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                              Mobile
                           Communication




                Gamification                  Ludification




                                               Maura Bouca
Mindtrek 2012 | Tampere | October 5th 2012    @maurabouca    mbou@itu.dk
3% complete




             Mobile
          Communication




Gamification           Ludification
3% complete




             Mobile
          Communication




Gamification           Ludification
3% complete




             Mobile
          Communication




Gamification           Ludification
3% complete




             Mobile
          Communication




Gamification           Ludification
5% complete




Gamification   Ludification
8% complete




   Mobile
Communication




          Ludification
10% complete




        Mobile
     Communication




Gamification
10% complete




        Mobile
     Communication




Gamification
                            Mobile
                         Communication



                     Gamification Ludification
13% complete




Mobile communication
13% complete




Mobile communication
13% complete




Mobile communication
15% complete




“The use of game design elements in
non-gaming contexts” (Deterding, S., Sicart, M., Nacke, L.,
O’Hara, K., & Dixon, D.,2011)




(badges, points, leaderboards)




                                                Gamification
18% complete



“The use of game design elements in
non-gaming contexts” (Deterding, S., Sicart, M., Nacke, L.,
O’Hara, K., & Dixon, D.,2011)




“Game layer on top of the
world” (Priebatsch, S., 2010, http://www.ted.com/talks/
seth_priebatsch_the_game_layer_on_top_of_the_world.html)




“Games make a better
world” (McGonnigal,2010, http://www.ted.com/
talks/
jane_mcgonigal_gaming_can_make_a_better_world.html)




                                                           Gamification
21% complete




      process of
      becoming
Game -ification
Gam ification
Ludification   24% complete



    of
  culture
Ludification    24% complete



                              of
                            culture




Ludification of culture
  “socio-cultural trend”

  (Khaled, Deterding, Nacke and Dixon)
Ludification                26% complete



                          of
                        culture



“video games have become a cultural medium
and source of formative experiences on a par with
literature, movies, or television (...).Technologies,
tropes, references and metaphors, mindsets
and practices flowing from games increasingly
suffuse society and everyday life”
(Khaled, Deterding, Nacke and Dixon, 2011)
Ludification     29% complete




...of culture
Lud ification                   31% complete




Ludus -ification
    play   process of becoming
   game
   sport
training

 Ludo
 to play
34% complete




“That complex whole which includes knowledge,
belief, art, morals, law, custom, and any other
capabilities and habits acquired by man as a
member of society” (Tylor as cited in Boellstorff, 2006)




                     ...of culture
36% complete




“That complex whole which includes knowledge,
belief, art, morals, law, custom, and any other
capabilities and habits acquired by man as a
member of society” (Tylor as cited in Boellstorff, 2006)




                     ...of culture
Ludification            39% complete



    of
  culture



       Homo Ludens
       Huizinga

       Play preexists culture
       knowing
       philosophy
       art
       poetry
       law
       war
Ludification            39% complete



                of
              culture



Culture            Homo Ludens
Tylor              Huizinga

                   Play preexists culture
knowledge          knowing
belief             philosophy
art                art
morals             poetry
law                law
custom             war
Ludification            39% complete



                of
              culture



Culture            Homo Ludens
Tylor              Huizinga

                   Play preexists culture
knowledge          knowing
belief             philosophy
art                art
morals             poetry
law                law
custom             war
Ludification            39% complete



                of
              culture



Culture            Homo Ludens
Tylor              Huizinga

                   Play preexists culture
knowledge          knowing
belief             philosophy
art                art
morals             poetry
law                law
custom             war
Ludification            39% complete



                of
              culture



Culture            Homo Ludens
Tylor              Huizinga

                   Play preexists culture
knowledge          knowing
belief             philosophy
art                art
morals             poetry
law                law
custom             war
Ludification            41% complete



                of
              culture



Culture            Homo Ludens
Tylor              Huizinga

                   Play preexists culture
knowledge          knowing
belief             philosophy
art                art
morals             poetry
law                law
custom             war
Ludification             44% complete



                     of
                   culture



Man, Play and Games playing “reveals the
Caillois            character, pattern, and
                    values of every society”
Ludification              47% complete



    of
  culture



    playing “reveals the
    character, pattern, and
    values of every society”
Ludification              47% complete



    of
  culture



    playing “reveals the
    character, pattern, and
    values of every society”


             custom

   morals
Ludification              47% complete



                          of
                        culture



                          playing “reveals the
                          character, pattern, and
                          values of every society”
          knowledge
          belief
          art
          morals                   custom
Culture   law
Tylor     custom         morals
Ludification              50% complete



    of
  culture



    playing “reveals the
    character, pattern, and
    values of every society”
Ludification              50% complete



    of
  culture



    playing “reveals the
    character, pattern, and
    values of every society”


             custom

   morals
Ludification              50% complete



                          of
                        culture



                          playing “reveals the
                          character, pattern, and
                          values of every society”
          knowledge
          belief
          art
          morals                   custom
Culture   law
Tylor     custom         morals
Ludification                  52% complete



