This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
5. Concept arising from:
- Serious games
- Serious games are simulations of real-world events or processes designed for the purpose of
solving a problem. Although serious games can be entertaining, their main purpose is to train
or educate users, though it may have other purposes, such as marketing or advertisement
- Pervasive games
- A pervasive game is one where the gaming experience is extended out in the real world,[1] or
where the fictive world in which the game takes place blends with the physical world.
- Alternative reality
- alternative reality is a hypothetical or fictional self-contained separate reality coexisting with one's
own
- Playful reality
- the architects of the new virtual reality are inventing a world you never imagined: call it the playful
world.
- It's a world of interactive, Web-based toys that instantly collapse the gulf between wish and
existence, space and time, animate and inanimate. It's a world where the entire fabric of the material
world becomes manipulable, programmable, mutable. Situated at the crossroads of high technology
and popular culture, the playful world is taking shape at the speed of electronic creativity.
GAMIFICATION
12. MINDBLOOM APPS
MindBLOOM Life game
âTeaches you how to live better!â
that is it aims to improve the quality of life of the
players in a simple and effective way by
rewarding them for doing the things that are
really important..
Examples of Gamification
See
13. MindBLOOM Life game
The idea is to grow the life you want by thinking about
it a few minutes a day.
It aims at inspiring people to define what is important
to them, discover what motivates them, and to take
meaningful daily actions in all areas of their lives.
Itâs an example of the gamification trend, which uses
game-like mechanics in non-game applications. But in
this case, Mindbloomâs aim is to gamify life itself.
Examples of Gamification
14. MindBLOOM Life game
That tree is a visual representation of your priorities
and progress in matters such as health, lifestyle,
career, creativity, relationships, finances and
spirituality.
âą The tree represents the life that you want
âą The sun represents inspiration and
âą the rain is about daily actions
Example of Gamification
See
http://www.youtube.com/watch?v=ezZxHCYezq
M
15. MindBLOOM Life game
the users get an e-mail reminding them of their aim to
train their mind to work for them and not against them
They can update their action on the smart phone
For each action collected the user receives a rain drop
that will be showered on the tree, for each goal one
earns seeds
The community of friends help supporting the goals, one
can water and seeds and give sun to friends trees
One can add friends and search then on the network
Examples of Gamification
17. CloudApp
SuMO has created an app for engaging
employee in sustainability initiatives
and drive behaviour changes. It
companies the power of social
network, games mechanics (this in
research terms is called Gamification)
and the sustainability aims, which
support the accelerated achievement
of Corporate sustainability goals and
the associated costs savings..
Example of Gamification
1. http://www.youtube.com/watch?v=MVxgUKY8Z4w&authuser=0
2. https://mail.google.com/mail/u/0/images/cleardot.gif
and
3. https://mail.google.com/mail/u/0/images/cleardot.gif
18. CloudApp
Each employee has is own personalised
view of how they are on target with:
1. the company sustainability view
2. his/her own personal progress
3. It suggests actions which are relevant to
the employee (e.g. use video
conferencing more).
4. A competitive element is provided by an
employee chart where one can see how
s/he has scores as compared to other
people in a similar role.
19.
20. PROS AND CONS OF GAMIFICATION
Rewards and recognitions earned during game play must be
carefully considered
ï” The users usually initially like the game, but they tend to
withdraw if they donât continue to get praise and appreciation or
if it feels like the expectations keep going up and up and up
with too little reward.
Over the last few years, we've seen a massive uptake of social
technology.
ï” Major vendors hoping to turn retail into a richer online
experience customers will spend less on other things and begin
to avoid going to the mall for shopping as recreation (e.g.
eBay).
ï” The risk is that the player might forget s/he is playing with real
money and not monopoly money.
21. PROS AND CONS OF GAMIFICATION
Gamification provides metrics
ï”Everything is made clear , like game rules, and provided with a
structure that is simple to understand when it comes to success
and rewards
ï”A trainer or educator just how a user or participant is
progressing through a particular process by looking at scores
and feedback
ï”Ethical considerations
Balancing Metrics with Real Engagment
ï” âI want the game, and its mechanics, to help them develop a
love for and curiosity about history, rather than a love for the
points or badges they can earn for getting the âso-calledâ facts
correctâ
22. PROS AND CONS OF GAMIFICATION
Gamification creates competitions
ï” this can be both positive and negative
Balancing Metrics with Real Engagment
ï” âI want the game, and its mechanics, to help
them develop a love for and curiosity about
history, rather than a love for the points or
badges they can earn for getting the âso-calledâ
facts correctâ
23. PROS AND CONS OF GAMIFICATION
Cost vs individualized instructions
A fully game-based curriculum represents a
substantial increase in cost over standard
book/paper/pencil education.
Each student can work toward mastering at their own
pace
Distraction from other objectives
The idea that playing games pulls learners from other
more valuable skills must also be addressed. Games
can be limited in their content and the context that
they present for learning.
24. PROS AND CONS OF GAMIFICATION
Social isolation vs technology litteracy
One of the biggest ongoing criticisms of games, and technology
in general, is that it promotes anti-social behavior and isolates
individuals.
The focus of most new games is in social play. While players
may not be interacting face-to-face they are interacting
nonetheless.
Shortened attention span vs Multitasking mentality
Criticism to all modern media. New technologies have often rapid
pace of action and the immediate feedback can make people
expect the same kinds of fast-paced, instantaneous response of
all things.
However, with average completion times of 40 hours of intense
concentration and problem solving, games do promote
sustained focus, just in non-traditional ways!!
26. REFERENCE LIST
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to
gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek
Conference: Envisioning Future Media Environments (pp. 9-15). ACM.
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May). Gamification. using game-design
elements in non-gaming contexts. In PART 2-----------Proceedings of the 2011 annual conference
extended abstracts on Human factors in computing systems (pp. 2425-2428). ACM.