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Just a little gimmick? 
Gamification 2014: 
core mechanics, fields of application 
and future prospects
Digital Affairs 
- founded in 2010 
- strategy for digital communications 
- Contentstrategy and -marketing 
- Social Media Governance 
- Employer Branding 
- 8 employees 
www.digitalaffairs.at 
facebook.com/DigitalAffairs 
twitter.com/digitalaffairs
Some of our clients
Meanwhile in Vienna... 
smartcontentday.at 
on 10/23/2014 it’s all about 
content strategy! 
possibly interesting for students: 
- whitepapers 
- presentations (just ask or check slideshare) 
- Content Cookbook
Gamifi-what?
Gamification: a definition. 
Use of game design elements in 
non-game contexts.* 
*Deterding et. al; 2011
Quelle: http://www.quickmeme.com/meme/3p4jhw
digital games: a niche product? 
● global revenue 2014: 46.5 billion $1 
● USA: time spent playing/capita: 23.2 min 
daily 
● Average player: 
Quellen: 1 http://bit.ly/1eJsALr; 2 http://bit.ly/1D8MzQR,
digital games: a niche product? 
● global revenue 2014: 46.5 billion $1 
● USA: time spent playing/capita: 23.2 min 
daily 
● Average player3: 
○ 31 years old (39% are over 36) (!) 
○ 48% female 
○ mobile! 
Quellen: 1 http://bit.ly/1eJsALr; 2 http://bit.ly/1D8MzQR, 3 ESA 2014
Gamification = something new? 
Source: soldiershttp://www.bmlv.gv.at/abzeichen/; couponhttp://de.wikipedia.org/wiki/Rabattmarke, 
boyscout uniform: http://de.wikipedia.org/wiki/Pfadfinderkluft
What are games good at? 
Games provide reachable, definite goals. 
Source: http://de.wikipedia.org/w/index.php?title=Datei:Tetrisgb. 
jpg&filetimestamp=20090907191647
What are games good at? 
Games give instant feedback. 
Source: http://www.computerbild.de/fotos/Super-Mario-Galaxy-2-Allgemeine-Tipps-5381209.html
What are games good at? 
Playing games is rewarding. 
Source: http://nightmaremode.net/wp-content/uploads/2012/04/level-up.jpg
What are games good at? 
Games give room for error. 
Source: http://nightmaremode.net/wp-content/uploads/2012/04/level-up.jpg
What are games good at? 
Games provide comparability. 
Source: https://www.flickr.com/photos/videocrab/280787884/in/photolist-qP7sq-5mYYnM-5bsEUU
What is Gamification good at? 
Changing behavior by 
- stimulation through reward engines 
- reachable goal definition 
- providing momentum through social 
mechanics (social glue) 
→ Short term behavioral change Vs. long term.
Gamification mechnics I 
points→ instant feedback
Gamification mechanics II 
badges→ rewards, reachable goal
Gamification mechanics III 
highscores→ comparability, bragging
Player Types 
graphic: http://frankcaron.com/Flogger/wp-content/uploads/2011/07/frankcaron_playerTypes_flat.png 
concept: Bartle, 1996
critical reception of the term 
Ian Bogost: “Gamification is bullshit” 
[exploitationware] 
Jane McGonigal: “With gamification 
towards a better world.” 
[alternate reality games] 
Gabe Zichermann: 
“Crush the competition with gamification.” 
Bogost: http://en.wikipedia.org/wiki/Ian_Bogost 
McGonigal: http://en.wikipedia.org/wiki/Jane_McGonigal 
Zicherman: https://www.flickr.com/photos/ictqatar/6845230869/
Believe the hype? 
Quelle: http://www.gartner.com/newsroom/id/2575515
Believe the hype? 
Quelle: http://www.smartinsights.com/wp-content/uploads/2013/12/gartner-hypecycle-2014-emerging-technologies.jpg
Dividing games and 
gamification 
gamifying something Vs. making a game 
game designers: perversion, misuse, boring, 
Skinner-box, turf war 
→ detach concept of gamification from 
games. Think mechanics on a more abstract 
level.
Fields of application 
- messages that are difficult to grasp 
- short term attention-spikes 
- increase of interaction through stimulating 
self efficacy 
- (political) campaigning
Predictions 
Game Based Learning to be more widespread 
Serious Games expected to increase (proper 
games that often times use a metaphorical 
approach to make certain real life topics 
experienceable)
Predictions 
- term will vanish 
- afterlife of mechanics 
in campaigns and 
marketing mix 
Gamification 
~ 2007 - 2020
Examples 
Which successful social media service 
uses gamification mechanics?
gamified features of 
Goal: Facebook needs users to repeadedly create fresh, 
personal content. Needs data for advertising. 
Task: Connect with friends! 
