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HUMINF Seminar Broken Technologies. Alcalá de Henares. Nov 2014.
Gamification:
Breaking videogames,
reconstructing reality
Luis de Marcos Ortega (Univ. of Alcalá)
luis.demarcos@uah.es
http://www.uah.es/pdi/luis_demarcos
TOC
1. Games
2. Videogames
3. Serious Games
4. Playful Design
5. Gamification
6. Multistability
7. References
Games
• Wittgenstein [on language]
– “For how is the concept of a game
bounded? What still counts as a
game and what no longer does?
Can you give the boundary? No.
You can draw one; for none has
so far been drawn. (But that never
troubled you before when you
used the word ‘game’.)”
Philosophical Investigations,
Aphorism 68
Games
• Huizinga: Play cannot be denied
• “play-factor was extremely active all through the
cultural process” (Huizinga, 1949)
• Magic circle
– All play is a voluntary activity
– Rule-bound
– Absolute order
Games
• “playing a game is an
attempt to overcome
unnecessary obstacles“
• Elements:
–Objective (prelusory goal)
–Rules (lusory means)
–Lusory attitude
(Suits, 2005)
Games
• Game Technologies are reality-broken
• “the idea is to create a belief of authenticity; it is
a technology that works as a belief-factory”
• “we understand this technologies as reality
broken, understanding ‘reality’ as the level of
completeness that the everyday world demands
in space and time dimensionality”
(Flores, 2009)
• Suspension of disbelief (Coleridge)
Games
• Counterargument 1: Inseparable duality reality/imagination
• “A child does not behave in a purely
symbolic fashion in play; rather he
wishes and realizes his wishes by
letting the basic categories of reality
pass through his experience. The
child, in wishing, carries out his
wishes. In thinking, he acts. Internal
and external action are inseparable:
imagination, interpretation, and will are
the internal processes carried by
external action” (Vygotskii, 1978)
Games
• Counterargument 2: Reality is broken
• “Reality doesn’t motivate us
effectively. Reality isn’t engineered to
maximise our potential. Reality wasn’t
designed from the bottom up to make
us happy. Reality, compared to
games, is broken.”
• “What if we decided to use everything
we know about game design to fix
what’s wrong with reality?”
(McGonigal, 2011)
Videogames
• Computers provide to games:
–immediate feedback
–multimedia enriched narrative
–connectivity
Videogames
• Types of brokeness (Flores, 2009).
Videogames are:
–Game technologies
• Reality-broken (space + time)
–Virtual technologies
• Space-broken
–Intermedial technologies
• Media-broken
Videogames
• “virtual realities are less than three-dimensional
realities, and that means a reality that does not
belong to the dimensión of the real-presential
and cannot be touched. Any study of virtuality is
then a study of ‘non-presential’ worlds, worlds in
which the human body and the sense of touch is
not available”
• “virtual reality does not reach the level of
everyday materiality, it could be considered as a
form of objectifying thought-representation”
(Flores, 2009)
Videogames
• Play vs game (Caillois, 1958)
– Paidia  Play
– Ludus  Game
Videogames
• Deconstructing games (Deterding, 2011)
Gaming (Paidia)
System
Playing (Ludus)
Elements
(Serious)
Games
Gamification
(Serious)
Toys
Playful
Design
(Serious) Games
• American Army
– First-person shooter designed for recruiting
– Most effective marketing tool of the American Army
(Serious) Games
• Fold-it
– Real world-problem (protein folding)
– Meaning  contributing to a larger goal
(Serious) Games
• (Serious) Game = Game + System
• Seriousness is just in the purpose
• Not belonging to a different category of analysis
from any other [video]game
• All games are serious!!!
