                $100 million funding dedicated to gamification


               2015: 50% of companies that manage innovation and
                     research will use gamification
Forecasts

                                                                          *Source: Venture Beat, Bloom
                                                                           Business Week, M2 Research
Vision
              	
  Jesse	
  Schell's	
  talk	
  at	
  DICE	
  in	
  2010
 Appear

                $10+ million in seed capital for gamification startups
During last     $25+ million in capital to traditional businesses betting
12 months          big on gamification as a core customer strategy
                $100 million funding dedicated to gamification


               2015: 50% of companies that manage innovation and
                     research will use gamification
Forecasts
                          $1.6 billion in gamification development
                                                                          *Source: Venture Beat, Bloom
                                                                           Business Week, M2 Research
Vision
              	
  Jesse	
  Schell's	
  talk	
  at	
  DICE	
  in	
  2010
 Appear

                $10+ million in seed capital for gamification startups
During last     $25+ million in capital to traditional businesses betting
12 months          big on gamification as a core customer strategy
                $100 million funding dedicated to gamification


               2015: 50% of companies that manage innovation and
                     research will use gamification
Forecasts
                          $1.6 billion in gamification development
                2016: $2.8 billion                                        *Source: Venture Beat, Bloom
                                                                           Business Week, M2 Research
Vision
              	
  Jesse	
  Schell's	
  talk	
  at	
  DICE	
  in	
  2010
 Appear

                $10+ million in seed capital for gamification startups
During last     $25+ million in capital to traditional businesses betting
12 months          big on gamification as a core customer strategy
                $100 million funding dedicated to gamification


               2015: 50% of companies that manage innovation and
                     research will use gamification
Forecasts
                          $1.6 billion in gamification development
                2016: $2.8 billion                                        *Source: Venture Beat, Bloom
                                                                           Business Week, M2 Research


     “As Social was the last five years;
   Gamification will be the next five years”
Vision
              	
  Jesse	
  Schell's	
  talk	
  at	
  DICE	
  in	
  2010
 Appear

                $10+ million in seed capital for gamification startups
During last     $25+ million in capital to traditional businesses betting
12 months          big on gamification as a core customer strategy
                $100 million funding dedicated to gamification


               2015: 50% of companies that manage innovation and
                     research will use gamification
Forecasts
                          $1.6 billion in gamification development
                2016: $2.8 billion                                        *Source: Venture Beat, Bloom
                                                                           Business Week, M2 Research


     “As Social was the last five years;
   Gamification will be the next five years”
Vision
              	
  Jesse	
  Schell's	
  talk	
  at	
  DICE	
  in	
  2010
 Appear

                $10+ million in seed capital for gamification startups
During last     $25+ million in capital to traditional businesses betting
12 months          big on gamification as a core customer strategy
                $100 million funding dedicated to gamification


               2015: 50% of companies that manage innovation and
                     research will use gamification
Forecasts
                          $1.6 billion in gamification development
                2016: $2.8 billion                                        *Source: Venture Beat, Bloom
                                                                           Business Week, M2 Research


     “As Social was the last five years;
   Gamification will be the next five years”
                   Maybe
People	 LOVE	 gaming
So far (March, 2010), we’ve spent
     5.93 million years
            playing




                      From: Jane McGonigal’s GDC’10 talk
5.93 million
  years ago...

the 1st human
   stood up




From: Jane McGonigal’s GDC’10 talk
5.93 million years

                        250,000 years




                                                    57,000 years

              Bejeweled
            3.2 million years
                                        From: Jane McGonigal’s GDC’10 talk
Why?
“The opposite of play
    is not work -
  it’s depression”
Gaming is also hard work
Positive
                Stress
game world
                    non-game world



    Negative
     Stress
Why gamification > non-game world

Accelerated feedback cycles.

