These are the slides from a talk I gave at the Meaningful Play conference at 2012. The full paper behind the slides can be found at http://scottnicholson.com/pubs/meaningfulstrategies.pdf
APM Welcome, APM North West Network Conference, Synergies Across Sectors
Strategies for Meaningful Gamification
1. Strategies for Meaningful Gamification:
Concepts behind Transformative Play
and Participatory Museums
Scott Nicholson @snicholson
Syracuse University
School of Information Studies
Because Play Matters game lab
http://becauseplaymatters.com
2. Overview
• Meaningful Gamification
• Concepts of Play
• Participatory Museum
• Strategies for Meaningful Gamification
http://becauseplaymatters.com @snicholson
3. Gamification
• “The use of game design elements in non-
game contexts” (Deterding et al, 2011, p. 1)
• Most common game design elements =
scoring systems
http://becauseplaymatters.com @snicholson
5. The Secret of External Rewards
• “Once you start giving someone a reward, you
have to keep her in that reward loop forever.”
– Zichermann & Cunningham, Gamification by
Design.
• Fine for skill building or short-term events
• Problematic for long-term behavioral change
http://becauseplaymatters.com @snicholson
6. Meaningful Gamification Theoretical
Framework
• Self-Determination Theory / Organismic
Integration Theory
• Situational Relevance
• Universal Design for Learning
• Player-Created Content
• User-Centered Design
• http://becauseplaymatters.com
http://becauseplaymatters.com @snicholson
8. Meaningful Gamification
• The use of user-centered game design elements in
non-game contexts
– Instead of organization-centered
• Use rewards sparingly if at all
• Focus on helping user find meaning in non-game
context through game elements
• Allow user to set goals and create their own experience
http://becauseplaymatters.com @snicholson
9. Solving for Play
• Game = Play + Goals + Structure
• Game – Play = Goals + Structure
= BLAP Gamification
• Play = Game – (Goals + Structure)
Think about the PLAY and PLAYer
http://becauseplaymatters.com @snicholson
10. What is Play?
• Features instead of definition
• Common features
–Voluntary
–Exploration / Improvisation
–Constraints
• Catalyst for learning
http://becauseplaymatters.com @snicholson
13. Transformative
• Transformative Gamification
– The use of transformative game design elements in
non-game contexts
• Transformative Play
• “Transformative Learning”
http://becauseplaymatters.com @snicholson
14. Transformative Learning (Mezirow)
• Breaking Boundary Structures
–Disorienting experience
–Recognition of others
–Create a plan
–Acquire new skills / knowledge
–Raise self-confidence
http://becauseplaymatters.com @snicholson
15. Ludic Learning Spaces
(Kolb & Kolb)
• "free and safe space that provides
the opportunity for individuals to
play with their potentials and
ultimately commit themselves to
learn, develop, and grow" (2010,
27)
• Play + Constraints
http://becauseplaymatters.com @snicholson
17. Adult Play Concepts from Participatory
Museums
• Roleplay
• Experimentation
• Collaboration
– Synchronous vs. Asynchronous
• Personalized experience
– Public vs. Private choices
• Optional
http://becauseplaymatters.com @snicholson
18. Challenges from Science Museum
Design
• Balance open play with directions
• Immediate apprehendability
• Connection of abstractions to real world
• Play spaces to engage instead of exhibits to
observe
http://becauseplaymatters.com @snicholson
19. Strategies for
Meaningful Gamification
• Focus on information-based play elements
– Optional (JP Dyson)
– Improvisation/Exploration within
constraints
– Play vs. Games
– Example: Removing rewards from summer
reading programs
http://becauseplaymatters.com @snicholson
20. Strategies for
Meaningful Gamification
• Create transformative opportunities through
participatory activities
– Engagement on both intellectual and emotional
level
– Facilitate play activities and reflection
– Roleplay activities with consequences
– Create and share content, goals with others
– Example: Nike +, SCVNGR
http://becauseplaymatters.com @snicholson
21. Strategies for
Meaningful Gamification
• Thinking in three dimensions (Eberle)
– How would the gamification system work in the
physical space?
– Creating active play instead of passive observation
– Using real-life metaphors
– Creating rings of activities instead of lists
– Create spaces for social engagement
– Example: Online classroom
http://becauseplaymatters.com @snicholson
22. Summary
• Facilitate user making meaningful connections
• Focus on engaging play and games instead of
rewards and points
• Reflection and sharing is as important as doing
• Create spaces for voluntary exploration
http://becauseplaymatters.com @snicholson
23. For More Information
Because Play Matters
game lab
http://becauseplaymatters.com
http://becauseplaymatters.com @snicholson
Notes de l'éditeur
If there is no interest in the task, then there is little internal motivation.