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Gamification Serious Games: Press start to play Hovedbiblioteket, Aarhus 13th September ‘11 Simon Egenfeldt-Nielsen, PhDCEO, founder Serious Games Interactive Selected productions Serious Games Interactive 2006-2011 ©
My Background ,[object Object]
 PhD Games & learning
 Mixing industry & researchComputer games ,[object Object]
Playing History-series
 +20 games for clientsEuropean Research projects: SIREN, PlayMancer, Vistra& GaLa
Company background ,[object Object]
Covered in most major news outlets and won numerous awards.
Develop serious games that combines playing, learning, communication and story-telling.
We are a cross-disciplinary team of 18 people with strong roots in research.
Range of different client: Amnesty, Unicef, Kaplan, WWF, The Danish National Museum, World bank, LEGO and European Schoolnet.,[object Object]
What is serious games… ”A solution that use game mechanics and game technology for more than entertainment"
What is gamification… ”Integrating game dynamics into a site, service, activity, community, content or campaign, in order to encourage a certain behavior, attitude or skill."
What this is about…
Serious games VS gamification Serious games are about developing new, finite and unique solutions based on game mechanics VS.  Gamification about developing new structures and incentives around existing experience.
Serious games VS gamification Product vs. meta Ex.: School - Learning games vs. incentive activity structures Ex.: Health - Rehabilitation game vs. weight-loss app Ex. Corporations - Onboarding game vs. customer service tool
Agenda Why games matters? Why gamification now? What is gamification Who have done this? Gamification in libraries How to get started?
Game industry growing fast… EUR 15bn EUR 30bn EUR 75bn 1990 2000 2010
We invest 3 Billion hours every week in playing games Everyone…
Source: Mr. Toledano
Agenda Why games matters? Why gamification now? What is gamification Who have done this? Gamification in libraries How to get started?
The attention economy Gamification signals a greater shift…  Fight for attention & relevance Need for engaged users Need for user permissions Getting more creative in user interaction
The pre-history of gamification Coupon codes Virtual rewards Cash incentives Loyalty systems 1900s 2000s 1980s 1930s
Cost and status Value Cost Source: Gabe Zichermann
The power of computers… Listen… Read… View Doing & experiencing Representation –  we can really only ‘show’ things Simulation – We can represent, track, interact and manipulate
Why gamification now? ,[object Object]
Tracking, feedback and reward structures easy to embed.
Games are increasingly becoming omnipresent,[object Object]
What is gamification… ”Integrating game dynamics into a site, service, community, content or campaign, in order to encourage a certain behavior, attitude or skill."
Haven’t we seen this before? Sociology Behavioural theories Control theory Psychology Game theory Cybernetics Behavioural economics Behaviour change
How gamification can work Active Challenge Win condition Rewards “A game is a pastime with formal and predefined set of rules for the progression of a game session, with built-in and quantitative definitions of success and failure.” - Jesper Juul Achievement Social status
The key rewards (they overlap)… Status The most effective reward and it cost designers nothing. Taps into social nature of people.  Access Powerful for progressing people and support status.  Eg. VIP access to special areas or voting. Power Effective incentive comes in many shapes like kicking people, voting for changes etc. Both be virtual and material. Both can free or costly. Probably the least effective incentive. Stuff
How gamification work Experience systems Rapid, frequent feedback Rewards for effort Uncertainty Short- and long-term goals Other people Source: Tom Chatfield [2010]
When it works…
Pitfalls ,[object Object]
Pseudo victory: Rewards are not achievements - it needs to be meaningful. Not just 'badgification or pointification'.
Participation bandwidth: Need to be interesting and engaging enough to draw people away from something else.
Unintended consequences: When you engineer behaviors you may make mistakes that leads to unforeseen results.
Undermining intrinsic values:  By providing external rewards for something that should be intrinsic you risk undermining inner drive. ,[object Object]
Case: Eksperten.dk
Case: British American Tobacco
Case: Ribbon Hero 4 months after release +100.000 Downloads +120.000 Challenges played Microsoft Office seen as innovative, interesting and cool.  Source: Microsoft Office Lab through Gabe Zichermann
Case: Speeding control
Case: Nike+
Case: Farmville