                           Clear goals and rules
   Fascinating story


                Challenging but achievable tasks
Point
System




         Gamification Loop
Challenge

             Point
            System




                     Gamification Loop
Challenge

             Point
            System




                     Gamification Loop
Win
            Condition


Challenge

              Point
             System




                        Gamification Loop
Win
            Condition


Challenge

              Point
             System




                        Gamification Loop
Win
            Condition

                         Rewards
Challenge

              Point
             System




                        Gamification Loop
Win
            Condition

                         Rewards
Challenge

              Point
             System




                        Gamification Loop
Win
            Condition

                         Rewards
Challenge

              Point
             System


                         Leader
                         board


                        Gamification Loop
Win
            Condition

                         Rewards
Challenge

              Point
             System


                         Leader
                         board


                        Gamification Loop
Win
            Condition

                         Rewards
Challenge

              Point
             System


                         Leader
                         board
             Badges
                        Gamification Loop
Win
            Condition

                         Rewards
Challenge

              Point
             System


                         Leader
                         board
             Badges
                        Gamification Loop
Win
            Condition

                         Rewards
Challenge

              Point
             System

  Social
network &                Leader
  Status                 board
             Badges
                        Gamification Loop
Idea Street: on-line idea management platform
Post, find, vote, review an idea




Idea Street: on-line idea management platform
Post, find, vote, review an idea
                                      Join idea team




Idea Street: on-line idea management platform
Post, find, vote, review an idea
                                      Join idea team

 Become expert (level up)




Idea Street: on-line idea management platform
Post, find, vote, review an idea
                                         Join idea team

 Become expert (level up)

                                   Earn DW Peas (Rewards)




Idea Street: on-line idea management platform
Post, find, vote, review an idea
                                         Join idea team

 Become expert (level up)

                                   Earn DW Peas (Rewards)
 Share an idea




Idea Street: on-line idea management platform
Post, find, vote, review an idea
                                         Join idea team

 Become expert (level up)

                                   Earn DW Peas (Rewards)
 Share an idea

                                   Check the leaderboard


Idea Street: on-line idea management platform
Idea Street: on-line idea management platform
-18 months




Idea Street: on-line idea management platform
-18 months
  - 4,500 users




Idea Street: on-line idea management platform
-18 months
  - 4,500 users
  - 1,400 new ideas




Idea Street: on-line idea management platform
-18 months
  - 4,500 users
  - 1,400 new ideas

  - 63 were actually implemented




Idea Street: on-line idea management platform
Gamified
                                    To-do List



    http://www.youtube.com/watch?v=AmKwF_Si734




Epic Win: Turns Your Boring Daily Task into a RPG
Developed by
                                          World Bank

                                        Part of “Save-the-
                                         world” Project



                                          Gamification
                                                to
                                        learn (and solve)
                                          global issues



http://vimeo.com/9094186 http://vimeo.com/9623387

Evoke: 10-weeks crash course in changing the world
Results:
   - 10 weeks
   - 19,893 participants (or, students)
   - from more than 130 countries




Evoke: 10-weeks crash course in changing the world
A mobile application
  that gets user’s
 activity/status in
     real time.
A mobile application
  that gets user’s
 activity/status in
     real time.
                       Gmifiy It!
A mobile application
  that gets user’s
 activity/status in
     real time.
                       Gmifiy It!
Best
Best   !
Yefeng Liu
http://www.dcl.info.waseda.ac.jp/~yefeng

Slides
http://www.dcl.info.waseda.ac.jp/~yefeng/crowd.pdf

A mendeley group for gamification
http://www.mendeley.com/groups/1104161/gamification-dcl/

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Crowdsourcing & Gamification

