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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
Overview
•    Meaningful Gamification
•    Concepts of Play
•    Participatory Museum
•    Strategies for Meaningful Gamification




    http://becauseplaymatters.com              @snicholson
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
BLAP Gamification
•    Badges
•    Levels & Leaderboards
•    Achievements
•    Points




    http://becauseplaymatters.com             @snicholson
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
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
http://becauseplaymatters.com                                 @snicholson
                          CC Canadian Coast Guard on Flickr
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
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
What is Play?
• Features instead of definition
• Common features
   –Voluntary
   –Exploration / Improvisation
   –Constraints

• Catalyst for learning
http://becauseplaymatters.com                   @snicholson
Stages of Play (Eberle)
•    Anticipation
•    Surprise
•    Pleasure
•    Understanding
•    Strength
•    Poise

• Cycle -> Transformative
    http://becauseplaymatters.com             @snicholson
Transformation




Jesse Schell:
         Serious Games
        “Transformative Games”
  http://becauseplaymatters.com              @snicholson
Transformative

• Transformative Gamification
    – The use of transformative game design elements in
      non-game contexts


• Transformative Play


• “Transformative Learning”

 http://becauseplaymatters.com                    @snicholson
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
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
Participatory Museums




http://becauseplaymatters.com          @snicholson
Adult Play Concepts from Participatory
              Museums
• Roleplay
• Experimentation
• Collaboration
    – Synchronous vs. Asynchronous
• Personalized experience
    – Public vs. Private choices


• Optional
 http://becauseplaymatters.com       @snicholson
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
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
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
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
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
For More Information



                    Because Play Matters
                         game lab

           http://becauseplaymatters.com

http://becauseplaymatters.com              @snicholson

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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
  • 4. BLAP Gamification • Badges • Levels & Leaderboards • Achievements • Points 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
  • 7. http://becauseplaymatters.com @snicholson CC Canadian Coast Guard on Flickr
  • 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
  • 11. Stages of Play (Eberle) • Anticipation • Surprise • Pleasure • Understanding • Strength • Poise • Cycle -> Transformative http://becauseplaymatters.com @snicholson
  • 12. Transformation Jesse Schell: Serious Games “Transformative Games” 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

  1. If there is no interest in the task, then there is little internal motivation.