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Gamification: Work can be fun?
11101.101.11111011101
Torsten Reiners
WHAT IS FUN?
Fun is an experience - short-term,
often unexpected, informal,
not cerebral and generally purposeless
Fun is the enjoyment
of pleasure,
Particularly in leisure activities.
purposeless
Another word for learningunder optimal conditions
Passio
PLAY
Play
Engage in activity for
enjoyment and
recreation
rather than a serious
or practical purpose.
PLAY
Who plays games on the way to work?
Gamification
Integrating game dynamics
into your site, service, community, content or campaign,
in order to drive participation.
the use of game design elements in non-game contexts
motivational elements of games + learning
activities + communicate and share
accomplishment + goals
= direct the attention + motivate for action
fun, play, passion
GAMIFICATION IS ALREADY HERE.
.
EVERYWHERE.
HYPE
HYPE CYCLE by Gartner
HYPE CYCLE by Gartner
70% of Global 2000 have at
least one Gamified application
50% of companies with
innovative processes will
gamifiy those processes By 2015
Intention
INTENTION
YOU MISSED!!!!!
DYNAMICS
DYNAMICS
Curiosity
Emotions
Relationship
DYNAMICS
DYNAMICS
MECHANICS
Achievement
Challenge
Collaboration/Socialising
Feedback
Ownership
Progression
Transaction
Stochastic
COMPONENTS
• non-game, real-world contexts are enhanced with
concepts from games to
engage, encourage, focus, and guide users
• Mechanics of Gamification
• Scores
• Leaderboards
• Badges
• Quests
• Competition
• Levels
• ...
LinkedIn
/www.yout
m/watch?v
_BhaGE
Advanced Gaming
Components
• Game over
• Next life
• Save points
• Rewind
• Multi-player
• NPC / Ghosts
• Slow motion
• Awards
2012-11-29 Gamification in logistics and supply chain
education
PLAYER TYPES
Gamesin
Class
SKILLS
Challenge
Boredom
Anxiety
PLAYER BUSINESSGAME
Player meets Business: Play the right game
2012-11-29 Gamification in logistics and supply chain
education
2012-11-29 Gamification in logistics and supply chain
education
PROGRESS
beginner
expert
LEARNER
Teacher
NEW PERSPECTIVES
nDiVEOLT Grant 2013-2014
(AUD 220,000)
Torsten Reiners, Lincoln C. Wood, Vanessa Chang
Christian Guetl, Jan Herrington, Hanna Teräs
nDiVEOLT Grant 2013-2014
(AUD 220,000)
n-Dimensional Immersive Virtual Environment
• increase authenticity through inclusion of real-life complexity
• use scenarios linked into a comprehensive supply chain
• include gaming mechanisms to increase student engagement
Skills Training in L&SCM
• Difficult to observe for the learner
• Long time-periods without events before the
outcome of decisions becomes visible
• Consequences that are not desirable to
replicate in real-life environments
Multiple Perspectives
nDiVE: 3D Environment
• Multiple communication channels
• Social awareness
• Knowledge transfer and understanding
• Presence
• Feeling of being part of the environment
• Increase of motivation and productivity
• Awareness of others
• Decreasing barriers
• Facilitation of collaboration
nDiVE: Authenticity
• Interested in complete immersion of learners in a
scenario
• Not requiring a real-world setting
• Pedagogical strategies to enable students
to act as if they were operating
in a real environment
Can everything be a game !!!
Sure. Just add points
Sure. Just be a slave
http://vimeo.com/48164088
Pirate
• http://www.youtube.com/watch?v=t3dgM45gwvg
• Luka, Matej Peljhan
MEANING
MASTERY
AUTONOMY
OBJECTIVES
DATA
APPLICATION
Key Ingredients
• Identify all the tasks you don’t like doing
• Assign these various tasks and stuff point values
• Base the rewards, like drinking a beer
• Track everything
• Modify the point values as needed
• Have success weeks and milestone prizes
QUICK GUIDELINE
THANKS
Gamification Resources
Gamfication Wiki
Boook
CfC
Projector for living room

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Gamification: Work can be fun?