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It uses mechanisms, mostly from games, to motivate
                      users.

               However it is not a game

  Super better is a tool that helps people to achieve
                          goals.

   the creators deliberately avoid even calling it
“gamified”, because of the negative connotations of
                     the word.

The creator opts instead to say that they consider it to
                be “gameful design”.
When the creator found herself experiencing a
setback, as a result of a concussion that didn’t
    heal properly, she used her 10 years of
  experience as a game designer to turn her
            recovery in to a game.

       She came out with Super Better
Super better is a framework built around your motivation.
It places goals and other game elements around it that you can use to strengthen it.
Super better is unlike other adventure games.

  It operates using quests, which when completed, award you points.

  However as the game is entirely imagined by the user, with enemies,
quests and power-ups things internal to the user, the game is more like a
   log book accompanying an adventure and suggestions for thinking.
Super Better is neither a game nor a gamified application.
     Super Better is a tool to help you achieve goals.

A Game is an activity separate from regular life; Super better
 is something that to work needs to be integrated in to real
                             life.

   Gamification is the application of game mechanisms to
activities outside of a game, like progress bars for completing
                    a social network profile.

 Super Better does not integrate itself or impose apparent
               elements over your activities.
Super Better labs reject the concept of gamification.

 “SuperBetter offers an alternative to gamification. Instead of taking the
 psychological hooks and operant conditioning from games, we use their
     deeply satisfying properties – things like agency, emotion, and
immediate feedback - to help people do what they really want to do: feel
better, reach their goals, connect with others, and live with meaning. We
                  call this a gameful approach to design.”

 The big idea here is that super better does not aim to incentivise action
 using extrinsic motivation, but provides a platform for people to explore
                      their own intrinsic motivations.
Bartle’s game grid is a framework for looking at how games are designed to
                            appeal to specific audiences.

The “x” axis runs from                                         People are players,
“players” to “world”.                                          doing anything with
                                                               real people puts you on
                                                               the left side.

The “y” axis runs                                              In contrast dragons are
from “acting” to                                               typically game
“interacting”.                                                 elements, rather than
                                                               other player, doing
                                                               anything with them
                                                               would be either acting
We’ve inserted                                                 on or interacting with
sample actions.                                                the game.
On the graph there are 4 types of players who can be appealed to by altering game
        features and therefore the relative size of each area of the graph.
Tipping the balance in order to appeal to a certain audience is merely a matter
  of increasing the types of features that appeal specifically to one user base.




     Weapons                                                     Challenges




Communication                                                    Glitches and
                                                                 Easter eggs
Looking at the basic features, it’s immediately apparent that the game is designed deliberately
 to not attract people who want to act out on others, ie. there are no features to kill anything




 The most important feature of the game is that it allows the user to act of their world, this
               forms the bulk of the game, as in most games of this type.
While Super Better is marketed as a solution,
 built from the blood, sweat and tears of its
           creator, it is not unique.

Other similar games and alternative models
are out there, popular, and gaining acclaim
                   fast.

 These fall in to the two main categories of:



                   and
The Nike+ fuel band is a gadget for measuring your fitness.




Nike standardises activity patterns and turns them in to an
            energy rating called “Nike+ Fuel”

Nike provides the facility to create localised leader boards
with either their friends, or for people to join public ones.
Re:mission is an educational game which improves outcomes.

It addresses the importance of:
• Compliance with oral chemotherapy regimens and other
    prescribed medications
• Prompt reporting of symptoms and side effects
• Proper nutrition to increase the body’s ability to fight
    cancer
• Anxiety, nausea, and pain management through breathing
    and muscle relaxation exercises

Through randomised control trials it has been found that
re:mission improves:
• Treatment Adherence
• Cancer Knowledge
• Self-Efficacy
*the conditioning of voluntary behaviours through a system of rewards and punishments.




Created by Diabetes Hands Foundation and Joslin
Diabetes Center with support from Boehringer
Ingelheim.

Various missions help improve diabetic outcomes.

The user is given points for completing missions, such
as:
• Reducing salt intake.
• Leading a more active lifestyle.
• Taking the stairs instead of the lift.

The game uses a form of “operant conditioning”* in
order to alter users behaviour. This is a good
mechanism for inciting short term change, but not
long term. As soon as the user is removed from the
system they would no longer experience the stimuli
of the changes made.
BiLAT is a game developed to simulate the real life
       situations that soldiers face every day.

