3. Roger Caillois
fun: the activity is chosen for its light-hearted character
separate: it is circumscribed in time and place
uncertain: the outcome of the activity is unforeseeable
non-productive: participation does not accomplish
anything useful
governed by rules: the activity has rules that are
different from everyday life
fictitious: it is accompanied by the awareness of a
different reality
4. Play forms
Agon, or competition. E.g. Chess is an almost purely
agonistic game.
Alea, or chance. E.g. Playing a slot machine is an
almost purely aleatory game.
Mimicry, or mimesis, or role playing.
Ilinx (Greek for "whirlpool"), or vertigo, in the sense of
altering perception. E.g. taking hallucinogens, riding
roller coasters, children spinning until they fall down
5. Social actions vs play
smooth border between game/play and social
actions
"an Action is 'social' if the acting individual
takes account of the behavior of others and is
thereby oriented in its course" (M. Weber)
14. Oxford Dictionaries
U.S. shortlist for 2011′s word of the year
Arab Spring, Bunga bunga, Clicktivism, Crowdfunding,
Fracking, Gamification, Occupy, The 99%, Tiger
mother, Sifi
15. Oxford Dictionaries
U.S. shortlist for 2011′s word of the year
Arab Spring, Bunga bunga, Clicktivism, Crowdfunding,
Fracking, Gamification, Occupy, The 99%, Tiger
mother, Sifi
30. Game mechanics
... are constructs of rules and feedback loops intended
to produce enjoyable gameplay. They are the building
blocks that can be applied and combined to gamify
any non-game context.
http://gamification.org/wiki/Game_Mechanics
39. 7 ways games reward
the brain (T. Chatfield)
Use Experience Bars to Measure Progress
Provide Multiple Long/Short-Term Aims
Reward Effort - Don't Punish Mistakes
Link Actions to Consequences
Include an Element of Uncertainty
Include Peer Collaboration
Engage Players by Doling Out the Rewards at the
40. Flow
Flow is the mental state of operation in which a person
in an activity is fully immersed in a feeling of energized
focus, full involvement, and success in the process of
the activity.
Proposed by Mihály Csíkszentmihályi, the positive
psychology concept has been widely referenced
across a variety of fields. (Wikipedia)
42. Components of flow
1. Clear goals (expectations and rules are discernible
and goals are attainable and align appropriately with
one's skill set and abilities). Moreover, the challenge
level and skill level should both be high.[5]
2. Concentrating, a high degree of concentration on a
limited field of attention (a person engaged in the
activity will have the opportunity to focus and to delve
deeply into it).
43. Components of flow
3. A loss of the feeling of self-consciousness, the
merging of action and awareness. Action with
awareness fades into action alone.
4. Distorted sense of time, one's subjective experience
of time is altered.
5. Direct and immediate feedback (successes and
failures in the course of the activity are apparent, so
that behavior can be adjusted as needed).
6. Balance between ability level and challenge (the
activity is neither too easy nor too difficult).
44. Components of flow
7. A sense of personal control over the situation or
activity.
8. The activity is intrinsically rewarding, so there is an
effortlessness of action.
9. A lack of awareness of bodily needs (to the extent
that one can reach a point of great hunger or fatigue
without realizing it)
10. Absorption into the activity, narrowing of the focus
of awareness down to the activity itself, action
awareness merging. Action with awareness fades into
action alone.
45. Gamers?
50% of gamers are reported as being female, 30% are
over 45, and in the U.S. there are 40 million active
social gamers (who play at least 1 hour a week), and
there are over 200 million gamers on Facebook.
(2011 Los Angeles Games Conference)
57. Acting
Win
Harass Hack Challange Create
Cheat
Killers Achievers
Compare
Players World
Like View
Help Share
Socializers Explorers
Comment Vote Review
Greet
Interacting
58. Acting
Win
Harass Hack Challange Create
Cheat
Killers Achievers
Compare
Players World
Like View
Help Share
Socializers Explorers
Comment Vote Review
Greet
Interacting Test: apply this to social
networks
59. Acting
Achievers Killers
World Players
Explorers Socializers
Interacting
60. What not to omit
Daniel Pink and Sebastian Deterding
75. Gamification Critics
“It’s a modern-day form of manipulation. And like all
cognitive manipulation, it can help people and it can
hurt people. And we will see both.”
– danah boyd, researcher, Microsoft and Harvard’s
Berkman Center
example: Sina Weibo