  • 1. Crowd Computing & Gamification Yefeng Liu (D1) AmI Group May, 2011
  • 2. PhD Candidate, Waseda, Japan HCI 2010 PhD Candidate, Titech, Japan Distributed System Research Intern, Sweden Defense Research Agency 2009 Web3.0 MSc, Chalmers University of Technology, Sweden Networking Liu Yefeng 劉 野楓 BSc, University of Electronic Science and Technology 2007 of China EE
  • 10. “Computer Room” @ NASA, 1949
  • 11. “Computer Room” @ NASA, 1949
  • 12. “Computer Room” @ NASA, 1949
  • 13. “Computer Room” @ NASA, 1949
  • 14. “Computer Room” @ NASA, 1949 “the  term  computer,  in  use  from  the   mid  17th  century,  meant  "one  who   computes":  a  person  performing   mathema9cal  calcula9ons.” -­‐-­‐  Wikipedia.com
  • 16. Crowd Computing — Crowdsourcing (2006)
  • 17. Crowd Computing — Crowdsourcing (2006) — Human Computation (2005)
  • 18. Crowd Computing — Crowdsourcing (2006) — Human Computation (2005) — Witkey (2005)
  • 19. Crowd Computing — Crowdsourcing (2006) — Human Computation (2005) — Witkey (2005) — Microtask (2009)
  • 20. Crowd Computing — Crowdsourcing (2006) — Human Computation (2005) — Witkey (2005) — Microtask (2009) ...
  • 21. Crowdsourcing Outsourcing tasks, traditionally performed by an employee, to an undefined, large group of people.
  • 22. Community Building Open Innovation Collective Knowledge Civic Engagement Cloud Labor Collective Creativity Crowd Funding Source: Crowdsourcing.org
  • 23. Human Computation Intelligent system that explicitly organizes human efforts to carry out the process of computation.
  • 24. Human Computation Intelligent system that explicitly organizes human efforts to carry out the process of computation. Artificial Artificial Intelligence
  • 25. Make Use of the Wisdom of Crowds (via Information and Communication Technologies)
  • 26. Computer Social Science Science Collective Intelligence Design
  • 27. Task Assigner Work User Amazon Mechanical Turk Web Site Amazon Mechanical Turk: Crowdsourcing Marketplace
  • 28. Amazon Mechanical Turk: Crowdsourcing platform
  • 29. Amazon Mechanical Turk: Crowdsourcing platform
  • 30. Amazon Mechanical Turk: Crowdsourcing platform
  • 31. Prof. Luis von Ahn computer science department Carnegie Mellon University reCAPTCHA: Digitizing Book One Word at a Time
  • 32. Prof. Luis von Ahn computer science department Carnegie Mellon University reCAPTCHA: Digitizing Book One Word at a Time
  • 33. Prof. Luis von Ahn computer science department Carnegie Mellon University reCAPTCHA: Digitizing Book One Word at a Time
  • 34. Prof. Luis von Ahn computer science department Carnegie Mellon University reCAPTCHA: Digitizing Book One Word at a Time
  • 35. OCR readable Prof. Luis von Ahn computer science department Carnegie Mellon University reCAPTCHA: Digitizing Book One Word at a Time
  • 36. OCR readable Prof. Luis von Ahn computer science department Carnegie Mellon University reCAPTCHA: Digitizing Book One Word at a Time
  • 37. OCR unreadable word from old New York Times OCR readable Prof. Luis von Ahn computer science department Carnegie Mellon University reCAPTCHA: Digitizing Book One Word at a Time
  • 38. OCR unreadable word from old New York Times OCR readable Prof. Luis von Ahn computer science department Carnegie Mellon University reCAPTCHA: Digitizing Book One Word at a Time
  • 39. Prof. Luis von Ahn computer science department Carnegie Mellon University ESP Game: Game with a Purpose
  • 40. Prof. Luis von Ahn computer science department Rapid creating labeled images Carnegie Mellon University (to solve the image recognition problem) ESP Game: Game with a Purpose
  • 41. Prof. Luis von Ahn computer science department Rapid creating labeled images Carnegie Mellon University (to solve the image recognition problem) ESP Game: Game with a Purpose
  • 42. Nathan Eagle, PhD Media Lab, MIT Txteagle: Tasks via SMS for workers in developing world
  • 43. Nathan Eagle, PhD Media Lab, MIT 2.1 billion mobile subscribers Txteagle: Tasks via SMS for workers in developing world
  • 44. Nathan Eagle, PhD Media Lab, MIT 2.1 billion mobile subscribers 100+ developing countries Txteagle: Tasks via SMS for workers in developing world
  • 45. Ushahidi: platform for visualizing crowdsourced information
  • 46. Ushahidi: platform for visualizing crowdsourced information
  • 47. Ushahidi: platform for visualizing crowdsourced information
  • 48. Ushahidi: platform for visualizing crowdsourced information
  • 49. Foreign travelers Image-based question i.e. contextual related UbiAsk: mobile Crowdsourcing via social medias
  • 50. Foreign travelers Image-based question i.e. contextual related Real Time UbiAsk: mobile Crowdsourcing via social medias
  • 51. Foreign travelers Image-based question i.e. contextual related Real Time Real World UbiAsk: mobile Crowdsourcing via social medias
