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Koos de Beer
Theo JD Bothma
Department of Information Science
Designing gameful experiences
using ARGs
BOBCATSSS 2017
Tampere, Finland
25-27 January 2017
Overview
• Introduction
• Purpose
• Background
– Gamification and education
– Understanding ARGs
• Gameful design using ARGs
• Conclusion
Introduction
• Alternate reality games
– Multiple types of media
– Immersive
– Narrative driven
– Community of players
– Collectively solve puzzle and construct the
narrative
• Gamification is the use of game elements in a
non-game context
Purpose
• The purpose of the paper
– Elaborate on gamification in education
– Challenges in education that gamification attempts to
solve
– Game phenomena that work in gamification in education
– ARGs: Background, characteristics and the nature of ARGs
– To answer:
How can game elements unique to ARGs be used in
gameful design?
Background
• Gamification
• “Gameful design is designing for gamefulness
by making use of game design elements”
• To make a system or a process more game-like
Gamification and education
• Gamification in education can:
– Engage students effectively
– Increase retention
– Motivate students for the course, the content and
the usage of course-related systems
What game elements are used in gamification?
Game elements used in gamification of
education
• Important: Integrate the elements into the
course/system
• Points, badges and leader boards
• Quests/challenges
• Award badges for different activities thus
rewarding certain behaviour – group challenges,
series of challenges, individual challenges
• Customisation from participation
• Narrative or stories
• Game elements that facilitate social engagement
The reasoning behind specific game elements
• Intrinsic sense of satisfaction
• “Freedom with regards to expression of
content”
• Compare and contrast performance with
others
• Promote specific behaviour
Crafting game-like experiences with game
elements
• Use the elements to engender:
– Competition
– Collaboration
– Community formation
– Player agency/Control
Gamification and gameful design
• Instead of just borrowing game elements
• Use game design to craft game-like
experiences
• Develop the course and content from the
ground up to be more game-like
Background – Understanding ARGs
Components Sub components
Narrative
Game action
Community
interaction
Narrative
Community
Game action
?
Narrative hook
R
Narrative reward
N
Narrative piece
System with player Player with system Player with player External interaction
Lead in mechanism
P
Puzzle Link
Gameful design using ARGs
• Narrative
– Invest the user in the narrative
– Link the narrative to the challenges/course content
• Game actions
– The game-like actions can reward players with narrative
– Challenges and game-like actions are linked
• Collaboration
– The result of a “chunked narrative” and collaborative game actions
(puzzles, challenges etc.)
– Spreading the challenges, students can pick which “challenge group”
to join
– Reconstructing the narrative, which is linked to the course content
– Making sense of the narrative is making sense of the course content
Conclusion
• Design courses to be more game-like,
specifically more ARG-like
• Manifest the characteristics in ARGs in
education through gameful design
• Moving forward?
Thank you!
Questions / comments?
Koos.debeer@up.ac.za
Theo.Bothma@up.ac.za

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Koos de Beer and Theo Bothma - Designing gameful experiences using alternate reality games - BOBCATSSS 2017

  • 1. Koos de Beer Theo JD Bothma Department of Information Science Designing gameful experiences using ARGs BOBCATSSS 2017 Tampere, Finland 25-27 January 2017
  • 2. Overview • Introduction • Purpose • Background – Gamification and education – Understanding ARGs • Gameful design using ARGs • Conclusion
  • 3. Introduction • Alternate reality games – Multiple types of media – Immersive – Narrative driven – Community of players – Collectively solve puzzle and construct the narrative • Gamification is the use of game elements in a non-game context
  • 4. Purpose • The purpose of the paper – Elaborate on gamification in education – Challenges in education that gamification attempts to solve – Game phenomena that work in gamification in education – ARGs: Background, characteristics and the nature of ARGs – To answer: How can game elements unique to ARGs be used in gameful design?
  • 5. Background • Gamification • “Gameful design is designing for gamefulness by making use of game design elements” • To make a system or a process more game-like
  • 6. Gamification and education • Gamification in education can: – Engage students effectively – Increase retention – Motivate students for the course, the content and the usage of course-related systems What game elements are used in gamification?
  • 7. Game elements used in gamification of education • Important: Integrate the elements into the course/system • Points, badges and leader boards • Quests/challenges • Award badges for different activities thus rewarding certain behaviour – group challenges, series of challenges, individual challenges • Customisation from participation • Narrative or stories • Game elements that facilitate social engagement
  • 8. The reasoning behind specific game elements • Intrinsic sense of satisfaction • “Freedom with regards to expression of content” • Compare and contrast performance with others • Promote specific behaviour
  • 9. Crafting game-like experiences with game elements • Use the elements to engender: – Competition – Collaboration – Community formation – Player agency/Control
  • 10. Gamification and gameful design • Instead of just borrowing game elements • Use game design to craft game-like experiences • Develop the course and content from the ground up to be more game-like
  • 11. Background – Understanding ARGs Components Sub components Narrative Game action Community interaction Narrative Community Game action ? Narrative hook R Narrative reward N Narrative piece System with player Player with system Player with player External interaction Lead in mechanism P Puzzle Link
  • 12. Gameful design using ARGs • Narrative – Invest the user in the narrative – Link the narrative to the challenges/course content • Game actions – The game-like actions can reward players with narrative – Challenges and game-like actions are linked • Collaboration – The result of a “chunked narrative” and collaborative game actions (puzzles, challenges etc.) – Spreading the challenges, students can pick which “challenge group” to join – Reconstructing the narrative, which is linked to the course content – Making sense of the narrative is making sense of the course content
  • 13. Conclusion • Design courses to be more game-like, specifically more ARG-like • Manifest the characteristics in ARGs in education through gameful design • Moving forward?
  • 14. Thank you! Questions / comments? Koos.debeer@up.ac.za Theo.Bothma@up.ac.za