Instant feedback: likes, comments, shares 
points: likes, friend-count, followers, engagemant 
metrics 
social status = representable
Crowdsourcing 
Source: Ludwig-Maximilians-Universität München / ARTigo
Raising engagement 
Quelle: https://www.zombiesrungame.com/
productivity 
Source: http://www.memrise.com/
political campaigning 
Source: http://www.idfblog.com/
Practical example: 
Gamification of the house rules 
Campaign: ‘Rücksicht hat Vorrang.’ → not the sexiest 
topic ever. 
Task: Raise awareness for house rules and frequent 
violations. Raise engagement on blog. 
Point to get across: House rules benefit everyone. 
machen.
Practical example: 
Gamification of the house rules 
- Development time = 2 months 
- User enforce house rules on blog 
- badges for users and a 
SHARED SCORE. 
- reaching score goal = possible prize for 
all players; 5 levels
Practical example: 
Gamification of the house rules 
running time: 16.09.2013 – 04.10.2013 
generated users: > 1.000 
1.920.165 awareded points 
170.000 interactions 
average points/user: 1.951 
massive increase in blog traffic: + 377% (!) 
more data here: http://digitalaffairs.at/2013/10/09/lets-play-gamification-wiener-linien-hausordnung/ 
and here: http://digitalaffairs.at/2013/10/15/wiener-linien-gamification-fun-facts/
a few recommendations 
- set definite goals 
- use MDA-Framework, narration! 
- make game design document: 
define grammar, tonality, terms to use 
- use cloud service (Google Drive) 
- analytics programme 
- get good technical partner 
- invest time in testing (diff. user types) mom 
test
Conclusion 
Gamification = Use of game design elements in non game contexts 
Gamification itself is nothing new. 
Core mechanics: 
instant feedback through points 
badges as rewards and goals 
social status represented through levels 
bragging rights through high score lists 
Gamification and games are farther apart than one would think 
Think of gamification mechancis as part of the media mix in 
campaigns 
intrinsic motivation > extrinsic motivation in the long run
Reading list: 
● Johan Huizinga: “Homo Ludens” 
● Roger Callois: “Man, Play and Games” 
● Kevin Werbach: “For the Win: How Game-Thinking can revolutionize 
your business” 
● Ian Bogost: “Persuasive Games - The expressive power of videogames” 
● Jane McGonigal: “Reality is broken - why games make us better and how 
they can change the world.”
Interesting projects 
Physics game “Ludwig” -->http://www.playludwig.com/ 
YPD-Challenge → http://www.ypdchallenge.com/ 
Financial Literacy Game “ Cure Runners” http://cure-runners.at/
Mag. Vincent Tschaikner 
vt@digitalaffairs.at 
vincenttschaikner@gmail.com 
https://www.facebook.com/vincenttschaikner 
www.twitter.com/vvolume 
https://www.linkedin.com/in/vincenttschaikner

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Just a little gimmick? Gamification 2014 - core mechanics, fields of application and future prospects

  • 1. Just a little gimmick? Gamification 2014: core mechanics, fields of application and future prospects
  • 2.
  • 3. Digital Affairs - founded in 2010 - strategy for digital communications - Contentstrategy and -marketing - Social Media Governance - Employer Branding - 8 employees www.digitalaffairs.at facebook.com/DigitalAffairs twitter.com/digitalaffairs
  • 4. Some of our clients
  • 5. Meanwhile in Vienna... smartcontentday.at on 10/23/2014 it’s all about content strategy! possibly interesting for students: - whitepapers - presentations (just ask or check slideshare) - Content Cookbook
  • 7. Gamification: a definition. Use of game design elements in non-game contexts.* *Deterding et. al; 2011
  • 9. digital games: a niche product? ● global revenue 2014: 46.5 billion $1 ● USA: time spent playing/capita: 23.2 min daily ● Average player: Quellen: 1 http://bit.ly/1eJsALr; 2 http://bit.ly/1D8MzQR,
  • 10. digital games: a niche product? ● global revenue 2014: 46.5 billion $1 ● USA: time spent playing/capita: 23.2 min daily ● Average player3: ○ 31 years old (39% are over 36) (!) ○ 48% female ○ mobile! Quellen: 1 http://bit.ly/1eJsALr; 2 http://bit.ly/1D8MzQR, 3 ESA 2014
  • 11. Gamification = something new? Source: soldiershttp://www.bmlv.gv.at/abzeichen/; couponhttp://de.wikipedia.org/wiki/Rabattmarke, boyscout uniform: http://de.wikipedia.org/wiki/Pfadfinderkluft
  • 12. What are games good at? Games provide reachable, definite goals. Source: http://de.wikipedia.org/w/index.php?title=Datei:Tetrisgb. jpg&filetimestamp=20090907191647
  • 13. What are games good at? Games give instant feedback. Source: http://www.computerbild.de/fotos/Super-Mario-Galaxy-2-Allgemeine-Tipps-5381209.html
  • 14. What are games good at? Playing games is rewarding. Source: http://nightmaremode.net/wp-content/uploads/2012/04/level-up.jpg
  • 15. What are games good at? Games give room for error. Source: http://nightmaremode.net/wp-content/uploads/2012/04/level-up.jpg
  • 16. What are games good at? Games provide comparability. Source: https://www.flickr.com/photos/videocrab/280787884/in/photolist-qP7sq-5mYYnM-5bsEUU
  • 17. What is Gamification good at? Changing behavior by - stimulation through reward engines - reachable goal definition - providing momentum through social mechanics (social glue) → Short term behavioral change Vs. long term.
