8. WHAT IS A GAME ?
FICTICIOUS : an escape
SEPARATE : limited time/space
REGULATED : a set of rules for a « pure world »
UNPREDICTABLE OUTCOME
FUN : pleasure/tension towards a goal
FREE : play/leave
NON PRODUCTIVE
19. Gamification :
the process of using game thinking and
dynamics to engage audiences and solve
problems, revolutionizing the motivations
for real life and virtual activities.
21. Game mechanics have always been here :
1800’s : stuff (buy 10, get 1 free)
1930’s : cash incentives (redeemable stamps)
1980’s : loyalty systems (free miles)
2000’s : virtual rewards for status
22. STATUS : What we get for our non
productive time wasted on games.
(platinum cards, number of followers or
friends, highest level, best badge…)
23. 4 types of players
Achievers Socializers
Explorers Killers
24. 1% actors
9 % s u p p o r t e r s
9 0 % v i e w e r s
Same as in
transmedia storytelling
30. Serious games
combine
game dynamics
with real life situations
and storytelling
Education
Politics
Culture
Government
Health care
Financial services
Employee training
Work environment
35. GAME
I live again and again
I want
I can
Try again
Unpredictable
Time turns
Fun
Positive
Optimistic
Freedom
Easy
…
REALITY
I die
I must
I can’t
Once
Predictable
Time passes
Serious
Negative
Pessimistic
Constraint
Difficult
…
43. Serious gaming might change
the world…
- no longer isolated
- urgency
- need to have an impact
- new optimism
- new age of us
44. NEW FUN GAMES ?
SOLVING :
Equitable finance
World peace
Environmental clean-up
Green behaviour
Curing cancer, AIDS, TB…
Energy awareness
Racism
Religious intolerance
…
52. Greenification fuels gamification
- small does matter
- guilt feeling
- return to an original state
- produce a landscape
- solidarity (barnraising)
- transcend nationalism