6. Game Environment
• What type of organization is it?
• Why is the event held?
• What is the format?
• Demographics?
• Who are the stakeholders?
7. Framing the Game
• How will this improve your event or
support organizational goals or
initiatives?
• How will this help your stakeholders?
• Discussion: Business Objectives
9. B o r e d o m
“Boredom is the brain casting about for new
information. It is the feeling you get when there are no
new patterns to absorb.”
10. B o r e d o m
“Boredom is the brain casting about for new
information. It is the feeling you get when there are no
new patterns to absorb.”
“Fun from games arises out of mastery. It arises out of
comprehension. It is the act of solving puzzles that
makes games fun. In other words, with games, learning
is the drug”
- Ralph Koster, A Theory of Fun
That’s a good book to read!
So is “Total Engagement”
11. D e t a c h m e n t
“We know from considerable research on the
human brain that people learn more deeply
when there is an emotional attachment to
their learning and problem solving, when
something is at stake for them
personally.”
-James Paul Gee, Deep Learning Properties of Good
Digital Games
14. Boredom Busters
Play/Fun - Role in Learning and Problem Solving
While playing, we enter a state of flow
(“flow”: Mihaly Csikzentmihalyi)
15. Boredom Busters
Play/Fun - Role in Learning and Problem Solving
While playing, we enter a state of flow
It’s SAFE!
(“flow”: Mihaly Csikzentmihalyi)
16. Boredom Busters
Play/Fun - Role in Learning and Problem Solving
While playing, we enter a state of flow
It’s SAFE!
Emotional Engagement = Total Commitment
(“flow”: Mihaly Csikzentmihalyi)
17. Boredom Busters
Play/Fun - Role in Learning and Problem Solving
While playing, we enter a state of flow
It’s SAFE!
Emotional Engagement = Total Commitment
Competition = Engagement
(“flow”: Mihaly Csikzentmihalyi)
18. Boredom Busters
Play/Fun - Role in Learning and Problem Solving
While playing, we enter a state of flow
It’s SAFE!
Emotional Engagement = Total Commitment
Competition = Engagement
Pedagogy
(“flow”: Mihaly Csikzentmihalyi)
(Pedagogy: Malcom Knowles, Alexander Kapp)
20. I s o l a t i o n
“Even a small taste of communitas can be enough to
bring us back to the social world if we feel isolated
from it, or to renew our commitment to participating
actively and positively...”
21. I s o l a t i o n
“Even a small taste of communitas can be enough to
bring us back to the social world if we feel isolated
from it, or to renew our commitment to participating
actively and positively...”
“Experiencing a short burst of community in a space
that previously felt uninviting or simply
uninteresting...becomes a space for us to act and to be
of service, not just to pass through or observe.”
22. I s o l a t i o n
“Even a small taste of communitas can be enough to
bring us back to the social world if we feel isolated
from it, or to renew our commitment to participating
actively and positively...”
“Experiencing a short burst of community in a space
that previously felt uninviting or simply
uninteresting...becomes a space for us to act and to be
of service, not just to pass through or observe.”
- Jane McGonigal, Reality is Broken
30. Types of Games
Types of Games
Hide & Seek
Strategy
Action Finite v. Infinite
Role Playing
Exploration
Building
31. Types of Games
Types of Games
Hide & Seek
Strategy
Action Finite v. Infinite
Role Playing
Exploration
Building
32. Game Mechanics
All games share four defining traits:
1. A goal,
2. Rules,
3. A feedback system,
4. Voluntary participation.
(source: “Reality is Broken”, Jane McGonigal)
39. A Few Good Ideas
CEC’s/CEU’s
CSR Activities
Sponsored Cheat
Codes
40. A Few Good Ideas
CEC’s/CEU’s
CSR Activities
Sponsored Cheat
Codes
Geoteaming
41. A Few Good Ideas
CEC’s/CEU’s
CSR Activities
Sponsored Cheat
Codes
Geoteaming
Augmented Reality
42. A Few Good Ideas
CEC’s/CEU’s RFID - gamepieces
CSR Activities
Sponsored Cheat
Codes
Geoteaming
Augmented Reality
43. A Few Good Ideas
CEC’s/CEU’s RFID - gamepieces
CSR Activities Transform Board
Games
Sponsored Cheat
Codes
Geoteaming
Augmented Reality
44. A Few Good Ideas
CEC’s/CEU’s RFID - gamepieces
CSR Activities Transform Board
Games
Sponsored Cheat
Codes Mobile: Custom,
Scvngr, QR Codes
Geoteaming
Augmented Reality
45. The session is never over!
Jessica Levin, Midori
MBA, CMP Connolly
Seven Degrees AVGirl
Communications midori@pulsestaging.com
engage@sevendegreescommunications.com
@GreenA_V
@JessicaLevin gplus.to/midoric
gplus.to/jessicalevin
http://bit.ly/wec11gaming
47. Still not convinced?
• In the United States alone, there are 183 million
active gamers (playing, on average, 13 hours per
week). Globally this number reaches almost 300
million.
• 69% of all heads of household play computer and
video games.
• 40% of all gamers are women.
• 61% of CEOs, CFOs and other senior executives say
they take daily game breaks at work.
