Keynote presentation on gameful design presented 13 March 2014 at the Vértice "Bienal de animación, Interactividad y Diseño" conference held at the University of San Francisco in Quito, Ecuador.
32. Gamification … tricks people into
believing that there‟s a simple way to
imbue their … thing with the
psychological, emotional and social
power of a great game.
Margaret Robertson:
Can‟t Play, Won‟t Play (2010)
33. “ -ification involves
simple, repeatable, proven
techniques.
[It] is always easy and
repeatable, and it‟s usually bullshit.”
Ian Bogost:
Gamification is Bullshit (2011)
35. Mihaly Csikszentmihalyi
Flow (1960)
"Mowing the lawn or waiting in a
dentist‟s office can become enjoyable
provided one restructures the activity
by providing goals, rules, and the
other elements of enjoyment.”
42. 1. Hard Fun: Fiero – in the moment personal
triumph over adversity
2. Easy Fun: Curiosity
3. Serious Fun: Relaxation and excitement
4. People Fun: Amusement”
Nicole Lazzaro:
The 4 Keys 2 Fun
43.
44. “An understanding of human
motivation requires a
consideration of innate
psychological needs for
competence, autonomy, and
relatedness.”
Richard Ryan & Edward Deci:
The What & Why
of Goal Pursuit (2000)
49. It‟s a good
thing I‟m
getting paid
for this.
I need to lose
weight. Maybe
this will help.
I love
hiking!
50. "My point is that the „fun', the pleasure
of these elements does not come from
some extrinsic reward value of those
elements, but chiefly from the
experience of competence they give
rise to.”
Sebastian Deterding:
Gamification by Design –
A Response to O‟Reilly
RIT campus (Gordon Field House) • Andrea Shaver • http://on.fb.me/N9ZbC4
These are games.Patrick Q: http://www.flickr.com/photos/patrick_q/293314242/
C Slack: http://www.flickr.com/photos/slackpics/4289782818/
Toys and games are both about play
2013 ESA Video game statistics : http://www.theesa.com/facts/pdfs/esa_ef_2013.pdfAnd that’s *just* video games. It doesn’t include card games or board games.
But you don’t want me to talk to you about boring academic definitions of games and play and puzzles. You want to hear about “gamification”!
The problem with gamification is that everybody wants it, but the people who want it don’t seem to know exactly what it is. (Taxonomy of the Lean Startup Anti-Pivotby Tristan Kromer:http://www.slideshare.net/Deridian/taxonomy-of-the-lean-startup-antipivot)
Sebastian recently gave a presentation at the Game On: Exploring Innovative Pedagogies Symposium, Charles Darwin University, Darwin, Australia, http://www.slideshare.net/dings/gameful-design-for-online-learning
Replace with system elements slide
Add some examples for each of these? Serious toy: language learning toySerious game: American’s Army or World Without OilPlayful design: musical staircaseGamification: Foursquare or Lift or JPP
http://www.bogost.com/blog/gamification_is_bullshit.shtmlhttp://gamifyforthewin.com/2011/09/video-opening-debate-at-for-the-win/Expanded version in the upcoming book The Gameful World
Going back to Sebastian’s 2011 definition, it turns out this is really not such a new concept.
http://youtube.com/watch?v=i5IW9wK_HNg1964
2008
August 2006http://terranova.blogs.com/terra_nova/2006/08/in_praise_of_th.html
For this to be successful, it has to be voluntary, fun, and engaging. They have to vest in it as creators, not just consumers. This is the key takeaway from Deci & Ryan’s SDT work. We know this because we asked them (A play on Bill Clinton’s “It’s the economy, stupid!)
Planned open source release of the code base: December 2013!