  • 52. Foreign travelers Image-based question i.e. contextual related Real Time Real World Non-paid UbiAsk: mobile Crowdsourcing via social medias
  • 53. Foreign travelers Image-based question i.e. contextual related Real Time Real World Non-paid UbiAsk: mobile Crowdsourcing via social medias
  • 54. Time: summer 2010 - spring 2011 Results: 1-2 workshop papers, 1 conference paper, (almost) 1 journal paper UbiAsk: mobile Crowdsourcing via social medias
  • 55. One of the Key Challenges How to recruit qualified crowd-workers ?
  • 56.
  • 57.
  • 58.
  • 59.
  • 61.
  • 62. ..and it’s not easy to find the right Incentive
  • 65. Use money is: easy strait forward
  • 66. Use money is: easy strait forward (almost) always works
  • 67. But... User may trend to cheat (for better pay)
  • 68. and more... “Crowding out effect”: Money incentive can destroy other pre-existing motivations Quality & Quantity: Money incentive only increase Quantity, but not Quality.
  • 69. Can we motivate user to work hard without Paying money?
  • 70.
  • 71. Gamification Add game play elements for non-game applications, service, and systems.
  • 72. Gamification Add game play elements for non-game applications, service, and systems. Use Game Thinking and Game Mechanics
  • 73. Gamification Add game play elements for non-game applications, service, and systems. Use Game Thinking and Game Mechanics to solve real world problems.
  • 74. Gamification Add game play elements for non-game applications, service, and systems. Use Game Thinking and Game Mechanics to solve real world problems.
  • 75. Gamification Add game play elements for non-game applications, service, and systems. Use Game Thinking and Game Mechanics to solve real world problems. “save the cheerleader save the world!”
  • 76. Vision  Jesse  Schell's  talk  at  DICE  in  2010 Appear During last 12 months Forecasts *Source: Venture Beat, Bloom Business Week, M2 Research
  • 77. Vision  Jesse  Schell's  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startups During last 12 months Forecasts *Source: Venture Beat, Bloom Business Week, M2 Research
  • 78. Vision  Jesse  Schell's  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startups During last $25+ million in capital to traditional businesses betting 12 months big on gamification as a core customer strategy Forecasts *Source: Venture Beat, Bloom Business Week, M2 Research
  • 79. Vision  Jesse  Schell's  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startups During last $25+ million in capital to traditional businesses betting 12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification Forecasts *Source: Venture Beat, Bloom Business Week, M2 Research
  • 80. Vision  Jesse  Schell's  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startups During last $25+ million in capital to traditional businesses betting 12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification 2015: 50% of companies that manage innovation and Forecasts *Source: Venture Beat, Bloom Business Week, M2 Research
  • 81. Vision  Jesse  Schell's  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startups During last $25+ million in capital to traditional businesses betting 12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification 2015: 50% of companies that manage innovation and research will use gamification Forecasts *Source: Venture Beat, Bloom Business Week, M2 Research
  • 82. Vision  Jesse  Schell's  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startups During last $25+ million in capital to traditional businesses betting 12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification 2015: 50% of companies that manage innovation and research will use gamification Forecasts $1.6 billion in gamification development *Source: Venture Beat, Bloom Business Week, M2 Research
  • 83. Vision  Jesse  Schell's  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startups During last $25+ million in capital to traditional businesses betting 12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification 2015: 50% of companies that manage innovation and research will use gamification Forecasts $1.6 billion in gamification development 2016: $2.8 billion *Source: Venture Beat, Bloom Business Week, M2 Research
  • 84. Vision  Jesse  Schell's  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startups During last $25+ million in capital to traditional businesses betting 12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification 2015: 50% of companies that manage innovation and research will use gamification Forecasts $1.6 billion in gamification development 2016: $2.8 billion *Source: Venture Beat, Bloom Business Week, M2 Research “As Social was the last five years; Gamification will be the next five years”
