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Gamification: (Can) work be fun?
10001.1001.11111011101
Torsten Reiners
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CRICOS Provider Code 00301J
Thanks for coming …
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(1)
Who am I ? Torsten Reiners
• What and Where?
• Senior Lecturer, Curtin University
• School of Information Systems, Logistics and SCM group
• Lectures
• Information Systems
• Meta-Heuristics, Production and Logistics, Simulation
• Information Management and Data Mining
• Operations Management, Procurement, Transport
• Research Areas
• Virtual Worlds, Gamification, Emerging Technology, Vocational Training, Automatic
Assessment, Sentiment Analysis, Logistics, Machine Translation, e-Learning with
Focus on Adaptivity/Individuality, Operations Research, Simulation, Web 2.0/3.0
• E: t.reiners@curtin.edu.au
• E: torsten.reiners@gmail.com
• H: http://torsten-reiners.de
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CRICOS Provider Code 00301J
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BAZINGA
fun, play, passion
Today is about GAMIFICATION
Deloitte
9. Fun is an experience - short-term,
often unexpected, informal,
not cerebral and generally purposeless
Fun is the enjoyment of pleasure
Particularly in leisure activities.
24. Gamification
Integrating game dynamics
into your site, service, community, content or campaign,
in order to drive participation.
the use of game design elements in non-game contexts
motivational elements of games + learning
activities + communicate and share
accomplishment + goals
= direct the attention + motivate for action
37. nDiVEOLT Grant 2013-2014
(AUD 220,000)
Torsten Reiners, Lincoln C. Wood, Vanessa Chang
Christian Guetl, Jan Herrington, Hanna Teräs,
Natasha Petter
n-Dimensional Immersive Virtual Environment
• increase authenticity through inclusion of real-life complexity
• use scenarios linked into a comprehensive supply chain
• include gaming mechanisms to increase student engagement
38. Supply Chain
A supply chain is a system of organizations, people, activities, information, and
resources involved in moving a product or service from supplier to customer.
Supply chain activities transform natural resources, raw materials, and components
into a finished product that is delivered to the end customer.
43. Traditional
• non-game, real-world contexts are enhanced with
concepts from games to engage, encourage, focus,
and guide users
• Mechanics of Gamification
• Scores
• Leaderboards
• Badges
• Quests
• Competition
• Levels
• ...
GAMING COMPONENTS
44. Advanced
• Game over
• Next life
• Save points
• Rewind
• Multi-player
• NPC / Ghosts
• Slow motion
• Awards
GAMING COMPONENTS
45. rewind (Machinima, interactive)
time (break-down to sectors)
score (commands, meter, task switch)
comparison (self, friends, world)
ghost (learn from experts)
next life (being able to „die“)
Slow motion (understanding processes)
Advanced
GAMING COMPONENTS
72. • Identify all the tasks you don’t like doing
• Assign these various tasks and stuff point values
• Base the rewards, like drinking a beer
• Track everything
• Modify the point values as needed
• Have success weeks and milestone prizes
What can you do?
http://www.slideshare.net/HorizonWatching/g
amification-a-horizon-watching-trend-report-
05feb2013
• Involve an expert …
74. ISBN: 978-1461462859
$152
You want it?
• Answer question correct
• Be the first
• Post photos of it with
link to Amazon
• Facebook
• LinkedIn
• Twitter
• ….
How many Rabbids
were on the slides
(including this one)
76. • one pic a day, every day!
• driven by comments and likes
The new Apple 4.5. Smaller, shinier, and
faster (too eat). And bio-degradable ....
Gamification
we experience(d)
• points per publication
• „expected“ motivation by admin
• punish internal collaboration
RPI
A recent survey found that only 29% of employees are engaged at work, with 52% identifying as unengaged, and 19% as disengaged. 4As Dan Pink argues in the book "Drive: The Surprising Truth About What Motivates Us," intrinsic rewards are far better than extrinsic rewards to create higher levels of engagement and better results. Low skill vs. high skill