The problem the US army was experiencing was that
      soldiers were very well trained for combat
situations, and knew how to use a gun, but not how
to efficiently deal with the mediation and convening
of meetings they would be expected to do on a daily
        basis with local leaders on the ground.

   The game guides the user through a series of
                   situations.

All situations are effectively researched with people
     on the ground and real situations that have
              happened are referenced.
Syrum is the new game, to be released
soon, by Boehringer Ingelheim.

Although not strictly a serious game,
gamification of a process, or anything with a
specific learning objective, it’s a pretty
major milestone for Pharma because it is
the first real, fully fledged social game that
any company in the industry has released.

Syrum falls in to the context of serious
gaming. It educates people about drug
development.
Super Better Labs is also not the only lab
  experimenting with using games for good.
  Companies, Universities, and organisations
involved in serious games, learning games and
                 gamification.
       http://www.playnormous.com/
      http://www.gamesforhealth.org/
  http://www.seriousgamesinstitute.co.uk/
          http://www.rtassoc.com/
              http://ict.usc.edu/
While Super Better labs dispute their categorisation as such,
they have created something that looks a lot like gamification
                      to any observers.

In the same way as anything else claiming to be gamification, it
 inserts a “game layer” over the rest of the world, for users of
  the game to use as a reference and guide for their activities.
Yes, the game is different to other pieces, because it does not
begin and end with set missions and the mechanisms are not
                 from some stale “playbook”.

 The creators are correct in drawing a line in the sand, because
the concept is stale and it does differ because this gets users to
 think differently, designing their own challenges, and narrows
its appeal to those who are likely to be changed and motivated
                    by the experience offered.
The game has a nascent community of followers and is gathering media
                            attention.

    Although Super Better approached the wellness game paradigm in a
different way to most, allowing users to customise their experience and the
                  game itself, Super Better is one of many.

  Ultimately it’s longevity will depend on whether users are successful in
achieving their goals, and whether they choose their more general model
 over the more specific and prescriptive models out there in both serious
               gaming and other solutions using gamification.
Contact:
Dan Winkler
Business Analyst          telephone
                          +44 (0) 20 7148 6825
address
13/ 14 Archer Street,     mobile
London, W1D 7BD           +44 (0) 7912 275 066

website                   email
www.nitro-digital.co.uk   daniel@nitro-digital.co.uk

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What Nitro Thinks: Super better