• Similar analysis applies for (Serious) toys
• (Serious) Toy = Play + System
– Just that it is not an extensive field of research
Playful design
• Playful design = Play + elements
• Piano Stairs
– Behavior change
https://www.youtube.com/watch?v=2lXh2n0aPyw
Playful design
• Stairs are stable technologies
– never to be broken
• Escalator
– whole technology while being used
– mixed technology
• Stairs + Elevator
• Piano stairs
– broken as piano  impossible to play
– temporally turns the scalator into a
motivational-broken technology (not
ludic)
Gamification
• Gamification = Game + elements
• “Gamification is the use of game
design elements in non-game
contexts to engage users and
promote action” (Werbach, 2012)
• a.k.a. gameful design
Gamification
• Game design elements (Werbach, 2012)
– Dynamics (5): Constraints, emotions, narrative, progression,
relationships
– Mechanics (10): Challenge, chance, competition, cooperation,
feedback, resourse acquisition, rewards, transactions, turns, win
states
– Components (15): Achievements, avatars, badges, boss fights,
collections, combat, content unlocking, gifting, leaderboards, levels,
points, quests, social graph, teams, virtual goods.
Gamification
• PBL triad:
–(P)oints
–(B)agdes
–(L)eaderboard
Gamification
• Foursquare
– Social network of places
– Visits (check-ins)  Badges (social recognition)
Gamification
• Nike+
– Fuel points + community (challenge friends)
– 11 million users (2013)
– Market share (U.S shoes):
• from 47% (2006) to 61% (2009)
Gamification
• Starbucks loyality program
– Points (stars) + levels
– Nice integration: Payment App
– 6 million users (2013)
– $3 billion in sales
Gamification
• Hurrah! & Microsoft CRMGamified
– challenge, competition, rewards (trophies)
– points, badges, leaderboards, achievements
– "generate and inspire key behaviors that drive more
sales, encourage and motivate your employees“
Gamification
• I suggest that gamification technologies are
ontical-broken
• “both pragma an noema exist but they, but they
are not related with each other in full
correspondence. The ontology created in this
incongruent relationship is technological but
incomplete” (Flores, 2009)
• Ontical-broken means tehcnologies of poverty
• But… gamification is supposed to motivate, add
value, create richness…
26
Gamification
• "More and more the sad conclusion forces itself
upon us that the play-element in culture has been
on the wane ever since the 18th century, when it
was in full flower. Civilization today is no longer
played, and even where it still seems to play it is
false play" (Huizinga, 1959)
• “at its core gamification is about finding the fun in
the things that you have to do” (Werbach, 2012)
Gamification
• “even routine activities can be transformed into
personally meaningful games that provide optimal
experiences” (Csíkszentmihályi, 1990)
• Just think of it AS a game
– games at school  school as a game
– games at workplace  workplace as a game
Gamification
• Motivational design is a promising proposition
– How might we restructure a system to support intrinsic
enjoyment, using game design as a lens?
– Put differently, if this were a game in what ways is it
broken? (Deterding, 2012)
• Therefore (and again): Is reality broken? Could it
be that gamification is just a naïve approach to
bring [essential] fun back?
Criticism
“Gamification is bullshit. I'm not being flip or
glib or provocative. I'm speaking
philosophically. More specifically, gamification
is marketing bullshit, invented by consultants
as a means to capture the wild, coveted beast
that is videogames and to domesticate it for
use in the grey, hopeless wasteland of big
business, where bullshit already reigns
anyway.” (Bogost)
http://www.bogost.com/blog/gamification_is_bullshit.shtml
Criticism
• Cow clicker
–“deconstructive satire of social games […]
gamification, educational apps, and
alternate reality games” (wikipedia)
–Pointsification…
http://bogost.com/writing/blog/cow_clicker_1/
http://en.wikipedia.org/wiki/Cow_Clicker
Criticism
“Gamification is an inadvertent con. It tricks
people into believing that there’s a simple way
to imbue their thing (bank, gym, job,
government, genital health outreach program,
etc) with the psychological, emotional and
social power of a great game.” (Robertson)
http://www.hideandseek.net/2010/10/06/cant-play-wont-play/
Multistability
• In terms of action / perception
– Games are reality-broken (rules constraint
action)
• Videogames are media-broken
– Gamification is ontical-broken
• In motivational terms
– Reality is broken
– Games are whole technologies
– Playful design & gamification are endevours to
bring fun back to reality
References
• CSÍKSZENTMIHÁLYI, M. 1990. Flow: The psychology of optimal experience, New York, HarperCollins.
