3. Gamification is the use of game
elements or creating game like
emotions in non-game context
Gamification
4. Similar Concepts
Game Based Learning Digital Game
Based Learning Serious Games
Learning Games Edutainment
Gamification
5. Game is a activity of play in the
pretended reality where participants try
to achieve challenging goal by acting in
accordance with rules
Game
6. Game is not always
• Competition
• Conflict – Game theory (math)
• Entertaining – serious games
• Fun?
7. The implementation of (entertaining
or learning) games as learning tools
or activities
Game Based Learning
8. Games for serious purpose
Not only for entertainment
E.g.: education, defense, health care,
scientific exploration, emergency
management, urban planning, engineering,
religion, politics, …
Serious Games
11. Gamification Design Process
• Define objectives
• Define expected user behavior
• Describe the target group
• Define extrinsic motivator
• Define intrinsic motivator
• Define feedback loop
• Define progress phases
• Add entertaining elements
• If needed ad additional game elements
12. Increase the engagement
… motivation, participation, activity, …
To generate a flow
The Purpoce of Gamification
13. State of mind where one is so
deeply concentrated in the task in
hand that she looses the sense of
time and stop worrying about self
Flow
23. Entertaining Elements
• Gameplay – challenges and actions
• Aesthetics – style of the environment
• Harmony – all elements fit in to the big picture
• Storytelling – interactive story telling
• Risk and reward – uncertainty, hidden information
• Novelty and variety
• Learning – how to proceed, content
• Creative and expressive play – design of game items
• Socializing – communicating with others
• Immersion – forgetting real world
26. Common Game Challenges
• Physical coordination – speed and accuracy
• Formal logic – puzzles where no additional information is
needed
• Math – e.g. financial calculations
• Time pressure
• Factual knowledge – e.g. quiz
• Memory
• Pattern recognition – in NPC action or in environment
• Exploration – finding hidden objects
• Strategy – planning and executing
• Economics – resource accumulation
• Conceptual reasoning - puzzles where external knowledge is
needed
28. Examples of Additional Game Elements
• Competition – scoreboard, quiz, occupying the point first, …
• Collaboration – forming teams, defining roles, …
• Aesthetics – game like app, using game aesthetics on handouts, …
• Game World – game like map, augmented reality, …
• Characters – avatar design, NPC guides, …
• Risk and Luck – random missions, opponent acts, hidden
information, …
• Story – hero's journey, revealing story chapters in mission points,
…
• Control – players decide the order of challenges, …
• Voluntariness – letting to select the challenges, roles, teams, …
• …
Playfication – the use of play elements in non-playful context (Nicholson, 2012);
Funification – the use of game elements as an extra layer for not fun context. – bad integration or using only hedonic elements
gamefulness – experiential and behavioral qualities of gaming (McGonigal, 2011);
playfulness – experiential and playing qualities of playing (McGonigal, 2011);
gamefull design – artifacts that afford gamefullness (Deterding et al., 2011);
Competition – Game vs Simulation
Does game has to be fun? E.g. surgery simulator?
Games that do not have entertainment, enjoyment or fun as their primary purpose
Serious games are games that are designed for a serious purpose and not only for entertainment
E.g. ZOO
Still extrinsic
Get more money for the ZOO – gamify sponsorship
Educate ZOO visitors
Change the visitors behavior (in the ZOO or after the visit – environmental friendly attitude)
… flow
- Psychologist Mihaly Csikszentmihalyi
- abilities balance difficulty
- enjoyable state of peak productivity
- balance between anxious and boredom
- balance game = manage difficulty of challenges to keep players in flow state
- problem - how to compare difficulty?
~ 200
Competition
Different people prefer different motivators
And what is bad about that?
They stop learning if the grade is achieved …
You cant entertain all. Who is your target group?
Risk – RND
Rewards – points, items, key, money
Immersion:
Tactical – action is so fast that your brain has no time for something else
Strategic – drying to win a game – observing, planning, and calculating
Narrative – being part of he story
Socializing
Multiplayer local - TV console
Network play
LAN Party – seotud järgmise pildiga
Group play – single player game
And what is bad about that?
They stop learning if the grade is achieved …
Challenges depend on genre
He is newer using the word gamification.
But this is what it is - course like a game
Not widespread but …
You can find lot of examples
e.g., Kapp