Treten Sie ein in die beiden heißesten Trends: Online interaktive Videospiele und das Internet! Spiele kostenlos spielen und dafür bezahlt werden! Verwenden Sie AdverGaming wie Internet-Riesen und verwandeln Sie Ihren Computer in eine "Money Making Machine" http://skybuddy.liveon.mobi
Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generatio...Kabir Ahmad
Embedded gaming or "Gamification" is a next generation advertising approach in which gaming elements are integrated into a
non-game environment.
Gamification represents a promising strategy for public and commercial brands to increase customer activity, build loyalty,
broaden reach and monetize assets.
Mind Commerce projects Gamification growth to reach $3.6 billion by 2017. It is also estimated that by 2017, 80% of Global
2000 organizations will have gamified applications and/or processes.
The goal of Gamification is to maximum user brand/product engagement through facilitation of entertainment in which the user
interacts with the brand in a fun/pleasurable manner. One of the keys to success is to assess user behavioral patterns as a precursor
to deploying optimal game mechanics that that align user likes, dislikes, expectations and behaviors. Optimal design is
based on research into extrinsic motivators, intrinsic values and facilitation of long term engagement.
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
Gamification in 2017 - How to Engage Users with Game-Like FeaturesPeter Knudson
These slides were prepared for an event hosted by Dojo Bali co-working, Bali Indonesia.
Your business doesn't need to be a game to be inspired by the same mechanics. Learn the basics of gamification to increase user retention and engagement and make your product become a habit.
Gamification is the process of adding features like a video game to make the experience more engaging. You will learn what game feature are best to use within non-gaming apps, which ones to avoid, and how to cleverly disguise them to not look obvious.
Peter Knudson is a game design and product management consultant from Saint Paul, Minnesota. He has worked at game companies like Zynga, Activision, and Wizards of the Coast. He currently is an independent consultant working with publishers like The Pokemon Company, EA, and Adult Swim Games. Website: PeterKnudson.com
As the title says, my "Standard" gamification presentation that I have been using as my base deck during 2017 - also called Gamification in a Nutshell :)
Treten Sie ein in die beiden heißesten Trends: Online interaktive Videospiele und das Internet! Spiele kostenlos spielen und dafür bezahlt werden! Verwenden Sie AdverGaming wie Internet-Riesen und verwandeln Sie Ihren Computer in eine "Money Making Machine" http://skybuddy.liveon.mobi
Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generatio...Kabir Ahmad
Embedded gaming or "Gamification" is a next generation advertising approach in which gaming elements are integrated into a
non-game environment.
Gamification represents a promising strategy for public and commercial brands to increase customer activity, build loyalty,
broaden reach and monetize assets.
Mind Commerce projects Gamification growth to reach $3.6 billion by 2017. It is also estimated that by 2017, 80% of Global
2000 organizations will have gamified applications and/or processes.
The goal of Gamification is to maximum user brand/product engagement through facilitation of entertainment in which the user
interacts with the brand in a fun/pleasurable manner. One of the keys to success is to assess user behavioral patterns as a precursor
to deploying optimal game mechanics that that align user likes, dislikes, expectations and behaviors. Optimal design is
based on research into extrinsic motivators, intrinsic values and facilitation of long term engagement.
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
Gamification in 2017 - How to Engage Users with Game-Like FeaturesPeter Knudson
These slides were prepared for an event hosted by Dojo Bali co-working, Bali Indonesia.
Your business doesn't need to be a game to be inspired by the same mechanics. Learn the basics of gamification to increase user retention and engagement and make your product become a habit.
Gamification is the process of adding features like a video game to make the experience more engaging. You will learn what game feature are best to use within non-gaming apps, which ones to avoid, and how to cleverly disguise them to not look obvious.
Peter Knudson is a game design and product management consultant from Saint Paul, Minnesota. He has worked at game companies like Zynga, Activision, and Wizards of the Coast. He currently is an independent consultant working with publishers like The Pokemon Company, EA, and Adult Swim Games. Website: PeterKnudson.com
As the title says, my "Standard" gamification presentation that I have been using as my base deck during 2017 - also called Gamification in a Nutshell :)
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
City Games: Up and Down and Sideways on the Ladder of AbstractionSebastian Deterding
Like games and everyday life, games and cities have been intersecting in two primary ways: modelling the city in an abstract view from above, with planning games and urban simulations, and transforming people's everyday urban experiences and behaviors with playful interventions on the ground. Neither one, this talk argues, has been particularly successful in creating lasting improvements in citizen's well being. To accomplish this, we need to take game design seriously and look sideways at the messy middle between map and territory, the processes in which one is translated into the other (or not). My keynote at ISAGA 2017 in Delft, NL, July 10, 2017.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
Gamification of Employee Engagement & Company CultureD B
Based on a presentation made to a graduate class of students at Northeastern University. Describes how employee engagement evolved since the Taylorism era. Also explains the key role that Gamification can play within a company to increase employee engagement and improve the overall culture. Covers how to avoid the "Dark Side" of Gamification and the main problems associated with its growing popularity.
