The document discusses gamification and its applications to security training. It provides examples of how activities in various domains like fitness, education and games have been gamified. For security training, it describes how games and platforms have been directly developed to gamify training or how training could be indirectly gamified through achievements, points systems and competitions. The effectiveness of gamification is mixed, with some studies showing initial positive results for training but potential for user boredom over time.
Picture from http://carolineasmussen.com/the-fun-theory/piano-staircase/
Wii Fit
FitBit and PedometerTurns an existing activity into a game
Foursquare achievementsAlso turns an existing activity into a game, but also gives specific goals to achieve
Some achievements are actually built into a game (and have points).Other achievements are ones that you can show off to others, e.g. rare items or rare mountsIn this case, Blizzard also turned this desire to show off into a business model, selling virtual items for real money (this is a picture of the Celestial Steed)
http://gamestudies.org/1101/articles/jakobssonSome people get really obsessed with achievements
Note that “paying people” is not here for extrinsic, as one of the mainpoints of gamification is to avoid paying peopleExamples of publicly visible forms of reputation and rank: leaderboards, badgesOther extrinsic motivators: currency
People seem split about look and feel of Phil, so in our other training, we went for more corporate look
http://cisr.nps.edu/cyberciege/
Lindqvist et al, I'm the Mayor of My House: Examining Why People Use foursquareBentley et al, Drawing the City: Differing Perceptions of the Urban Environment