                         of
                       culture



Ambiguity of Play      ritual and festivals are
Brian Sutton-Smith     forms of play.
Ludification              55% complete



    of
  culture



  ritual and festivals are
  forms of play.
Ludification              55% complete



    of
  culture



  ritual and festivals are
  forms of play.


       religion



        belief
Ludification              55% complete



                          of
                        culture



                        ritual and festivals are
                        forms of play.

          knowledge
          belief             religion
          art
          morals
Culture   law
Tylor     custom              belief
Ludification                          57% complete



                  of
                culture


Tylor
knowledge                        knowing
belief                           ritual and festival
art                              art
morals                           values
law                              law
custom                           pattern


        Huizinga’s Homo Ludens
        Sutton-Smith’s Ambiguity of Play
        Callois’ Man, Play and Games
Ludification                 60% complete



                of
              culture




culture               play
knowledge             knowing
belief                ritual and festival
art                   art
morals                values
law                   law
custom                pattern
Ludification                  62% complete



                      of
                    culture



• Game programs at universities
• Museum exhibitions with games
• Growth of game studies
• Studies of the “excluded” (gender, class -
literacies...)

... Gamification
65% complete




Gamification   Ludification
Lud ification                    67% complete



Ludus -ification
    play   process of becoming
  game
   sport
training

 Ludo
 to play
Lud ification                    67% complete



Ludus -ification
    play   process of becoming
  game
   sport
training

 Ludo
 to play




Game
Gam ification
71% complete




       Gamification




Ludification
73% complete


“The use of game design elements in
non-gaming contexts” (Deterding, S., Sicart, M., Nacke, L.,
O’Hara, K., & Dixon, D.,2011)




“Game layer on top
of the world” (Priebatsch, S.,
2010, http://www.ted.com/talks/
seth_priebatsch_the_game_layer_on_top_of
                                                      Gamification
_the_world.html)




“Games make a better
world” (McGonnigal,2010, http://www.ted.com/talks/
jane_mcgonigal_gaming_can_make_a_better_world.html)
76% complete




Khaled, Deterding, Nacke and Dixon

precursors of gamification
•in HCI
  •ludic design
  •persuasive technology
•in game studies
   • serious games
   • pervasive games
   •ludification of culture   Gamification Ludification
78% complete




Khaled, Deterding, Nacke and Dixon

precursors of gamification
•in HCI
  •ludic design
  •persuasive technology
•in game studies
   • serious games
   • pervasive games
   •ludification of culture   Gamification Ludification
81% complete




   Mobile
Communication




          Ludification
84% complete

   Mobile
Communication



         Ludification




    “taken for granted”
                          Mobile Communication
    ubiquity of games
86% complete




        Mobile
     Communication




Gamification
89% complete




Smartphones   Gamification
91% complete




         Mobile
      Communication




Gamification   Ludification
94% complete




Mobile phones    Gamification




                Ludification
socio-cultural context       94% complete




  Technology          Business idea




Mobile phones        Gamification




                   Ludification
100% complete




 Thank you


Mindtrek 2012 | Tampere | October 5th 2012   @maurabouca   mbou@itu.dk

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Mobile communication, gamification and ludification