Notas del editor
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2 minute discussion in groups of 2.\n
Ralph Koster, A Theory of Fun\n
Ralph Koster, A Theory of Fun\n
Ralph Koster, A Theory of Fun\n
Ralph Koster, A Theory of Fun\n
\n
Our best moments (the ones we claim to enjoy the most) occur when we’re voluntarily trying to accomplish something difficult for which we have the right skills.\nadults want to use what they know and be acknowledged for having that knowledge\nadults must experience a need to learn something in order to solve real-life tasks or problems \nencourage learners’ readiness to learn by designing situations where the student will encounter a need for their knowledge or skill\n\n
Our best moments (the ones we claim to enjoy the most) occur when we’re voluntarily trying to accomplish something difficult for which we have the right skills.\nadults want to use what they know and be acknowledged for having that knowledge\nadults must experience a need to learn something in order to solve real-life tasks or problems \nencourage learners’ readiness to learn by designing situations where the student will encounter a need for their knowledge or skill\n\n
Our best moments (the ones we claim to enjoy the most) occur when we’re voluntarily trying to accomplish something difficult for which we have the right skills.\nadults want to use what they know and be acknowledged for having that knowledge\nadults must experience a need to learn something in order to solve real-life tasks or problems \nencourage learners’ readiness to learn by designing situations where the student will encounter a need for their knowledge or skill\n\n
Our best moments (the ones we claim to enjoy the most) occur when we’re voluntarily trying to accomplish something difficult for which we have the right skills.\nadults want to use what they know and be acknowledged for having that knowledge\nadults must experience a need to learn something in order to solve real-life tasks or problems \nencourage learners’ readiness to learn by designing situations where the student will encounter a need for their knowledge or skill\n\n
Our best moments (the ones we claim to enjoy the most) occur when we’re voluntarily trying to accomplish something difficult for which we have the right skills.\nadults want to use what they know and be acknowledged for having that knowledge\nadults must experience a need to learn something in order to solve real-life tasks or problems \nencourage learners’ readiness to learn by designing situations where the student will encounter a need for their knowledge or skill\n\n
Our best moments (the ones we claim to enjoy the most) occur when we’re voluntarily trying to accomplish something difficult for which we have the right skills.\nadults want to use what they know and be acknowledged for having that knowledge\nadults must experience a need to learn something in order to solve real-life tasks or problems \nencourage learners’ readiness to learn by designing situations where the student will encounter a need for their knowledge or skill\n\n
Our best moments (the ones we claim to enjoy the most) occur when we’re voluntarily trying to accomplish something difficult for which we have the right skills.\nadults want to use what they know and be acknowledged for having that knowledge\nadults must experience a need to learn something in order to solve real-life tasks or problems \nencourage learners’ readiness to learn by designing situations where the student will encounter a need for their knowledge or skill\n\n
Our best moments (the ones we claim to enjoy the most) occur when we’re voluntarily trying to accomplish something difficult for which we have the right skills.\nadults want to use what they know and be acknowledged for having that knowledge\nadults must experience a need to learn something in order to solve real-life tasks or problems \nencourage learners’ readiness to learn by designing situations where the student will encounter a need for their knowledge or skill\n\n
Communitas is an anthropoligical term for the spirit of community. a powerful sense of togetherness, solidarity and social connection. Protects againt loneliness and isolation.\n
Communitas is an anthropoligical term for the spirit of community. a powerful sense of togetherness, solidarity and social connection. Protects againt loneliness and isolation.\n
Communitas is an anthropoligical term for the spirit of community. a powerful sense of togetherness, solidarity and social connection. Protects againt loneliness and isolation.\n
We have social media - most people have the food table.\n\nWe develop identity with a community\nSense of belonging at all times\nAchieving goals gives a sense of shared, common interests.\nAlso, fosters innovation.\n
We have social media - most people have the food table.\n\nWe develop identity with a community\nSense of belonging at all times\nAchieving goals gives a sense of shared, common interests.\nAlso, fosters innovation.\n
We have social media - most people have the food table.\n\nWe develop identity with a community\nSense of belonging at all times\nAchieving goals gives a sense of shared, common interests.\nAlso, fosters innovation.\n
We have social media - most people have the food table.\n\nWe develop identity with a community\nSense of belonging at all times\nAchieving goals gives a sense of shared, common interests.\nAlso, fosters innovation.\n
We have social media - most people have the food table.\n\nWe develop identity with a community\nSense of belonging at all times\nAchieving goals gives a sense of shared, common interests.\nAlso, fosters innovation.\n
Risk, Strategico. \nFootball, sports-oriented. \nRole Playing - problem solving. All three allow conflict to be practiced.\nExploration - learn about an environment, physical product or space. Scvng, Foursquare or association exploring new website.\nBuilding, much the same.\nHide and Seek combines strategy, exploration of an environment and action\n\n
Risk, Strategico. \nFootball, sports-oriented. \nRole Playing - problem solving. All three allow conflict to be practiced.\nExploration - learn about an environment, physical product or space. Scvng, Foursquare or association exploring new website.\nBuilding, much the same.\nHide and Seek combines strategy, exploration of an environment and action\n\n
Risk, Strategico. \nFootball, sports-oriented. \nRole Playing - problem solving. All three allow conflict to be practiced.\nExploration - learn about an environment, physical product or space. Scvng, Foursquare or association exploring new website.\nBuilding, much the same.\nHide and Seek combines strategy, exploration of an environment and action\n\n