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Gamification / Social
Gamification

Contributions for a Definition
(in an educational context)




Jorge Simões, 2012
jmapsimoes@gmail.com
@jmapsimoes




                              jmapsimoes, 2012   1
Gamification

The use of game design elements in
non-game contexts, to drive game like
engagement in order to promote
desired behaviors.

(Following definitions by Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011).
From Game Design Elements to Gamefulness: Defining “Gamification”. In
Proceedings of MindTrek 2011 and
Bunchball, Inc.: Gamification 101: An Introduction to the Use of Game Dynamics
to Influence Behavior (2010) )


                                               jmapsimoes, 2012                 2
Social Gamification
The use of design elements from social
games in non-game contexts, to drive
game like engagement in order to
promote desired behaviors.

    Video games              Gamification


        Social Games              Social
                                Gamification




                       jmapsimoes, 2012        3
“... game design elements ...”
or
“Game mechanics”                                       Not just badges!
“Game dynamics”
“Frameworks”
“Gameplay mechanics”
“Game thinking”
“Game attributes”
(and also, game mechanics/dynamics, game design principles, gaming
psychology, player journey, game play scripts and storytelling, and/or any other
aspects of games)


There are different levels and perspectives of “Game
Design Elements”
                                                jmapsimoes, 2012                   4
“... non-game contexts ...”
Several domains: health, work, training, environment,
government, everyday life, etc,

and also ...

  Education

               E-learning

                     Social Learning Environments



                               jmapsimoes, 2012         5
“... game like engagement ...”
Intrinsic motivation
(autonomy, mastery and purpose)


Extrinsic motivation
(rewards, punishment)


Flow
(“In a state of flow, an activity is performed for enjoyment and
pleasure rather than be driven by any extrinsic motivator”)

- Mihály Csíkszentmihályi, “Flow: The Psychology of Optimal
Experience”
- Daniel Pink, “Drive”
                                         jmapsimoes, 2012          6
“... desired behaviors ...”
To “engage people, motivate action, promote learning, and
  solve
problems” (*)

Applied to:
Students
   Increasead engagement in school’s activities and higher motivation
   to achieve better learning outcomes.
Teachers
   Reward and appraise students; setup engaging activities; provide
flow.
Parents
   Recognize and reward their children’s work; motivation for a
   deeper envolvement in school’s activities.

(*) From Karl Kapp’s definition of gamification: “game-based mechanics, aesthetics
    and game thinking to engage people, motivatejmapsimoes, 2012 learning, and
                                                    action, promote                  7
Framework
A framework for social gamification applied to a social learning environment




                                          jmapsimoes, 2012              8
Framework

    Game Design           Desired
     Elements            Behaviors




     Learning          Gamification
     Activities          Tools




                  jmapsimoes, 2012    9

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Gamification / Social Gamification of Education

  • 1. Gamification / Social Gamification Contributions for a Definition (in an educational context) Jorge Simões, 2012 jmapsimoes@gmail.com @jmapsimoes jmapsimoes, 2012 1
  • 2. Gamification The use of game design elements in non-game contexts, to drive game like engagement in order to promote desired behaviors. (Following definitions by Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. In Proceedings of MindTrek 2011 and Bunchball, Inc.: Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior (2010) ) jmapsimoes, 2012 2
  • 3. Social Gamification The use of design elements from social games in non-game contexts, to drive game like engagement in order to promote desired behaviors. Video games Gamification Social Games Social Gamification jmapsimoes, 2012 3
  • 4. “... game design elements ...” or “Game mechanics” Not just badges! “Game dynamics” “Frameworks” “Gameplay mechanics” “Game thinking” “Game attributes” (and also, game mechanics/dynamics, game design principles, gaming psychology, player journey, game play scripts and storytelling, and/or any other aspects of games) There are different levels and perspectives of “Game Design Elements” jmapsimoes, 2012 4
  • 5. “... non-game contexts ...” Several domains: health, work, training, environment, government, everyday life, etc, and also ... Education E-learning Social Learning Environments jmapsimoes, 2012 5
  • 6. “... game like engagement ...” Intrinsic motivation (autonomy, mastery and purpose) Extrinsic motivation (rewards, punishment) Flow (“In a state of flow, an activity is performed for enjoyment and pleasure rather than be driven by any extrinsic motivator”) - Mihály Csíkszentmihályi, “Flow: The Psychology of Optimal Experience” - Daniel Pink, “Drive” jmapsimoes, 2012 6
  • 7. “... desired behaviors ...” To “engage people, motivate action, promote learning, and solve problems” (*) Applied to: Students Increasead engagement in school’s activities and higher motivation to achieve better learning outcomes. Teachers Reward and appraise students; setup engaging activities; provide flow. Parents Recognize and reward their children’s work; motivation for a deeper envolvement in school’s activities. (*) From Karl Kapp’s definition of gamification: “game-based mechanics, aesthetics and game thinking to engage people, motivatejmapsimoes, 2012 learning, and action, promote 7
  • 8. Framework A framework for social gamification applied to a social learning environment jmapsimoes, 2012 8
  • 9. Framework Game Design Desired Elements Behaviors Learning Gamification Activities Tools jmapsimoes, 2012 9