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On Gamification
Staffan Björk
Gothenburg University & Interactive Institute
Who am I?
 Associate Professor,
Gothenburg
University
 Senior Research,
Interactive Institute
 Gamer
What do I do?
Some aspects of Games
 Rules
 Goals
 Actions
5/38
Some aspects of Games, cont.
 Flow
 Activity requiring skill
 Merging of action and
awareness
 Clear goals and feedback
 Concentration on task
 Paradox of control
 Loss of self-consciousness
 Transformation of time
 Activity becomes its own
purpose - autotelic
Skill
Flow
Difficulty
Frustration
Boredom
Czikszentmihalyi
Serious Games
Edutainment
Origins of Games for Serious
Activities
 Olympic Games
 Communication with
the gods
 The Origin of
Consciousness in the
Breakdown of the
Bicameral Mind
(Julian Jaynes)
Early Serious Games?
 Ludus Regularis Seu
Clericalis
 Balderic, 12th century
 Bowling
 Heathen Killing
War Games and Simulation Gaming
 von Reiswitz
 Kriegspiel, 1812-1824
 Birshtein
 Red Weaver, 1930s
Game Theory
 von Neumann, 1944 (1928)
 Economics
 Biology
 International Diplomacy
Gamification
 Deterding et al.
 “the use of game
design elements in
non-game contexts”
 James Paul Gee
 Jane McGonigal
 Reality is Broken
Thinking too small
 Games
 Gamers
 Gaming
 Typically a focus on
creating or modifying
artifacts
 Games are needed to
game (play)
Gaming Activities
Gaming Educations
 Snyder
 The Hidden Curriculum
 unstated academic and
social norms
 Miller & Parlett
 Up to the Mark - a
study of the
examination game.
 Cue-seekers
 Cue-aware
 Cue-deaf
Gaming Warfare
 MAD
 Von Neumann
 World War I
 Trench Warfare 1914–
1918: The Live and Let
Live System
(Ashworth, T.)
Gambling & Stock Trading
 Kelly Criterion
 Thorp & Shannon
 Gambling
 Beat the Dealer (Thorp,
1966)
 Stock Market
 Beat the Market: A
Scientific Stock Market
System (Thorp, 1967)
Voting
 Dodgson
 Caucus-Race
 Tactical Voting
 Compromising
 Burying
 Bullet Voting
 Push-over Voting
Religion
 Consanguinity
 Indulgence
 Nikah mut‘ah
 Kosher food
 Statistics of sinning
 Wine by gentiles but automated
 Sheitels and Tzniut
 Tirumala Venkateswara Temple
 Von Neumann & Pascal’s Wager
Why is this important?
Why is this important to applied IT?
21/53
What is Design?
Buildings
Products
Markets
Institutions
Processes
Artifacts
Opinions
Communication
systems
Transport systems Community services
Festivities
Municipals
Laws
initiate change in
man-made things
Typical features of design systems
 States
 Rules
 Feedback
 User goals
Definitions of Game and Gaming
“playing a game is the voluntary effort to overcome unnecessary obstacles.” (Suits,
Grasshopper: Games, Life, and Utopia)
”...a game is an activity among two or more independent decision-makers seeking to
achieve their objectives in some limiting context.” (Abt, Serious Games)
”A game is a form of art in which participants, named players, make decisions in order to
manage resources through game tokens in the pursuit of a goal.” (Costikyan, I Have
no Words and I Must Design)
”Games are an exercise of voluntary control systems, in which there is a contest between
powers, confined by rules in order to produce a disequilibrial outcome.” (Avedon &
Sutton-Smith, The Study of Games)
”A game is a system in which players engage in an artificial conflict, defined by rules, that
results in a quantifiable outcome.” (Salen & Zimmerman, Rules of Play)
”A game is a rule-based formal system with a variable and quantifiable outcome, where
different outcomes are assigned different values, the player exerts effort in order to
influence the outcome, the player feels attached to the outcome, and the
consequences of the activity are optional and negotiable. “ (Juul, Half-Real)
The Next Generation
Observations
 Most systems can be interpreted as games
 Most systems can be gamed
 Most systems can be seen as gamified
already
 But not conscious gamification
 problem
Takeaways
 Gaming can be seen as a stance towards
doing many activities
 Activities including rules and goals make this easy
 Games are artifacts specifically designed to
encourage this stance through the activities they
offer
 Designers aiming at creating or modifying
activities may benefit from considering users
gaming these activities
 Not considering this may be very problematic…
Thank you!
Questions?

