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Towards an Ecology of Play: 
Using games and gamification as the 
primary design focus for the 
development of online courses
Jake Peterson, ABC 
Designori, L.L.C. 
Richard L. Webb, PhD 
Kenai Peninsula College 
Designori, L.L.C. 
De’Signori
• Play is the native language of 
human learning 
• It is our original learning by doing 
• Games are natural expressions 
of human play and therefore 
practical vehicles for learning
Gamification is… 
the application of game elements 
and processes in non-game or 
pseudo-game settings in order to 
replicate and enhance positive 
user effects
Problem 
Gamification is… 
primarily used as an anecdotal 
design tactic but is most 
effectively utilized in a holistic 
gaming environment
Solution 
By applying games and 
gamification as a holistic design 
strategy significant gains in 
engagement, assessment and 
retention result
Games are a part of what we do as humans. From our earliest years 
we learn through the use of games. We play patty-cake to learn 
coordination. Then as young children game design seems to be an 
intrinsic part of who we are as we modify, make-up, and repurpose the 
schoolyard games we come in contact with, as we learn physical skills, 
social dynamics, and problem solving. When we become older, games 
become the escape from what we consider the norm, or from work. 
I’m not sure when we begin to compartmentalize games as something 
separate or removed from our regular experience. I propose that 
games have always been a part of who we are, but for some reason 
we often try to separate that experience as we grow older. I suggest 
that in order to keep games as a part of our human experience that 
we also make game design a part of our lives. For that reason it is 
important to learn what elements make up the creation of a game.
OAccelerated Feedback Cycles 
OClear goals and rules of play 
OCompelling Narrative 
OChallenging but achievable 
tasks. 
Ohttp://www.demandmetric.com/content/gamification-infographic
Mechanics 
Mechanics is all about the rules and procedures of the game; it’s about what 
can be done, what can’t be done, and what the goal is. All elements of a game 
interact with each other. The mechanics of a game are supported by what the 
technology for the game is able to do. The mechanics of a computer game 
become clear to the player often through the incorporation of the story and 
aesthetics of the game. We do many things for entertainment, including 
games. Mechanics is the thing that separates games from other forms of 
entertainment.
Aesthetics 
The aesthetics are how the game looks, sounds, or feels. The aesthetics are 
what initially draws the player into the game, and is often what the player 
remembers about the game and how they describe it to others. Aesthetics may 
be the game jingle that sticks in your head, and that you recognize after hearing 
five notes, or may be the immersive way it draws you in so that you don’t even 
realize that an hour of gameplay has gone on.
Technology 
Technology is merely the tools that are used to play the game. In regular games 
the technology may be as simple as paper and pencil, or a pair of dice. In 
computer games it can be the keyboard, mouse, or touchscreen controls that 
are used to interface with the game. The technology also refers to the 
computer hardware that is used for the game, and the software that is used to 
create and/or play the game. 
http://edtech2.boisestate.edu/bretcrane/502/conceptmap.html
The basic psychological principle behind 
gamification is to provide positive 
reinforcement for each action taken. We 
are an incentive driven world in that we 
rarely do anything without expecting some 
sort of pay off. Gamification helps to either 
provide an incentive where one was 
lacking, or to increase a current incentive. 
This results in an elated feeling whenever 
we receive a new badge or trophy.
Feedback is a basic User Experience principle with two parts 
that make it essential. 
1.It tells users that their intended action was registered. 
2.It provides a cue as to how the system will respond to that 
action. 
Without feedback, users are left not knowing if they are 
getting closer to their goal. 
Feedback in games serves a similar purpose. It lets the user 
know their intended action was registered and that the 
system has responded in turn. It's also an immediate 
indication that the user is getting closer to their goal.
Continually accomplishing 
small goals in order to reach 
a larger goal is often what 
makes games addictive.
The pacing of this feedback is very 
important. Too much feedback and the 
user becomes inundated with information 
overload. Too little and the user becomes 
bored. The right amount will keep the user 
in that engagement loop that keeps them 
on the site and continuing to discover new 
activities. As a business, you want external 
forces to be the reason users step away, 
not something the site does or lacks that 
causes them to leave.
In gamification, feedback needs to occur 
when the intended action occurs. Often 
these actions are not obvious and users 
may not even know they've accomplished a 
goal without any feedback. Feedback tells 
the user what they've done and serves as a 
motivator to continue exploring actions. 
Well designed feedback can be the 
entryway into users' engagment with your 
site.