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Sæt dit bibliotek på spil

  • 1. Gamification Serious Games: Press start to play Hovedbiblioteket, Aarhus 13th September ‘11 Simon Egenfeldt-Nielsen, PhDCEO, founder Serious Games Interactive Selected productions Serious Games Interactive 2006-2011 ©
  • 2.
  • 3. PhD Games & learning
  • 4.
  • 6. +20 games for clientsEuropean Research projects: SIREN, PlayMancer, Vistra& GaLa
  • 7.
  • 8. Covered in most major news outlets and won numerous awards.
  • 9. Develop serious games that combines playing, learning, communication and story-telling.
  • 10. We are a cross-disciplinary team of 18 people with strong roots in research.
  • 11.
  • 12.
  • 13. What is serious games… ”A solution that use game mechanics and game technology for more than entertainment"
  • 14.
  • 15. What is gamification… ”Integrating game dynamics into a site, service, activity, community, content or campaign, in order to encourage a certain behavior, attitude or skill."
  • 16. What this is about…
  • 17. Serious games VS gamification Serious games are about developing new, finite and unique solutions based on game mechanics VS. Gamification about developing new structures and incentives around existing experience.
  • 18. Serious games VS gamification Product vs. meta Ex.: School - Learning games vs. incentive activity structures Ex.: Health - Rehabilitation game vs. weight-loss app Ex. Corporations - Onboarding game vs. customer service tool
  • 19. Agenda Why games matters? Why gamification now? What is gamification Who have done this? Gamification in libraries How to get started?
  • 20. Game industry growing fast… EUR 15bn EUR 30bn EUR 75bn 1990 2000 2010
  • 21. We invest 3 Billion hours every week in playing games Everyone…
  • 23. Agenda Why games matters? Why gamification now? What is gamification Who have done this? Gamification in libraries How to get started?
  • 24. The attention economy Gamification signals a greater shift… Fight for attention & relevance Need for engaged users Need for user permissions Getting more creative in user interaction
  • 25. The pre-history of gamification Coupon codes Virtual rewards Cash incentives Loyalty systems 1900s 2000s 1980s 1930s
  • 26. Cost and status Value Cost Source: Gabe Zichermann
  • 27. The power of computers… Listen… Read… View Doing & experiencing Representation – we can really only ‘show’ things Simulation – We can represent, track, interact and manipulate
  • 28.
  • 29. Tracking, feedback and reward structures easy to embed.
  • 30.
  • 31. What is gamification… ”Integrating game dynamics into a site, service, community, content or campaign, in order to encourage a certain behavior, attitude or skill."
  • 32. Haven’t we seen this before? Sociology Behavioural theories Control theory Psychology Game theory Cybernetics Behavioural economics Behaviour change
  • 33. How gamification can work Active Challenge Win condition Rewards “A game is a pastime with formal and predefined set of rules for the progression of a game session, with built-in and quantitative definitions of success and failure.” - Jesper Juul Achievement Social status
  • 34. The key rewards (they overlap)… Status The most effective reward and it cost designers nothing. Taps into social nature of people. Access Powerful for progressing people and support status. Eg. VIP access to special areas or voting. Power Effective incentive comes in many shapes like kicking people, voting for changes etc. Both be virtual and material. Both can free or costly. Probably the least effective incentive. Stuff
  • 35. How gamification work Experience systems Rapid, frequent feedback Rewards for effort Uncertainty Short- and long-term goals Other people Source: Tom Chatfield [2010]
  • 37.
  • 38. Pseudo victory: Rewards are not achievements - it needs to be meaningful. Not just 'badgification or pointification'.
  • 39. Participation bandwidth: Need to be interesting and engaging enough to draw people away from something else.
  • 40. Unintended consequences: When you engineer behaviors you may make mistakes that leads to unforeseen results.
  • 41.
  • 44. Case: Ribbon Hero 4 months after release +100.000 Downloads +120.000 Challenges played Microsoft Office seen as innovative, interesting and cool. Source: Microsoft Office Lab through Gabe Zichermann
  • 48. Case: Car dash boards
  • 49. Agenda Why games matters? Why gamification now? What is gamification Who have done this? Gamification in libraries How to get started?
  • 50.
  • 51. Gamification is about enriching the fabric of libraries = using media for knowledge and pleasure.
  • 52. Consider four base principles status, power, access & virtual rewards
  • 53.
  • 55. Participating in community & events
  • 56.
  • 57. What events to hold
  • 58. Priority list on reservations
  • 59. First access to new books
  • 61.
  • 62.
  • 63. Unwanted behaviors Important to look out for design flaws like for example just lending books to get points.
  • 64. Agenda Why games matters? Why gamification now? What is gamification Who have done this? Gamification in libraries How to get started?
  • 65.
  • 66. Create game challenges around those targets
  • 67. Create good feedback loops for rewarding right behavior
  • 68. Create status/achievement system for recognizing winnersA creative process that requires understanding users, games and business..
  • 69. The Wrap-up It appears to be working We have always been doing this But its more triggy than it appears Now we have identified it’s more powerful. Bring the engagement to the product – not the other way around
  • 70. Contact details Serious Games Interactive www.seriousgames.dkwww.globalconflicts.eu www.playinghistory.eu Simon Egenfeldt-Nielsen www.egenfeldt.eu sen@seriousgames.dk

Hinweis der Redaktion

  1. The cost to getloyality is decreasingwhereas the value of status and social and power is increasing. So itsbasiciallybecoming ’cheaper’ to getpeople
  2. The potential is endless: Superbrugsen (tried all, fruitlovers, fair trader etc.), PostDanmark (int. Packages), Magazines (Royals, famous – got it all, found more stuff.. Go all the colletables