  • 1.
  • 2.
  • 3. It uses mechanisms, mostly from games, to motivate users. However it is not a game Super better is a tool that helps people to achieve goals. the creators deliberately avoid even calling it “gamified”, because of the negative connotations of the word. The creator opts instead to say that they consider it to be “gameful design”.
  • 4. When the creator found herself experiencing a setback, as a result of a concussion that didn’t heal properly, she used her 10 years of experience as a game designer to turn her recovery in to a game. She came out with Super Better
  • 5. Super better is a framework built around your motivation. It places goals and other game elements around it that you can use to strengthen it.
  • 6.
  • 7. Super better is unlike other adventure games. It operates using quests, which when completed, award you points. However as the game is entirely imagined by the user, with enemies, quests and power-ups things internal to the user, the game is more like a log book accompanying an adventure and suggestions for thinking.
  • 8. Super Better is neither a game nor a gamified application. Super Better is a tool to help you achieve goals. A Game is an activity separate from regular life; Super better is something that to work needs to be integrated in to real life. Gamification is the application of game mechanisms to activities outside of a game, like progress bars for completing a social network profile. Super Better does not integrate itself or impose apparent elements over your activities.
  • 9. Super Better labs reject the concept of gamification. “SuperBetter offers an alternative to gamification. Instead of taking the psychological hooks and operant conditioning from games, we use their deeply satisfying properties – things like agency, emotion, and immediate feedback - to help people do what they really want to do: feel better, reach their goals, connect with others, and live with meaning. We call this a gameful approach to design.” The big idea here is that super better does not aim to incentivise action using extrinsic motivation, but provides a platform for people to explore their own intrinsic motivations.
  • 10. Bartle’s game grid is a framework for looking at how games are designed to appeal to specific audiences. The “x” axis runs from People are players, “players” to “world”. doing anything with real people puts you on the left side. The “y” axis runs In contrast dragons are from “acting” to typically game “interacting”. elements, rather than other player, doing anything with them would be either acting We’ve inserted on or interacting with sample actions. the game.
  • 11. On the graph there are 4 types of players who can be appealed to by altering game features and therefore the relative size of each area of the graph.
  • 12. Tipping the balance in order to appeal to a certain audience is merely a matter of increasing the types of features that appeal specifically to one user base. Weapons Challenges Communication Glitches and Easter eggs
  • 13. Looking at the basic features, it’s immediately apparent that the game is designed deliberately to not attract people who want to act out on others, ie. there are no features to kill anything The most important feature of the game is that it allows the user to act of their world, this forms the bulk of the game, as in most games of this type.
  • 14.
  • 15. While Super Better is marketed as a solution, built from the blood, sweat and tears of its creator, it is not unique. Other similar games and alternative models are out there, popular, and gaining acclaim fast. These fall in to the two main categories of: and
  • 16. The Nike+ fuel band is a gadget for measuring your fitness. Nike standardises activity patterns and turns them in to an energy rating called “Nike+ Fuel” Nike provides the facility to create localised leader boards with either their friends, or for people to join public ones.
  • 17. Re:mission is an educational game which improves outcomes. It addresses the importance of: • Compliance with oral chemotherapy regimens and other prescribed medications • Prompt reporting of symptoms and side effects • Proper nutrition to increase the body’s ability to fight cancer • Anxiety, nausea, and pain management through breathing and muscle relaxation exercises Through randomised control trials it has been found that re:mission improves: • Treatment Adherence • Cancer Knowledge • Self-Efficacy
  • 18. *the conditioning of voluntary behaviours through a system of rewards and punishments. Created by Diabetes Hands Foundation and Joslin Diabetes Center with support from Boehringer Ingelheim. Various missions help improve diabetic outcomes. The user is given points for completing missions, such as: • Reducing salt intake. • Leading a more active lifestyle. • Taking the stairs instead of the lift. The game uses a form of “operant conditioning”* in order to alter users behaviour. This is a good mechanism for inciting short term change, but not long term. As soon as the user is removed from the system they would no longer experience the stimuli of the changes made.
  • 19. BiLAT is a game developed to simulate the real life situations that soldiers face every day. The problem the US army was experiencing was that soldiers were very well trained for combat situations, and knew how to use a gun, but not how to efficiently deal with the mediation and convening of meetings they would be expected to do on a daily basis with local leaders on the ground. The game guides the user through a series of situations. All situations are effectively researched with people on the ground and real situations that have happened are referenced.
  • 20. Syrum is the new game, to be released soon, by Boehringer Ingelheim. Although not strictly a serious game, gamification of a process, or anything with a specific learning objective, it’s a pretty major milestone for Pharma because it is the first real, fully fledged social game that any company in the industry has released. Syrum falls in to the context of serious gaming. It educates people about drug development.
  • 21. Super Better Labs is also not the only lab experimenting with using games for good. Companies, Universities, and organisations involved in serious games, learning games and gamification. http://www.playnormous.com/ http://www.gamesforhealth.org/ http://www.seriousgamesinstitute.co.uk/ http://www.rtassoc.com/ http://ict.usc.edu/
  • 22.
  • 23. While Super Better labs dispute their categorisation as such, they have created something that looks a lot like gamification to any observers. In the same way as anything else claiming to be gamification, it inserts a “game layer” over the rest of the world, for users of the game to use as a reference and guide for their activities.
  • 24. Yes, the game is different to other pieces, because it does not begin and end with set missions and the mechanisms are not from some stale “playbook”. The creators are correct in drawing a line in the sand, because the concept is stale and it does differ because this gets users to think differently, designing their own challenges, and narrows its appeal to those who are likely to be changed and motivated by the experience offered.
  • 25. The game has a nascent community of followers and is gathering media attention. Although Super Better approached the wellness game paradigm in a different way to most, allowing users to customise their experience and the game itself, Super Better is one of many. Ultimately it’s longevity will depend on whether users are successful in achieving their goals, and whether they choose their more general model over the more specific and prescriptive models out there in both serious gaming and other solutions using gamification.
  • 26. Contact: Dan Winkler Business Analyst telephone +44 (0) 20 7148 6825 address 13/ 14 Archer Street, mobile London, W1D 7BD +44 (0) 7912 275 066 website email www.nitro-digital.co.uk daniel@nitro-digital.co.uk