This whitepaper offers an introduction to the world of Gamification. Containing theories and examples, it provides a framework with which the reader can start implementing Gamification in his own organization.
1960 brachte Milton Bradley “Das Spiel des Lebens” heraus: Ein feuchter Kapitalistentraum von Brettspiel, bei dem der gewann, der mit viel Glück als Reichster den Ruhestand erreichte. Heute machen “Gamification”-Anbieter Ernst mit dem Lebens-Spiel: Vom Abnehmen bis zur Rettung von Afrika, vom TV-Show-Gucken bis zum DNA-Sequenzabgleich: Keine Tätigkeit, die nicht durch Punkte, Abzeichen und andere Elemente aus Computerspielen spaßiger und motivierender gestaltet werden könnte – so ihr Versprechen.
Dabei ist die Debatte über “Gamification” tief gespalten: Auf der einen Seite stehen feuchte Vermarkter-Träume von der perfekten Kundenbindung, auf der anderen Game Designer, die vor Schlangenölverkäufern und flacher “Punktifzierung” warnen. Wie gestaltet man eine spielerische Erfahrung, die für Nutzer wirklich relevant ist – statt nur flüchtige Neuigkeitsreize zu schaffen? Welche Lektionen halten Spiele für andere Produkte und Anwendungen tatsächlich bereit? Welche Kritik ist gerechtfertigt? Und wie können Designer, die an der “Gamifizierung” einer Anwendung interessiert sind, die gefährlichsten Untiefen umschiffen? Der Vortrag gibt eine Übersicht über die aktuelle “Gamification”-Bewegung und zeigt Potenziale und Prinzipien ebenso wie blinde Flecken und Gefahren auf.
Verwenden Sie AdverGaming wie die Internet-Riesen Google, Yahoo, Facebook, Miniclips und pogo.com und verwandeln Sie Ihre Webseite in eine "Money Making Machine"! Informieren Sie sich wie Sie in diese Industrie einsteigen können und starten Sie Ihr eigenes online-Business im Bereich der Internet-Games. Treten Sie ein in die beiden heißesten Trends: Online interaktive Videospiele und das Internet! Spiele kostenlos spielen und dafür bezahlt werden!
Gamification in health behaviour change produces muddled results. Why? Because game design elements, behaviour change techniques, etc. are too decontextualised and underspecified to guide design implementation. Talk at the CBC 2018 conference "Behaviour Change for Health: Digital & Beyond", February 21, 2018, London.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
City Games: Up and Down and Sideways on the Ladder of AbstractionSebastian Deterding
Like games and everyday life, games and cities have been intersecting in two primary ways: modelling the city in an abstract view from above, with planning games and urban simulations, and transforming people's everyday urban experiences and behaviors with playful interventions on the ground. Neither one, this talk argues, has been particularly successful in creating lasting improvements in citizen's well being. To accomplish this, we need to take game design seriously and look sideways at the messy middle between map and territory, the processes in which one is translated into the other (or not). My keynote at ISAGA 2017 in Delft, NL, July 10, 2017.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
Gamification of Employee Engagement & Company CultureD B
Based on a presentation made to a graduate class of students at Northeastern University. Describes how employee engagement evolved since the Taylorism era. Also explains the key role that Gamification can play within a company to increase employee engagement and improve the overall culture. Covers how to avoid the "Dark Side" of Gamification and the main problems associated with its growing popularity.
This whitepaper offers an introduction to the world of Gamification. Containing theories and examples, it provides a framework with which the reader can start implementing Gamification in his own organization.
1960 brachte Milton Bradley “Das Spiel des Lebens” heraus: Ein feuchter Kapitalistentraum von Brettspiel, bei dem der gewann, der mit viel Glück als Reichster den Ruhestand erreichte. Heute machen “Gamification”-Anbieter Ernst mit dem Lebens-Spiel: Vom Abnehmen bis zur Rettung von Afrika, vom TV-Show-Gucken bis zum DNA-Sequenzabgleich: Keine Tätigkeit, die nicht durch Punkte, Abzeichen und andere Elemente aus Computerspielen spaßiger und motivierender gestaltet werden könnte – so ihr Versprechen.