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On gamification

  • 1. On Gamification Staffan Björk Gothenburg University & Interactive Institute
  • 2. Who am I?  Associate Professor, Gothenburg University  Senior Research, Interactive Institute  Gamer
  • 3. What do I do?
  • 4. Some aspects of Games  Rules  Goals  Actions
  • 5. 5/38 Some aspects of Games, cont.  Flow  Activity requiring skill  Merging of action and awareness  Clear goals and feedback  Concentration on task  Paradox of control  Loss of self-consciousness  Transformation of time  Activity becomes its own purpose - autotelic Skill Flow Difficulty Frustration Boredom Czikszentmihalyi
  • 8. Origins of Games for Serious Activities  Olympic Games  Communication with the gods  The Origin of Consciousness in the Breakdown of the Bicameral Mind (Julian Jaynes)
  • 9. Early Serious Games?  Ludus Regularis Seu Clericalis  Balderic, 12th century  Bowling  Heathen Killing
  • 10. War Games and Simulation Gaming  von Reiswitz  Kriegspiel, 1812-1824  Birshtein  Red Weaver, 1930s
  • 11. Game Theory  von Neumann, 1944 (1928)  Economics  Biology  International Diplomacy
  • 12. Gamification  Deterding et al.  “the use of game design elements in non-game contexts”  James Paul Gee  Jane McGonigal  Reality is Broken
  • 13. Thinking too small  Games  Gamers  Gaming  Typically a focus on creating or modifying artifacts  Games are needed to game (play)
  • 15. Gaming Educations  Snyder  The Hidden Curriculum  unstated academic and social norms  Miller & Parlett  Up to the Mark - a study of the examination game.  Cue-seekers  Cue-aware  Cue-deaf
  • 16. Gaming Warfare  MAD  Von Neumann  World War I  Trench Warfare 1914– 1918: The Live and Let Live System (Ashworth, T.)
  • 17. Gambling & Stock Trading  Kelly Criterion  Thorp & Shannon  Gambling  Beat the Dealer (Thorp, 1966)  Stock Market  Beat the Market: A Scientific Stock Market System (Thorp, 1967)
  • 18. Voting  Dodgson  Caucus-Race  Tactical Voting  Compromising  Burying  Bullet Voting  Push-over Voting
  • 19. Religion  Consanguinity  Indulgence  Nikah mut‘ah  Kosher food  Statistics of sinning  Wine by gentiles but automated  Sheitels and Tzniut  Tirumala Venkateswara Temple  Von Neumann & Pascal’s Wager
  • 20. Why is this important? Why is this important to applied IT?
  • 21. 21/53 What is Design? Buildings Products Markets Institutions Processes Artifacts Opinions Communication systems Transport systems Community services Festivities Municipals Laws initiate change in man-made things
  • 22. Typical features of design systems  States  Rules  Feedback  User goals
  • 23. Definitions of Game and Gaming “playing a game is the voluntary effort to overcome unnecessary obstacles.” (Suits, Grasshopper: Games, Life, and Utopia) ”...a game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context.” (Abt, Serious Games) ”A game is a form of art in which participants, named players, make decisions in order to manage resources through game tokens in the pursuit of a goal.” (Costikyan, I Have no Words and I Must Design) ”Games are an exercise of voluntary control systems, in which there is a contest between powers, confined by rules in order to produce a disequilibrial outcome.” (Avedon & Sutton-Smith, The Study of Games) ”A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” (Salen & Zimmerman, Rules of Play) ”A game is a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable. “ (Juul, Half-Real)
  • 25. Observations  Most systems can be interpreted as games  Most systems can be gamed  Most systems can be seen as gamified already  But not conscious gamification  problem
  • 26. Takeaways  Gaming can be seen as a stance towards doing many activities  Activities including rules and goals make this easy  Games are artifacts specifically designed to encourage this stance through the activities they offer  Designers aiming at creating or modifying activities may benefit from considering users gaming these activities  Not considering this may be very problematic…

Hinweis der Redaktion

  1. Side-Blotched Lizard The Orange throat is very aggressive and operates over a large territory - attempting to mate with numerous females within this larger area 2) The unaggressive Yellow Throat (called “sneakers”) mimic the markings/behavior of female lizards and sneakily slip into the Orange Throat's territory to mate with the females there (thereby overtaking the population), and The Blue Throat who mates with and carefully guards ONE female - making it impossible for the sneakers to succeed and therefore overtakes their place in a population…
  2. Or rather focus on artifact and not activity
  3. Thorp reported that his personal investments yielded an annualized 20 percent rate of return averaged over 28.5 years