• CAILLOIS, R. 2001. Man, play, games. Combined Academic Publishers.
• DETERDING, S., DIXON, D., KHALED, R. & NACKE, L. 2011. From game design elements to
gamefulness: defining "gamification". Proceedings of the 15th International Academic MindTrek
Conference: Envisioning Future Media Environments. Tampere, Finland: ACM
• DETERDING, S. 2012. 9.5 Theses on the Power & Efficacy of Gamification. Presentation in SlideShare.
• FLORES, F. 2009. Broken Technologies: The Humanist as Engineer, Lund, University of Lund.
• HUIZINGA, J. 1949. Homo Ludens: A Study of the Play-element in Culture, London, Routledge & Kean
Paul.
• McGONIGAL, J. 2011. Reality Is Broken: Why Games Make Us Better and How They Can Change the
World, New York, Penguin Books.
• RYAN, R. M. & DECI, E. L. 2000. Intrinsic and Extrinsic Motivations: Classic Definitions and New
Directions. Contemporary Educational Psychology, 25, 54-67.
• SUITS, B. 2005. The Grasshopper: Life, Games & Utopia, Toronto, Broadview Press.
• VYGOTSKII, L. S. 1978. Mind in Society: Development of Higher Psychological Processes, Cambridge,
Massachussetts, Harvard University Press.
• WERBACH, K. & HUNTER, D. 2012. For the win: How game thinking can revolutionize your business,
Philadelphia, Wharton Digital Press.
Thank you & Questions
Conferencia. ANIEI, CNCIIC 2014. Aguascalientes. Octubre 2014.
Luis de Marcos Ortega (Univ. of Alcalá)
luis.demarcos@uah.es
http://www.uah.es/pdi/luis_demarcos
Gamification:
Breaking videogames,
reconstructing reality

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Gamification: Breaking videogames, reconstructing reality

  • 1. HUMINF Seminar Broken Technologies. Alcalá de Henares. Nov 2014. Gamification: Breaking videogames, reconstructing reality Luis de Marcos Ortega (Univ. of Alcalá) luis.demarcos@uah.es http://www.uah.es/pdi/luis_demarcos
  • 2. TOC 1. Games 2. Videogames 3. Serious Games 4. Playful Design 5. Gamification 6. Multistability 7. References
  • 3. Games • Wittgenstein [on language] – “For how is the concept of a game bounded? What still counts as a game and what no longer does? Can you give the boundary? No. You can draw one; for none has so far been drawn. (But that never troubled you before when you used the word ‘game’.)” Philosophical Investigations, Aphorism 68
  • 4. Games • Huizinga: Play cannot be denied • “play-factor was extremely active all through the cultural process” (Huizinga, 1949) • Magic circle – All play is a voluntary activity – Rule-bound – Absolute order
  • 5. Games • “playing a game is an attempt to overcome unnecessary obstacles“ • Elements: –Objective (prelusory goal) –Rules (lusory means) –Lusory attitude (Suits, 2005)
  • 6. Games • Game Technologies are reality-broken • “the idea is to create a belief of authenticity; it is a technology that works as a belief-factory” • “we understand this technologies as reality broken, understanding ‘reality’ as the level of completeness that the everyday world demands in space and time dimensionality” (Flores, 2009) • Suspension of disbelief (Coleridge)
  • 7. Games • Counterargument 1: Inseparable duality reality/imagination • “A child does not behave in a purely symbolic fashion in play; rather he wishes and realizes his wishes by letting the basic categories of reality pass through his experience. The child, in wishing, carries out his wishes. In thinking, he acts. Internal and external action are inseparable: imagination, interpretation, and will are the internal processes carried by external action” (Vygotskii, 1978)
