Safak Korkut gave a presentation on games and gamification. The presentation included:
- An overview of Safak's background and interests in new technologies and games.
- Definitions of what constitutes a game, including goals, rules, feedback and voluntary participation.
- Statistics on the game industry and the large and growing number of game players of all ages.
- An explanation of gamification as applying game mechanics and thinking to non-game contexts to increase engagement and motivation. Examples of gamified apps like Foursquare and Nike+ were provided.
- A demonstration of Tourney, a gamified learning platform for universities that aims to improve student skills through game-like challenges
MS4 level being good citizen -imperative- (1) (1).pdf
20140424 XING mittagXperten Games and Gamification - Safak Korkut
1. XING mittagXperten – Safak Korkut 28.04.2014
mittagXperten
Games and Gamification
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2. XING mittagXperten – Safak Korkut 28.04.2014
I am interested in the latest technologies, new communication concepts,
games, data visualizations and social media development.
Safak Korkut is me.
I am also a professional filmmaker, project developer, game designer
and MSc co-mentor, lecturer.
I am also the co-founder of YAAY which is located in Basel, Switzerland.
YAAY is a devoted interdisciplinary team which is aiming to have an
impact on today's visual communication and information design
systems.
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3. XING mittagXperten – Safak Korkut 28.04.2014
Vorspeise
Hauptgang
Dessert
Menu
3
Overview to Game Industry
Gamification Perspective
Tourney - Gamified University
Open Discussion
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Video Games and the Luden Revolution
$500
MILLION
IN 1 DAY
$373
MILLION
IN 10 DAYS
$314
MILLION
IN 10 DAYS
http://news.xbox.com/2013/05/x360-aaron-greenberg-industry-growth
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6. XING mittagXperten – Safak Korkut 28.04.2014
Video Games and the Luden Revolution
$800
MILLION
IN 1 DAY
$373
MILLION
IN 10 DAYS
$314
MILLION
IN 10 DAYS
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7. XING mittagXperten – Safak Korkut 28.04.2014
Video Games and the Luden Revolution
$1000
MILLION
IN 1 DAY
$373
MILLION
IN 10 DAYS
$314
MILLION
IN 10 DAYS
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8. XING mittagXperten – Safak Korkut 28.04.2014
Video Games and the Luden Revolution
http://news.xbox.com/2013/05/x360-aaron-greenberg-industry-growth
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Video Games and the Luden Revolution
http://news.xbox.com/2013/05/x360-aaron-greenberg-industry-growth
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10. XING mittagXperten – Safak Korkut 28.04.2014
Candy Crush Saga (2012)
Candy Crush Saga is a match-
three puzzle video game
released by the developer
King.The game, played
mostly on mobile phones,
has been downloaded more
than 500 million times,
counts 282 million active
players per month and takes
in an estimated $901,505 per
day.
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What is a Game?
Goal.
Rules.
Feedback.
Voluntary participation.
(McGonigal, J., Reality is broken: Why Games Make Us Better and HowThey Can Change the World,The Penguin Books, 2011)
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What is a Game?
Playing a Game is the voluntary attempt to overcome
unnecessary obstacles.
(McGonigal, J., Reality is broken: Why Games Make Us Better and HowThey Can Change the World,The Penguin Books, 2011)
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14. XING mittagXperten – Safak Korkut 28.04.2014
What is a Game?
Extrinsic Motivation. Intrinsic Motivation.
Philip Toledano 14
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What is a Game?
Extrinsic Motivation. Intrinsic Motivation.
Philip Toledano 15
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Who is playing games?
Games are for kids.
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Who is playing games?
Games are for kids.
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Average age
http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf
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Games are designed to trigger our intrinsic motivation.
This can lead to an addiction.
Facing this problem, the game industry and researchers
started to study the phenomenon.
Result:They set up a process to design games from the scratch,
managing intrinsic motivation and addictive game elements.
As a side effect: Gamification.
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23. XING mittagXperten – Safak Korkut 28.04.2014
Gamification is the integration of
– Feedback mechanics in Games
– Game-thinking
in non-game environments to increase audience
engagement, loyalty and fun.
What is Gamification?
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24. XING mittagXperten – Safak Korkut 28.04.2014
The Broccoli Effect
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70% of us have the gene that
makes broccoli taste bitter.
(Htas2r28)
The statistics show that it takes
an average child 12 years* to
start liking broccoli.
*Thanks to the relentless efforts
of the average mothers.
31. XING mittagXperten – Safak Korkut 28.04.2014
Gamification, the process of applying the psychological
and sociological factors that drive intense game play
to consumer measurement, enables us to understand
the thought process behind consumers’ willingness
to participate in and comply with consumer behavior
and attitude measurement tasks.
Gamification
http://web.fhnw.ch/plattformen/blogs/gamifyu/2013/08/07/gamification/
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- Increase in the frequency of purchase
- Boost the value per purchase
- Encourage usage of a new sales channel
- Drive new product/service adoption
- Perform consumer profiling
- Conduct new customer acquisition
- Obtain feedback
- Upsell/cross-sell
Marketing Strategies with Gamification
http://www.mobilemarketer.com/cms/opinion/columns/10671.html
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Nike Plus Universe
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FuelBand users in 2012:
– earned more than 409 billion
total fuel points = 44.1 million
marathons.
Today,
– 11 million active Nike+ users
– collect more than 1 billion
points each day = 6,772 houses
daily electricity need.
http://mashable.com/2013/02/22/nike-fuelband-stats/
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Challenge
Time Spent
G
am
e
M
echanic
Zen
Anxiety
Boredom
http://www.goodreads.com/book/show/66354.Flow
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Early-on gamification involved adding simple game mechanics
like points, badges and leaderboards to websites and apps.
But that’s not what makes games truly compelling.
What is not Gamification?
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37. XING mittagXperten – Safak Korkut 28.04.2014
Early-on gamification involved adding simple game mechanics
like points, badges and leaderboards to websites and apps.
But that’s not what makes games truly compelling.
Good games take players on a journey, giving them something
to learn, master and share.
Gamification 2.0 is about creating game-like digital services
that shape real-world behavior and deliver deep value
to players, — using a blend of intrinsic and extrinsic motivations.
What is not Gamification?
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38. XING mittagXperten – Safak Korkut 28.04.2014
1. Know who’s playing — design for their social style
2. Build Positive Emotions into your core activity loop
3. Build a system that’s easy to learn and hard to master
4. Design for Onboarding (Tutorial), Habit-Building, and Mastery
5. Use Progress Mechanics to “light the way” towards learning and mastery
6. As players progress, unlock greater challenges and complexity
7. Deliver intrinsic motivations like Power, Autonomy and Belonging
Seven Golden Rules of Gamification 2.0
http://www.slideshare.net/amyjokim/beyond-gamification-7-core-concepts-for-creating-compelling-products
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44. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut, Danilo Wanner 16.04.2014
The Idea of a Content Independent Game Framework
-Tutors can create game levels for their own class.
-The game offers a testing field for students’ skills.
-It is a safe environment and consequences in the game
do not have any impact on the real world.
-The games can be played outside of the classroom and
enable teachers to engage the students better.
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