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INTERACTIVE JOURNALISM
THE GAMIFICATION PROCESS: UNDERSTANDING THE VALUE OF PLAY
TO GET PEOPLE INVOLVED.
LET’S PLAY GAMES
@gholubowicz Storydesign.fr | geraldholubowi.cz
- I -
TIME TO SHARE
2
HAVE YOU FOUND SOMETHING
DISRUPTIVE OR INNOVATIVE
ENOUGH?
3
- II -
LECTURE
4
The gamification process: understanding the value of play to get people
involved.
WHAT’S THE GAME: THE
STORY, OR THE JOURNALISM?
5
- PHILIP TRIPPENBACH
““Every time you do something that helps inform the user
community, or increases the quality of content on
citizenside.com, you get recognised and rewarded for that.””
6
7
GAMES
THESE ARE SOFTWARE THAT COMBINES
SERIOUS INTENTIONS WITH GAMEPLAY
GAMIFICATION
The application of typical elements of
game playing (e.g. point scoring,
competition with others, rules of play) to
other areas of activity, typically as an online
marketing technique to encourage
engagement with a product or service… in
our case an article, a video, an interactive
news piece.
8
GAME DESIGN
Game design is the art of applying design and aesthetics to create a game to facilitate interaction
between players for entertainment or for medical, educational, or experimental purposes.
9
WHAT’S A GAME?
10
–Katie Salen and Eric Zimmerman (Game Designer & Founder of Gamelab)
“A game is a system in which players engage in an artificial
conflict, defined by rules, that results in a quantifiable outcome."
11
–Jane McGonigal (Game Designer)
“When you strip away the genre differences and the
technological complexities, all games share four defining traits: 

a goal, rules, a feedback system, and voluntary participation.”
12
GAME EXPERIENCE
• Motivation: we play to achieve a goal
• Choices that make sense : we want to think
• Balance and sense of Progress
• Clarity : we know why we win, we know why we loose.
• Aesthetic : this is also a sensorial experience
13
14
LE SECRET DE
LA MOTIVATION
IMMERSION : “Suspension of Disbelief”
AUTONOMY: Freedom within rules
COMPETENCE: The art of replay
CATHARSIS: The end of prohibited behaviour
ACCOMPLISHMENTS: You live other life than yours
SOCIAL LIFE: Sharing an experience
CREATIVITY: Play to create
15
8 USE OF NEWS GAMES
By Bobby Schweizer - Doctoral student in digital media at the Georgia Institute of
Technology
EDITORIALIZE
RAISE AWARENESS
SIMULATE DYNAMICS
MODEL ISSUES
RECREATE EVENTS
TEACH
PORTRAY EXPERIENCES
TURN STORIES INTO SYSTEMS
17
–Ben Hecht (Screenwriter)
“Trying to determine what is going on in the world by reading
newspapers is like trying to tell the time by watching the second
hand of a clock.”
18
19
WHAT MAKES A GOOD GAME?
FLOW THEORY -
THE FLOW
Here is the basic breakdown of pure
psychology flow theory, as stated by
Mihály Csíkszentmihályi. As states there
are several different parameters that
affect the induced emotional state.
20
ENERGIZED FOCUS
21
INVOLVEMENT
(A.K.A. REPLACING REALITY)
22
SUCCESS!!!
EXAMPLES
TITLE TEXT
Body Level One
Body Level Two
Body Level Three
Body Level Four
25
TITLE TEXT
Body Level One
Body Level Two
Body Level Three
Body Level Four
26
TITLE TEXT
Body Level One
Body Level Two
Body Level Three
Body Level Four
27
TITLE TEXT
Body Level One
Body Level Two
Body Level Three
Body Level Four
28
29
30
TITLE TEXT
Body Level One
Body Level Two
Body Level Three
Body Level Four
31
http://offshore-interactive.com/
32
TITLE TEXT
Body Level One
Body Level Two
Body Level Three
Body Level Four
33
TITLE TEXT
Body Level One
Body Level Two
Body Level Three
Body Level Four
34
35
FIND THE ONE YOU LOVE!
TOOLS
Two extremes: The simplest one and the most complex
TWINE
Twine is an open-source tool used to
create non linear, interactive stories or
narrative based games.
(http://www.auntiepixelante.com/
town/)
38
UNITY 3D
A software you can use to make your
own game. Free up until a certain
amount of sales.
39
BOOKS
HOW
GAMIFICATION
RESHAPE LEARNING
http://elearningindustry.com/how-
gamification-reshapes-learning#cover
41
GAMIFICATION BY
DESIGN
What do Foursquare, Zynga, Nike+, and
Groupon have in common? These and
many other brands use gamification to
deliver a sticky, viral, and engaging
experience to their customers.
42
THE ART OF GAME
DESIGN
Anyone can master the fundamentals
of game design - no technological
expertise is necessary.
43
FLOW
Psychologist Mihaly Csikszentmihalyi's
famous investigations of "optimal
experience" have revealed that what
makes an experience genuinely
satisfying is a state of consciousness
called flow.
44
- III -
GROUP SESSION
45
46
TEAM
WORK
- V -
ASSIGNMENT
47
Blog post 5: Test one of the docu-game mentioned in class and write a
review about it. What’s likeable, what

would you improve?

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