Dabei ist die Debatte über “Gamification” tief gespalten: Auf der einen Seite stehen feuchte Vermarkter-Träume von der perfekten Kundenbindung, auf der anderen Game Designer, die vor Schlangenölverkäufern und flacher “Punktifzierung” warnen. Wie gestaltet man eine spielerische Erfahrung, die für Nutzer wirklich relevant ist – statt nur flüchtige Neuigkeitsreize zu schaffen? Welche Lektionen halten Spiele für andere Produkte und Anwendungen tatsächlich bereit? Welche Kritik ist gerechtfertigt? Und wie können Designer, die an der “Gamifizierung” einer Anwendung interessiert sind, die gefährlichsten Untiefen umschiffen? Der Vortrag gibt eine Übersicht über die aktuelle “Gamification”-Bewegung und zeigt Potenziale und Prinzipien ebenso wie blinde Flecken und Gefahren auf.
Verwenden Sie AdverGaming wie die Internet-Riesen Google, Yahoo, Facebook, Miniclips und pogo.com und verwandeln Sie Ihre Webseite in eine "Money Making Machine"! Informieren Sie sich wie Sie in diese Industrie einsteigen können und starten Sie Ihr eigenes online-Business im Bereich der Internet-Games. Treten Sie ein in die beiden heißesten Trends: Online interaktive Videospiele und das Internet! Spiele kostenlos spielen und dafür bezahlt werden!
Gamification in health behaviour change produces muddled results. Why? Because game design elements, behaviour change techniques, etc. are too decontextualised and underspecified to guide design implementation. Talk at the CBC 2018 conference "Behaviour Change for Health: Digital & Beyond", February 21, 2018, London.
The Great Escape from the Prison House of Language: Games, Production Studies...Sebastian Deterding
My talk at the DiGRA/FDG 2016 "Why production studies? Why now?" panel, asking how production studies can answer to basic cultural and hermeneutic questions.
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of “game aesthetics” and “boundary work”, I explore how game makers intentionally or unintentionally partake in working the boundaries of “real” games.
Desperately Seeking Theory: Gamification, Theory, and the Promise of a Data/A...Sebastian Deterding
Gamification promises a new, data-driven take at a science of design: establishing what design features cause what psychological and behavioural effects. But to realise this promise, it needs theory.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
The Lens of Intrinsic Skill Atoms: A Method for Gameful DesignSebastian Deterding
Presentation at CHI 2016. The idea that game design can inspire the design of motivating, enjoyable interactive systems has a long history in human-computer interaction. It currently experiences a renaissance as gameful design, often implemented through gamification, the use of game design elements in nongame contexts. Yet there is little research-based guidance on designing gameful systems. This article therefore reviews existing methods and identifies challenges and requirements for gameful design. It introduces a gameful design method that uses skill atoms and design lenses to identify challenges inherent in a user’s goal pursuit and restructure them to afford gameplay-characteristic motivating, enjoyable experiences.
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
Game Engines in Game Education: Thinking Inside the Tool Boox?Sebastian Deterding
Should apprentices of a craft master one tool, making themselves dependent on it? Or become fluent in many? Should they use pre-made parts? Or should they learn how to make everything from scratch, even if that doesn't reflect actual practice? These eternal questions of craft education have become relevant for game educators with the rise of game engines like Unity. This talk will reveal firsthand experiences and strategies used to deal with the opportunities and challenges of integrating game engines in game education. / My and Casey O'Donnell's talk at the GDC Education Summit 2016.
Joys of Absence: Emotion, Emotion Display, and Interaction Tension in Video G...Sebastian Deterding
Paper presented at Foundations of Digital Games 2015: While Erving Goffman’s work on frames has found broad adoption in game research, his sociological theory of gameplay enjoyment as “euphoric ease” has not been probed, although it is one of the few theories of gameplay enjoyment focusing what is absent in gameplay. Because spontaneous and socially demanded emotional involvement often align in gameplay, Goffman holds, it lacks the effortful self-regulation of conduct and emotion typical for everyday life. This paper presents an empirical grounding of Goffman’s theory, drawing on a qualitative interview study on social norms of emotion regulation in video game play. Data suggests that the absence of active emotional self-control may indeed be a hygiene factor of game enjoyment most strongly found in solitary gameplay, afforded by a socio-material setting licensing the display of gaming-typical emotions, and shielding form potentially disapproving onlookers.
Be it playful design or gamification: It usually takes about five minutes until the Mary Poppins tune “Spoonful of Sugar” is evoked. This talk will explain why this reference is both true and false, how the movie entails two radically divergent theories of fun that match what we know in psychology and educational research, and how to translate this into designing for fun. My talk given at Gaminomics 2015, June 11, 2015 in London.
My small contribution on the stellar DiGRA 2015 panel "From Game Studies to Studies of Play in Society" organized by Frans Mäyrä, held in Lüneburg on May 17, 2015.
4. das dispositiv fernsehen, ca. 1960
TV-Sender finanzieren,
produzieren, und
distribuieren programmierte
serielle Fernseh-Sendungen
per Rundfunk, die von der
Familie in der Freizeit
synchron gemeinsam im
Wohnzimmer am Fernseher
betrachtet werden.
