Generation Y, the demographic born between 1980 and 2000, has not only grown up in a digital world. They are also enthusiastic online gamers, driving the growth of an industry that Gartner reckons will be worth $112 billion globally by 2015. These consumers are rapidly becoming employees as well—by 2015, they’ll form the majority of the US working population. And they like to be communicated with, both when shopping and at work, via the game-like mechanisms they plainly love (http://www.accenture.com/us-en/outlook/Pages/outlook-journal-2013-why-gamification-is-serious-business.aspx).
This is an extended version of my presentation about Game Design & Gamification, where I made it during "Design of Serious Games" Class @Tallinn University on behalf of my team mates.
Thanks to Martin Sillaouts and Iván Martínez-Ortiz.
3. What is a «Serious Game»?
Designed for a primary purpose other than pure
entertainment. *
E.g.: education, defense, healthcare,
scientific exploration, emergency management, city
planning, engineering, religion, politics, … **
* http://en.wikipedia.org/wiki/Serious_game
** www.slideshare.net/martinsillaots/gbl
4. What is «Gamification»?
The use of game thinking and game elements in a non-
game context to engage users and solve problems. *
* http://en.wikipedia.org/wiki/Gamification
5. Other Definitions *
• Game‐Based Learning (GBL) – branch of serious
games that deals with applications that have defined
learning outcomes
• Digital Game-Based Learning
• Edutainment – entertainment + education – form of
entertainment designed to educate as well as to
amuse
* www.slideshare.net/martinsillaots/gbl
7. <e-Adventure>
The <e-Adventure> platform is a research project aiming to facilitate the
integration of educational games and game-like simulations in educational
processes in general and Virtual Learning Environments (VLE) in particular.
It is being developed by the e-UCM e-learning research group at Universidad
Complutense de Madrid, with three main objectives:
• Reduction of the development costs for educational games
• Incorporation of education-specific features in game development tools
• Integration of the resulting games with existing courseware in Virtual
Learning Environments
e-Adventure project website : http://e-adventure.e-ucm.es
10. DISHION: IMPOSSIBLE
FOOD PROTOCOL
• Join us for a journey around the world and
experience different cuisines!
• This is an interactive adventure game which is aiming
to provide cultural information about countries like
local cuisine, city views, flags etc.
11. Educational Objective
• The player will identify 5 to 10 types of ingredients
which are necessary for making a meal from the pre-
defined country during the game.
12. Self Evaluation
Most important requirements
• The game promotes self-learning
• The player can easily start and quit the game
• The player could use the game without reading a
manual
• Simple navigation and controls for a great user
experience
• The game is fun to play
13. Resources (Course)
• Gamification Course by Kevin Werbach, University of
Pennsylvania with Coursera, online course preview:
https://class.coursera.org/gamification-002/lecture/index
14. Resources (Books)
• The Gamification of Learning and Instruction, Karl M. Kapp.
• Fundamentals of Game Design, Ernest Adams
15. Thanks to:
Martin Sillaouts: linkedin.com/in/martinsillaots
Iván Martínez-Ortiz: linkedin.com/in/imartinezortiz
Birgit Kirsimägi: linkedin.com
Tallinn University: www.tlu.ee
Tallinn University Summer School: summerschool.tlu.ee