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Gamification
spielend nutzer
motivieren
Sebastian Deterding (@dingstweets)
Hamburg, GOOD School, 15. Mai 2011

cbn
»Was die Good-Schüler
nicht wollen: an
Powerpoint sterben«

Briefing
Spielen (15 min)

          * Bildet drei/vier Teams
          * Jedes Team wählt ein Spiel
          * Los geht’s


Action!
Die Idee              Der Spielbaukasten
   1                          3




              2
           Einsätze
Die Idee
   1                  Der Spielbaukasten
                              3




              2
           Einsätze
Es war einmal,
im Jahr 2009 ...
Währenddessen,
im Werbeland ...
»Fun is the easiest way to
  change people‘s behaviour.«


The Fun Theory
Business-Bibeln
Ga b e
   Z ic h e r m a n n               A my J o Kim




                                                   By ro n Re eve s




                          Jane                                Je s se S c h e ll
                        McGonigal




Sprechende Köpfe
Konferenzen
Service-Anbieter
Die Idee              Der Spielbaukasten
   1                          3




              2
           Einsätze
einmalig
1   Aufmerksamkeit   Spiel als Medienspektakel

                     dauerhaft
2   Engagement       Spiel als Verstärker/Verlängerung

                     dauerhaft
3   Nutzwert         Spiel als Kernnutzen




3 Einsätze von Gamification
Business-Bibeln
1   Aufmerksamkeit
Business-Bibeln
2 Engagement
Business-Bibeln
3 Kernnutzen
(Auch für interne
Business-Bibeln Kreation)
Der
                      Spielbaukasten
Die Idee                    3
   1




              2
           Einsätze
Score: 964,000,000,000,000
                                (You rock!)




Earn 1,000,000,000,000 points
»Fun from games arises
out of mastery.«



    Raph Koster
    a theory of fun for game design (2005)
Ziele
+ Regeln
= spannende Herausforderungen
+ Feedback
= Erfolgserlebnisse
Ziel
ip
   nz
 ri 1
P #




  Strukturierter Fluss von Zielen
Aktionen


  Ziel
ip
   nz
 ri 2
P #




  Finde die Kern-Herausforderung
Vokabeln lernen
              + Zeitdruck
              + Koordination
              = ???




Keine Kern-Herausforderung
Kern-Herausforderung von E-Mail?
• Maximaler Output?
• Fehlerfrei, höflich, praktisch?
• Priorisierung?
• Schnelle Antwort?
• Seltener checken?
• Inbox Zero?
Priorisierung
Inbox Zero
hr
  fa
 e 1
G #




  Im Weg stehen
Ticket




         Für Ticket Punkt durch
         Labyrinth steuern
Ticket




         Level 2
                   Für Ticket Punkt durch
                   Labyrinth steuern
Aktionen




           Ressourcen
  Ziel
Aktionen




           Ressourcen
  Ziel


Regeln
ip
   nz
 ri 3
P #




  Gestufte Herausforderungen
frustration
                                                    lo w«
                                                  »f
Schwierigkeit




                                                  langeweile


                                 Fähigkeit/Zeit



                      Mihaly Csikszentmihalyi
                      flow: das geheimnis des glücks (2007)
Feedback   Aktionen




                      Ressourcen
             Ziel


           Regeln
ip
   nz
 ri 4
P #




  “Saftiges” Feedback
There’s an App for That!
ip
   nz
 ri 5
P #




  Umsetzbares Feedback
ip
   nz
 ri 6
P #




  Greifbarer Status und Fortschritt
FarmVille, Linkedin
hr
  fa
 e 2
G #




  Unerwünschte Nebenwirkungen
  … vs. Quality and Variety
zweck


Feedback   Aktionen




                      Ressourcen
             Ziel


           Regeln
zweck


                        Aktionen
zielgruppe


             Feedback




                                   Ressourcen
                          Ziel


                        Regeln
FarmVille
Fallout 3
Fanlib.com
Das Wettbewerbs-Spektrum

        Christian Crumlish, Erin Malone
        designing social interfaces (2009)
zweck


                        Aktionen
zielgruppe


             Feedback




                                                belohnung
                                   Ressourcen
                          Ziel


                        Regeln
hr
  fa
 e 3
G #




  Extrinsische Anreize
  … vs. Quality and Variety
Autonomieverlust Variety
… vs. Quality and
Entwertung der Tätigkeit
                           http://www.flickr.com/photos/courosa/4955407599/sizes/l/in/photostream/
http://www.flickr.com/photos/courosa/4955407599/sizes/l/in/photostream/
zweck


                        Aktionen
zielgruppe


             Feedback




                                                        belohnung
                                   Ressourcen
                          Ziel


                        Regeln
                                        N               Frei nach:
                                        A               Aaron Dignan,
                                        G                Game Frame
                        technik                     j


                                         http://j.mp/h1vosB
Spielanalyse (15 min)

          * Kehrt zu euren Teams und
          Spielen zurück
          * Spielt und beobachtet: Was
          macht Spaß? Warum?
          * Notiert Ziel, Regeln, Feedback,
Action!   Aktionen und Ressourcen mit
          dem Cheat Sheet
Monopoly
• Ziel: Alle Straßen besitzen
• Aktionen: (Ziehen,) kaufen, verkaufen, zahlen
• Ressourcen: Geld, Straßen, Häuser, Männchen
• Regeln: Reihum würfeln und ziehen
• Feedback: Straßen mit Häusern, Geld
• Kern-Herausforderung: Entscheidung kaufen oder
  nicht?
• Spaß: Schadenfreude, Zufallsglück, Aufbau
Scharade
• Ziel: Als Team die meisten Begriffe raten
• Aktionen: Raten, Gestikulieren
• Ressourcen: Körper
• Regeln: Teams, Zeitdruck, nur Gesten
• Feedback: Punkteliste, Gestik und Mimik
• Kern-Herausforderung: Schwierige Begriffe erfinden,
  darstellen, raten
• Spaß: (Lizenz für) alberne Mimik und Gestik, Team-
  Erfolg
Meetings
Meetings und ihre Probleme
• Zu häufig, zu lang, zu viele Teilnehmer
• Verspätet kommen, früher gehen
• Geistig abwesend in Laptop & Handy
• Keine Agenda, kein Protokoll, kein
  Follow-up
• Langweilig
• Keine zündenden Ideen
Das Meeting-Spiel (20 min)

          * Bildet eure vier Teams
          * Wählt ein Meeting-Problem
          * Gestaltet ein Spiel, um das
          Problem zu lösen
          * Beginnt mit dem, was ihr im
          Spiel zuvor abgeschaut habt
          * Verändert die Regeln oder
          erfindet neue
Action!   * Notiert und präsentiert euer
          Spiel mit dem Cheat Sheet
Your turn!
@dingstweets

sebastian@codingconduct.cc

codingconduct.cc

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Gamification: Spielend Nutzer motivieren