  • 8. Games • Counterargument 2: Reality is broken • “Reality doesn’t motivate us effectively. Reality isn’t engineered to maximise our potential. Reality wasn’t designed from the bottom up to make us happy. Reality, compared to games, is broken.” • “What if we decided to use everything we know about game design to fix what’s wrong with reality?” (McGonigal, 2011)
  • 9. Videogames • Computers provide to games: –immediate feedback –multimedia enriched narrative –connectivity
  • 10. Videogames • Types of brokeness (Flores, 2009). Videogames are: –Game technologies • Reality-broken (space + time) –Virtual technologies • Space-broken –Intermedial technologies • Media-broken
  • 11. Videogames • “virtual realities are less than three-dimensional realities, and that means a reality that does not belong to the dimensión of the real-presential and cannot be touched. Any study of virtuality is then a study of ‘non-presential’ worlds, worlds in which the human body and the sense of touch is not available” • “virtual reality does not reach the level of everyday materiality, it could be considered as a form of objectifying thought-representation” (Flores, 2009)
  • 12. Videogames • Play vs game (Caillois, 1958) – Paidia  Play – Ludus  Game
  • 13. Videogames • Deconstructing games (Deterding, 2011) Gaming (Paidia) System Playing (Ludus) Elements (Serious) Games Gamification (Serious) Toys Playful Design
  • 14. (Serious) Games • American Army – First-person shooter designed for recruiting – Most effective marketing tool of the American Army
  • 15. (Serious) Games • Fold-it – Real world-problem (protein folding) – Meaning  contributing to a larger goal
  • 16. (Serious) Games • (Serious) Game = Game + System • Seriousness is just in the purpose • Not belonging to a different category of analysis from any other [video]game • All games are serious!!! • Similar analysis applies for (Serious) toys • (Serious) Toy = Play + System – Just that it is not an extensive field of research
  • 17. Playful design • Playful design = Play + elements • Piano Stairs – Behavior change https://www.youtube.com/watch?v=2lXh2n0aPyw
  • 18. Playful design • Stairs are stable technologies – never to be broken • Escalator – whole technology while being used – mixed technology • Stairs + Elevator • Piano stairs – broken as piano  impossible to play – temporally turns the scalator into a motivational-broken technology (not ludic)
  • 19. Gamification • Gamification = Game + elements • “Gamification is the use of game design elements in non-game contexts to engage users and promote action” (Werbach, 2012) • a.k.a. gameful design
  • 20. Gamification • Game design elements (Werbach, 2012) – Dynamics (5): Constraints, emotions, narrative, progression, relationships – Mechanics (10): Challenge, chance, competition, cooperation, feedback, resourse acquisition, rewards, transactions, turns, win states – Components (15): Achievements, avatars, badges, boss fights, collections, combat, content unlocking, gifting, leaderboards, levels, points, quests, social graph, teams, virtual goods.