  • 18. Gamification mechnics I points→ instant feedback
  • 19. Gamification mechanics II badges→ rewards, reachable goal
  • 20. Gamification mechanics III highscores→ comparability, bragging
  • 21. Player Types graphic: http://frankcaron.com/Flogger/wp-content/uploads/2011/07/frankcaron_playerTypes_flat.png concept: Bartle, 1996
  • 22. critical reception of the term Ian Bogost: “Gamification is bullshit” [exploitationware] Jane McGonigal: “With gamification towards a better world.” [alternate reality games] Gabe Zichermann: “Crush the competition with gamification.” Bogost: http://en.wikipedia.org/wiki/Ian_Bogost McGonigal: http://en.wikipedia.org/wiki/Jane_McGonigal Zicherman: https://www.flickr.com/photos/ictqatar/6845230869/
  • 23. Believe the hype? Quelle: http://www.gartner.com/newsroom/id/2575515
  • 24. Believe the hype? Quelle: http://www.smartinsights.com/wp-content/uploads/2013/12/gartner-hypecycle-2014-emerging-technologies.jpg
  • 25. Dividing games and gamification gamifying something Vs. making a game game designers: perversion, misuse, boring, Skinner-box, turf war → detach concept of gamification from games. Think mechanics on a more abstract level.
  • 26. Fields of application - messages that are difficult to grasp - short term attention-spikes - increase of interaction through stimulating self efficacy - (political) campaigning
  • 27. Predictions Game Based Learning to be more widespread Serious Games expected to increase (proper games that often times use a metaphorical approach to make certain real life topics experienceable)
  • 28. Predictions - term will vanish - afterlife of mechanics in campaigns and marketing mix Gamification ~ 2007 - 2020
  • 29. Examples Which successful social media service uses gamification mechanics?
  • 30. gamified features of Goal: Facebook needs users to repeadedly create fresh, personal content. Needs data for advertising. Task: Connect with friends! Instant feedback: likes, comments, shares points: likes, friend-count, followers, engagemant metrics social status = representable
  • 32. Raising engagement Quelle: https://www.zombiesrungame.com/
  • 34. political campaigning Source: http://www.idfblog.com/
  • 35. Practical example: Gamification of the house rules Campaign: ‘Rücksicht hat Vorrang.’ → not the sexiest topic ever. Task: Raise awareness for house rules and frequent violations. Raise engagement on blog. Point to get across: House rules benefit everyone. machen.
  • 36. Practical example: Gamification of the house rules - Development time = 2 months - User enforce house rules on blog - badges for users and a SHARED SCORE. - reaching score goal = possible prize for all players; 5 levels
  • 37. Practical example: Gamification of the house rules running time: 16.09.2013 – 04.10.2013 generated users: > 1.000 1.920.165 awareded points 170.000 interactions average points/user: 1.951 massive increase in blog traffic: + 377% (!) more data here: http://digitalaffairs.at/2013/10/09/lets-play-gamification-wiener-linien-hausordnung/ and here: http://digitalaffairs.at/2013/10/15/wiener-linien-gamification-fun-facts/
  • 38. a few recommendations - set definite goals - use MDA-Framework, narration! - make game design document: define grammar, tonality, terms to use - use cloud service (Google Drive) - analytics programme - get good technical partner - invest time in testing (diff. user types) mom test
  • 39. Conclusion Gamification = Use of game design elements in non game contexts Gamification itself is nothing new. Core mechanics: instant feedback through points badges as rewards and goals social status represented through levels bragging rights through high score lists Gamification and games are farther apart than one would think Think of gamification mechancis as part of the media mix in campaigns intrinsic motivation > extrinsic motivation in the long run
  • 40. Reading list: ● Johan Huizinga: “Homo Ludens” ● Roger Callois: “Man, Play and Games” ● Kevin Werbach: “For the Win: How Game-Thinking can revolutionize your business” ● Ian Bogost: “Persuasive Games - The expressive power of videogames” ● Jane McGonigal: “Reality is broken - why games make us better and how they can change the world.”
  • 41. Interesting projects Physics game “Ludwig” -->http://www.playludwig.com/ YPD-Challenge → http://www.ypdchallenge.com/ Financial Literacy Game “ Cure Runners” http://cure-runners.at/
  • 42. Mag. Vincent Tschaikner vt@digitalaffairs.at vincenttschaikner@gmail.com https://www.facebook.com/vincenttschaikner www.twitter.com/vvolume https://www.linkedin.com/in/vincenttschaikner