  • 1. 0% complete Mobile Communication Gamification Ludification Maura Bouca Mindtrek 2012 | Tampere | October 5th 2012 @maurabouca mbou@itu.dk
  • 2. 3% complete Mobile Communication Gamification Ludification
  • 3. 3% complete Mobile Communication Gamification Ludification
  • 4. 3% complete Mobile Communication Gamification Ludification
  • 5. 3% complete Mobile Communication Gamification Ludification
  • 7. 8% complete Mobile Communication Ludification
  • 8. 10% complete Mobile Communication Gamification
  • 9. 10% complete Mobile Communication Gamification Mobile Communication Gamification Ludification
  • 13. 15% complete “The use of game design elements in non-gaming contexts” (Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D.,2011) (badges, points, leaderboards) Gamification
  • 14. 18% complete “The use of game design elements in non-gaming contexts” (Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D.,2011) “Game layer on top of the world” (Priebatsch, S., 2010, http://www.ted.com/talks/ seth_priebatsch_the_game_layer_on_top_of_the_world.html) “Games make a better world” (McGonnigal,2010, http://www.ted.com/ talks/ jane_mcgonigal_gaming_can_make_a_better_world.html) Gamification
  • 15. 21% complete process of becoming Game -ification Gam ification
  • 16. Ludification 24% complete of culture
  • 17. Ludification 24% complete of culture Ludification of culture “socio-cultural trend” (Khaled, Deterding, Nacke and Dixon)
  • 18. Ludification 26% complete of culture “video games have become a cultural medium and source of formative experiences on a par with literature, movies, or television (...).Technologies, tropes, references and metaphors, mindsets and practices flowing from games increasingly suffuse society and everyday life” (Khaled, Deterding, Nacke and Dixon, 2011)
  • 19. Ludification 29% complete ...of culture
  • 20. Lud ification 31% complete Ludus -ification play process of becoming game sport training Ludo to play
  • 21. 34% complete “That complex whole which includes knowledge, belief, art, morals, law, custom, and any other capabilities and habits acquired by man as a member of society” (Tylor as cited in Boellstorff, 2006) ...of culture
  • 22. 36% complete “That complex whole which includes knowledge, belief, art, morals, law, custom, and any other capabilities and habits acquired by man as a member of society” (Tylor as cited in Boellstorff, 2006) ...of culture
  • 23. Ludification 39% complete of culture Homo Ludens Huizinga Play preexists culture knowing philosophy art poetry law war
  • 24. Ludification 39% complete of culture Culture Homo Ludens Tylor Huizinga Play preexists culture knowledge knowing belief philosophy art art morals poetry law law custom war
  • 25. Ludification 39% complete of culture Culture Homo Ludens Tylor Huizinga Play preexists culture knowledge knowing belief philosophy art art morals poetry law law custom war
  • 26. Ludification 39% complete of culture Culture Homo Ludens Tylor Huizinga Play preexists culture knowledge knowing belief philosophy art art morals poetry law law custom war
  • 27. Ludification 39% complete of culture Culture Homo Ludens Tylor Huizinga Play preexists culture knowledge knowing belief philosophy art art morals poetry law law custom war
  • 28. Ludification 41% complete of culture Culture Homo Ludens Tylor Huizinga Play preexists culture knowledge knowing belief philosophy art art morals poetry law law custom war
  • 29. Ludification 44% complete of culture Man, Play and Games playing “reveals the Caillois character, pattern, and values of every society”
  • 30. Ludification 47% complete of culture playing “reveals the character, pattern, and values of every society”
  • 31. Ludification 47% complete of culture playing “reveals the character, pattern, and values of every society” custom morals
  • 32. Ludification 47% complete of culture playing “reveals the character, pattern, and values of every society” knowledge belief art morals custom Culture law Tylor custom morals
  • 33. Ludification 50% complete of culture playing “reveals the character, pattern, and values of every society”
  • 34. Ludification 50% complete of culture playing “reveals the character, pattern, and values of every society” custom morals
  • 35. Ludification 50% complete of culture playing “reveals the character, pattern, and values of every society” knowledge belief art morals custom Culture law Tylor custom morals
  • 36. Ludification 52% complete of culture Ambiguity of Play ritual and festivals are Brian Sutton-Smith forms of play.
  • 37. Ludification 55% complete of culture ritual and festivals are forms of play.
  • 38. Ludification 55% complete of culture ritual and festivals are forms of play. religion belief
  • 39. Ludification 55% complete of culture ritual and festivals are forms of play. knowledge belief religion art morals Culture law Tylor custom belief
  • 40. Ludification 57% complete of culture Tylor knowledge knowing belief ritual and festival art art morals values law law custom pattern Huizinga’s Homo Ludens Sutton-Smith’s Ambiguity of Play Callois’ Man, Play and Games
  • 41. Ludification 60% complete of culture culture play knowledge knowing belief ritual and festival art art morals values law law custom pattern
  • 42. Ludification 62% complete of culture • Game programs at universities • Museum exhibitions with games • Growth of game studies • Studies of the “excluded” (gender, class - literacies...) ... Gamification
  • 43. 65% complete Gamification Ludification
  • 44. Lud ification 67% complete Ludus -ification play process of becoming game sport training Ludo to play
  • 45. Lud ification 67% complete Ludus -ification play process of becoming game sport training Ludo to play Game Gam ification
  • 46. 71% complete Gamification Ludification
  • 47. 73% complete “The use of game design elements in non-gaming contexts” (Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D.,2011) “Game layer on top of the world” (Priebatsch, S., 2010, http://www.ted.com/talks/ seth_priebatsch_the_game_layer_on_top_of Gamification _the_world.html) “Games make a better world” (McGonnigal,2010, http://www.ted.com/talks/ jane_mcgonigal_gaming_can_make_a_better_world.html)
  • 48. 76% complete Khaled, Deterding, Nacke and Dixon precursors of gamification •in HCI •ludic design •persuasive technology •in game studies • serious games • pervasive games •ludification of culture Gamification Ludification
  • 49. 78% complete Khaled, Deterding, Nacke and Dixon precursors of gamification •in HCI •ludic design •persuasive technology •in game studies • serious games • pervasive games •ludification of culture Gamification Ludification
  • 50. 81% complete Mobile Communication Ludification
  • 51. 84% complete Mobile Communication Ludification “taken for granted” Mobile Communication ubiquity of games
  • 52. 86% complete Mobile Communication Gamification
  • 53. 89% complete Smartphones Gamification
  • 54. 91% complete Mobile Communication Gamification Ludification
  • 55. 94% complete Mobile phones Gamification Ludification
  • 56. socio-cultural context 94% complete Technology Business idea Mobile phones Gamification Ludification
  • 57. 100% complete Thank you Mindtrek 2012 | Tampere | October 5th 2012 @maurabouca mbou@itu.dk