  • 22. Gamification • Foursquare – Social network of places – Visits (check-ins)  Badges (social recognition)
  • 23. Gamification • Nike+ – Fuel points + community (challenge friends) – 11 million users (2013) – Market share (U.S shoes): • from 47% (2006) to 61% (2009)
  • 24. Gamification • Starbucks loyality program – Points (stars) + levels – Nice integration: Payment App – 6 million users (2013) – $3 billion in sales
  • 25. Gamification • Hurrah! & Microsoft CRMGamified – challenge, competition, rewards (trophies) – points, badges, leaderboards, achievements – "generate and inspire key behaviors that drive more sales, encourage and motivate your employees“
  • 26. Gamification • I suggest that gamification technologies are ontical-broken • “both pragma an noema exist but they, but they are not related with each other in full correspondence. The ontology created in this incongruent relationship is technological but incomplete” (Flores, 2009) • Ontical-broken means tehcnologies of poverty • But… gamification is supposed to motivate, add value, create richness… 26
  • 27. Gamification • "More and more the sad conclusion forces itself upon us that the play-element in culture has been on the wane ever since the 18th century, when it was in full flower. Civilization today is no longer played, and even where it still seems to play it is false play" (Huizinga, 1959) • “at its core gamification is about finding the fun in the things that you have to do” (Werbach, 2012)
  • 28. Gamification • “even routine activities can be transformed into personally meaningful games that provide optimal experiences” (Csíkszentmihályi, 1990) • Just think of it AS a game – games at school  school as a game – games at workplace  workplace as a game
  • 29. Gamification • Motivational design is a promising proposition – How might we restructure a system to support intrinsic enjoyment, using game design as a lens? – Put differently, if this were a game in what ways is it broken? (Deterding, 2012) • Therefore (and again): Is reality broken? Could it be that gamification is just a naïve approach to bring [essential] fun back?
  • 30. Criticism “Gamification is bullshit. I'm not being flip or glib or provocative. I'm speaking philosophically. More specifically, gamification is marketing bullshit, invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business, where bullshit already reigns anyway.” (Bogost) http://www.bogost.com/blog/gamification_is_bullshit.shtml
  • 31. Criticism • Cow clicker –“deconstructive satire of social games […] gamification, educational apps, and alternate reality games” (wikipedia) –Pointsification… http://bogost.com/writing/blog/cow_clicker_1/ http://en.wikipedia.org/wiki/Cow_Clicker
  • 32. Criticism “Gamification is an inadvertent con. It tricks people into believing that there’s a simple way to imbue their thing (bank, gym, job, government, genital health outreach program, etc) with the psychological, emotional and social power of a great game.” (Robertson) http://www.hideandseek.net/2010/10/06/cant-play-wont-play/
  • 33. Multistability • In terms of action / perception – Games are reality-broken (rules constraint action) • Videogames are media-broken – Gamification is ontical-broken • In motivational terms – Reality is broken – Games are whole technologies – Playful design & gamification are endevours to bring fun back to reality
  • 34. References • CSÍKSZENTMIHÁLYI, M. 1990. Flow: The psychology of optimal experience, New York, HarperCollins. • CAILLOIS, R. 2001. Man, play, games. Combined Academic Publishers. • DETERDING, S., DIXON, D., KHALED, R. & NACKE, L. 2011. From game design elements to gamefulness: defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. Tampere, Finland: ACM • DETERDING, S. 2012. 9.5 Theses on the Power & Efficacy of Gamification. Presentation in SlideShare. • FLORES, F. 2009. Broken Technologies: The Humanist as Engineer, Lund, University of Lund. • HUIZINGA, J. 1949. Homo Ludens: A Study of the Play-element in Culture, London, Routledge & Kean Paul. • McGONIGAL, J. 2011. Reality Is Broken: Why Games Make Us Better and How They Can Change the World, New York, Penguin Books. • RYAN, R. M. & DECI, E. L. 2000. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, 25, 54-67. • SUITS, B. 2005. The Grasshopper: Life, Games & Utopia, Toronto, Broadview Press. • VYGOTSKII, L. S. 1978. Mind in Society: Development of Higher Psychological Processes, Cambridge, Massachussetts, Harvard University Press. • WERBACH, K. & HUNTER, D. 2012. For the win: How game thinking can revolutionize your business, Philadelphia, Wharton Digital Press.
  • 35. Thank you & Questions
  • 36. Conferencia. ANIEI, CNCIIC 2014. Aguascalientes. Octubre 2014. Luis de Marcos Ortega (Univ. of Alcalá) luis.demarcos@uah.es http://www.uah.es/pdi/luis_demarcos Gamification: Breaking videogames, reconstructing reality