  • 85. Vision  Jesse  Schell's  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startups During last $25+ million in capital to traditional businesses betting 12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification 2015: 50% of companies that manage innovation and research will use gamification Forecasts $1.6 billion in gamification development 2016: $2.8 billion *Source: Venture Beat, Bloom Business Week, M2 Research “As Social was the last five years; Gamification will be the next five years”
  • 86. Vision  Jesse  Schell's  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startups During last $25+ million in capital to traditional businesses betting 12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification 2015: 50% of companies that manage innovation and research will use gamification Forecasts $1.6 billion in gamification development 2016: $2.8 billion *Source: Venture Beat, Bloom Business Week, M2 Research “As Social was the last five years; Gamification will be the next five years” Maybe
  • 88. So far (March, 2010), we’ve spent 5.93 million years playing From: Jane McGonigal’s GDC’10 talk
  • 89. 5.93 million years ago... the 1st human stood up From: Jane McGonigal’s GDC’10 talk
  • 90. 5.93 million years 250,000 years 57,000 years Bejeweled 3.2 million years From: Jane McGonigal’s GDC’10 talk
  • 91. Why?
  • 92. “The opposite of play is not work - it’s depression”
  • 93.
  • 94.
  • 95.
  • 96.
  • 97. Gaming is also hard work
  • 98. Positive Stress game world non-game world Negative Stress
  • 99. Why gamification > non-game world Accelerated feedback cycles. Clear goals and rules Fascinating story Challenging but achievable tasks
  • 100. Point System Gamification Loop
  • 101. Challenge Point System Gamification Loop
  • 102. Challenge Point System Gamification Loop
  • 103. Win Condition Challenge Point System Gamification Loop
  • 104. Win Condition Challenge Point System Gamification Loop
  • 105. Win Condition Rewards Challenge Point System Gamification Loop
  • 106. Win Condition Rewards Challenge Point System Gamification Loop
  • 107. Win Condition Rewards Challenge Point System Leader board Gamification Loop
  • 108. Win Condition Rewards Challenge Point System Leader board Gamification Loop
  • 109. Win Condition Rewards Challenge Point System Leader board Badges Gamification Loop
  • 110. Win Condition Rewards Challenge Point System Leader board Badges Gamification Loop
  • 111. Win Condition Rewards Challenge Point System Social network & Leader Status board Badges Gamification Loop
  • 112. Idea Street: on-line idea management platform
  • 113. Post, find, vote, review an idea Idea Street: on-line idea management platform
  • 114. Post, find, vote, review an idea Join idea team Idea Street: on-line idea management platform
  • 115. Post, find, vote, review an idea Join idea team Become expert (level up) Idea Street: on-line idea management platform
  • 116. Post, find, vote, review an idea Join idea team Become expert (level up) Earn DW Peas (Rewards) Idea Street: on-line idea management platform
  • 117. Post, find, vote, review an idea Join idea team Become expert (level up) Earn DW Peas (Rewards) Share an idea Idea Street: on-line idea management platform
  • 118. Post, find, vote, review an idea Join idea team Become expert (level up) Earn DW Peas (Rewards) Share an idea Check the leaderboard Idea Street: on-line idea management platform
  • 119. Idea Street: on-line idea management platform
  • 120. -18 months Idea Street: on-line idea management platform
  • 121. -18 months - 4,500 users Idea Street: on-line idea management platform
  • 122. -18 months - 4,500 users - 1,400 new ideas Idea Street: on-line idea management platform
  • 123. -18 months - 4,500 users - 1,400 new ideas - 63 were actually implemented Idea Street: on-line idea management platform
  • 124. Gamified To-do List http://www.youtube.com/watch?v=AmKwF_Si734 Epic Win: Turns Your Boring Daily Task into a RPG
  • 125. Developed by World Bank Part of “Save-the- world” Project Gamification to learn (and solve) global issues http://vimeo.com/9094186 http://vimeo.com/9623387 Evoke: 10-weeks crash course in changing the world
  • 126. Results: - 10 weeks - 19,893 participants (or, students) - from more than 130 countries Evoke: 10-weeks crash course in changing the world
  • 127. A mobile application that gets user’s activity/status in real time.
  • 128. A mobile application that gets user’s activity/status in real time. Gmifiy It!
  • 129. A mobile application that gets user’s activity/status in real time. Gmifiy It!
  • 130.
  • 131.
  • 132. Best
  • 133. Best !
  • 134. Yefeng Liu http://www.dcl.info.waseda.ac.jp/~yefeng Slides http://www.dcl.info.waseda.ac.jp/~yefeng/crowd.pdf A mendeley group for gamification http://www.mendeley.com/groups/1104161/gamification-dcl/