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UNDERSTANDING
GAMEFUL DESIGN
Elizabeth Lane Lawley
Rochester Institute of Technology
School of Interactive Games & Media
Lab for Social Computing @ the MAGIC Center
A BIT ABOUT ME…
WEDNESDAY, 12 MARCH 2014 (-13º C)
TUESDAY, 11 MARCH 2014 (15º C)
LET’S START WITH
SOME DEFINITIONS…
TOYS ≠ GAMES
PLAY TAKES MANY
FORMS
WHO PLAYS GAMES?
NOT ALL GAMES
ARE VIDEO GAMES!
SO, WHAT
ABOUT
“GAMIFICATION”
?
Taxonomy of the Lean Startup Anti-Pivot by Tristan Kromer
Mind if I cut in here?
Sebastian Deterding:
Visiting Professor,
RIT MAGIC Center &
Interactive Games & Medi
SERIOUS GAMES
SERIOUS TOYS
PLAYFUL DESIGN
GAMIFICATION
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)
“ -ification involves
simple, repeatable, proven
techniques.
[It] is always easy and
repeatable, and it‟s usually bullshit.”
Ian Bogost:
Gamification is Bullshit (2011)
USING GAME ELEMENTS
IN NON-GAME
CONTEXTS
This is not a new idea….
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.”
EARLY GAMIFICATION
MORE EARLY GAMIFICATION
FROM GAMIFICATION
TO GAMEFUL DESIGN
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
“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)
INTRINSIC
MOTIVATION
EXTRINSIC
MOTIVATION
“Intrinsic and extrinsic
motivation is not a
dichotomy, it‟s a continuum.”
Scott Rigby:
Intrinsic & Extrinsic
Player Motivation (2012
FUN  VOLUNTARY?
VOLUNTARY  FUN!
It‟s a good
thing I‟m
getting paid
for this.
I need to lose
weight. Maybe
this will help.
I love
hiking!
"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
It‟s the autonomy, stupid.
Review Yesterday‟s
Gameful Design Concepts
Work in Groups To Design
a Gameful Application
Introductions &
Individual Goals
WORKSHOP PLAN
WORKSHOP
TECHNOLOGY
USEFUL RESOURCES
Sebastian Deterding • codingconduct.cc
Amy Jo Kim • shufflebrain.com
Scott Nicholson • scottnicholson.com
Ian Bogost • bogost.com
Scott Rigby & Richard Ryan • immersyve.com
lawley.rit.edu
slideshare.net/mamamusings

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"Understanding Gameful Design" @ Vértice "Bienal de animación, Interactividad y Diseño" USFQ

Hinweis der Redaktion

  1. RIT campus (Gordon Field House) • Andrea Shaver • http://on.fb.me/N9ZbC4
  2. These are games.Patrick Q: http://www.flickr.com/photos/patrick_q/293314242/
  3. C Slack: http://www.flickr.com/photos/slackpics/4289782818/
  4. Toys and games are both about play
  5. 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.
  6. 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”!
  7. 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)
  8. 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
  9. Replace with system  elements slide
  10. 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
  11. http://www.thefuntheory.com/
  12. http://hideandseek.net/2010/10/06/cant-play-wont-play/
  13. 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
  14. Going back to Sebastian’s 2011 definition, it turns out this is really not such a new concept.
  15. http://youtube.com/watch?v=i5IW9wK_HNg1964
  16. 2008
  17. August 2006http://terranova.blogs.com/terra_nova/2006/08/in_praise_of_th.html
  18. http://www.nicolelazzaro.com/the4-keys-to-fun/
  19. http://www.tandfonline.com/doi/abs/10.1207/S15327965PLI1104_01
  20. cscarlett15 on DeviantArthttp://cscarlett15.deviantart.com/art/Loki-and-the-Loon-chibis-329305370
  21. http://www.immersyve.com/downloads/conference-presentations/SRigby_GDC%202012_Intrinsic%20and%20Extrinisic%20Motivation%20in%20Players.pdf
  22. What do you do for fun? Would I necessarily find that fun? Would you still find it fun if someone was expecting you to do it?
  23. http://gamification-research.org/2011/09/a-quick-buck-by-copy-and-paste/http://gamification-research.org/2011/09/gamification-by-design-response-to-oreilly/
  24. 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 &amp; Ryan’s SDT work. We know this because we asked them (A play on Bill Clinton’s “It’s the economy, stupid!)
  25. Planned open source release of the code base: December 2013!
  26. http://www.slideshare.net/amyjokim/presentations
  27. http://scottnicholson.com/pubs/index.html
  28. http://www.amazon.com/gp/product/0262026147