5.
6. r.i.p., fernsehen, 2016
Webserien
Online-Shops als Produzenten
Direct to IP
PC, Smartphone, Tablet, TV, Beamer
Boxed Sets
Second Screen-Livekommentare auf Twitter
Nahtlosformat mit Trailer-Skip-Funktion
Solo-Binge-Watching
7. das dispositiv computerspiel, ca. 1996
AAA-Studios und AAA-
Publisher produzieren und
distribuieren Genre-Spiele
als Boxen über den Massen-
Einzelhandel, die in der
Freizeit zu Hause von einer
Person vor dem PC oder einer
Konsole diachron gespielt
werden.
10. wie machen wir* aus
dieser unordnung sinn?
die frage
* als Alltagsmenschen und Medienforscher
11. <1> Das 20. Jh. stabilisierte “Medien” als Dispositive, die von
Forschung und NutzerInnen dann als Einheiten angenommen
und reproduziert wurden.
<2> Die Konvergenz des 21. Jh. löst “Medien” als stabile
Dispositive auf.
<3> (Re-)Stabilisierung geschieht um ökonomische
Produktionsmodi.
<4> (Re-)Stabilisierung geschieht um soziale Rahmen.
vorschau
13. umstellung von essenzen auf konstruktionsprozesse
Was ist eine Nation?
Was ist Verbrechen?
wie und woraus wird “Nation”
als Einheit stabilisiert?
wie und woraus wird etwas
als “Verbrechen” stabilisiert?
Was ist Radio?
wie und woraus wird “Radio”
als Einheit stabilisiert?
40. • Glücksspielverbot
• Passanten als Zielkundschaft • Flashy Arkaden
• Skill-based play ohne
Geldgewinn
• Begrenzte Versuche mit
kurzer Zeit
• Leicht zu starten
• Schwer zu meistern
• Hoher Wiederspielwert
• Pay-per-play Zahlmodell
• Maxmiere Start- und
Weiterspiel-Anreiz
• Minimiere play per pay
ökonomische bedingungen ästhetische formen
coin-op arkade
41. 137 mio. US$ Entwicklung
128 mio. US$ Marketing
60 mio. Kopien verkauft seit 2013
1 mrd. US$ Einnahmen in den
ersten drei Verkaufstagen
aaa spiele
42. • Einmal-Zahlen vorab
• Hohe Skaleneffekte
• Hohes Kaufrisiko
• Gesättiger Market
Intensiv vermarktete Blockbuster-
Serien, minimales Risiko
• Wenige Titel
• Etablierte Genres,
Geschichten, Mechaniken
• IP-Serien
• Hohe Produktionswerte
• Leicht vermarktbare
Features
• Hohes Risko, hohe Gewinne
ökonomische bedingungen ästhetische formen
aaa spiele
50. “Convergence describes [...] a move from
medium-specific content toward content
that flows across multiple media channels.”
henry jenkins,
convergence culture (2006, 243)
51. entkopplung von inhalt und “technik”
Produktion
Distribution Inhalte
Rezeption
Endgeräte
und was ist hiermit?
52. wie machen wir* aus
dieser unordnung sinn?
die frage
* als Alltagsmenschen
60. “I assume that when individuals attend to
any current situation, they face the
question: ‘What is it that’s going on here?”
erving goffman,
frame analysis (1986, 8)
61. A frame is “the definition of a situation:
principles of organization which govern
events […] and our subjective involvement
in them.” erving goffman,
frame analysis (1986, 8, 10-11)
62. • Sozial geteilte und reproduzierte Organisationsprinzipien für
Situationen
• Organisieren epistemisch (wie wir X erleben, deuten, erwarten),
normativ (wie wir X einfordern und sanktionieren), und praktisch
(wie wir X in Verhalten und Materie strukturieren)
• Verklammern Produzenten und Rezipienten über geteilte
Erwartungen, Label: Was wir (uns) von einem “guten” X versprechen
• Historisch und kulturell kontingent und dynamisch
medien/genre-rahmen
63. »There’s no other word for it except evil.«
- jonathan blow über social games
rahmen sind normativ
66. “Convergence describes [...] a move from
medium-specific content toward content
that flows across multiple media channels.”
henry jenkins,
convergence culture (2006, 243)
frames frames
68. <1> Recht, Technik, Ökonomie stabilisierten im 20. Jh.
“Medien” als Dispositive, die von Forschung und NutzerInnen
dann als Einheiten angenommen und reproduziert wurden.
<2> Konvergente Digital-Technik/Ökonomie/Recht des 21. Jh.
lösen “Medien” als stabile Dispositive auf.
<3> (Re-)Stabilisierung geschieht um tragfähige
ökonomische Produktionsmodi.
<4> (Re-)Stabilisierung geschieht in und um geteilte soziale
Rahmen.