OBadges and Achievements 
OBadges and achievements are often 
the method by which feedback is 
provided. Modals and Growl/Toast 
style notification are the most 
common ways to display this to 
users. Badges and achievements 
also become a way to commodify 
user actions.
OKlout Achievement example. 
OThese become digital trophies, or digital items 
that users can point to in order to show off what 
they've accomplished. It creates bragging rights, 
which plays into idea of competition that we'll 
discuss later. As meaningless as they might 
seem on the surface, they are actually great at 
creating and driving motivation. On a cognitive 
level, it's the equivalent of a a digital pat on the 
back. This positive reinforcement helps affect 
users on a different level than the non-gamified 
site.
OMissions 
OMissions are a related series of activities, often badge-earning, that 
result in a bigger accomplishment. These should be more difficult 
than badge activities and require deeper engagement from the user. 
It's the same as the stages and levels metaphor used in traditional 
video games. It's a way of creating scale and levels of accomplishment 
in order to continually provide rewards and motivation for the user. 
OThis multi-tiered approach is what drives the various levels of 
motivation as well as encouraging deeper engagement with the site. 
Pacing again plays a key role within missions in the same way as it 
does with feedback and badges. Missions that are exceptionally long 
will wear a user out before they finish, while missions that are too 
short don't provide that increased level of accomplishment.
OProgress and Ranks 
OThe sum of these badges and missions add up 
to show a user's progress. Users can see what 
level/rank they are or how many 
badges/achievements they've received. This is 
where users see how close they are to leveling 
up. Users' progress is also often shown in 
relation to other users. This is usually 
accomplished via some type of leaderboard. 
This helps provide social incentives for 
continued progress by intrinsically motivating 
users to become superior to their peer users.
OStackOverflow Reputation Rankings. 
OIn games, such as the enormously popular Call 
of Duty franchise, ranks are a way of 
determining a user's expertise and/or 
dedication. It creates, to some degree, a class 
system. Users often rally around similar players 
and tout their achievements. The same idea is 
used in gamification to create levels of 
dedication that users aspire to achieve. 
Everyone wants to be the best and that rank 
next to a user's name is a way of boasting how 
close one is to achieving that.
OCompetition 
OIt's human nature to compare ourselves 
to others to see how we stack up. Many of 
us become fiercely competitive, trying to 
outpace and outsmart our way to the top. 
User progress and badge collections 
become a way to proclaim this superiority. 
This is evidenced in manifestations such 
as FourSquare's mayor system.
Users go back and forth trying to 
outperform one another. Ideally, in the 
process, users would increase 
engagement and loyalty to the site. 
Through game mechanics they have more 
incentive to stay on the site and discover 
all that it offers. On the business side, 
increased time on site and page views add 
up to increased advertising dollars.
Environments change 
Two changes 
E-Learning 
G-Learning
“It is not the strongest of the species 
that survives, nor the most intelligent 
that survives. It is the one that is the 
most adaptable to change.” 
Darwin
O Play is the native language of human learning 
O Games are natural expressions of human play 
and therefore practical vehicles for learning 
O Gamification is the use of games to enhance a 
variety of positive effects and is proving to be 
an effective instructional design strategy 
O Gamification is

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Aste v2 3

  • 1. Towards an Ecology of Play: Using games and gamification as the primary design focus for the development of online courses
  • 2. Jake Peterson, ABC Designori, L.L.C. Richard L. Webb, PhD Kenai Peninsula College Designori, L.L.C. De’Signori
  • 3. • Play is the native language of human learning • It is our original learning by doing • Games are natural expressions of human play and therefore practical vehicles for learning
  • 4. Gamification is… the application of game elements and processes in non-game or pseudo-game settings in order to replicate and enhance positive user effects
  • 5. Problem Gamification is… primarily used as an anecdotal design tactic but is most effectively utilized in a holistic gaming environment
  • 6. Solution By applying games and gamification as a holistic design strategy significant gains in engagement, assessment and retention result
  • 7. Games are a part of what we do as humans. From our earliest years we learn through the use of games. We play patty-cake to learn coordination. Then as young children game design seems to be an intrinsic part of who we are as we modify, make-up, and repurpose the schoolyard games we come in contact with, as we learn physical skills, social dynamics, and problem solving. When we become older, games become the escape from what we consider the norm, or from work. I’m not sure when we begin to compartmentalize games as something separate or removed from our regular experience. I propose that games have always been a part of who we are, but for some reason we often try to separate that experience as we grow older. I suggest that in order to keep games as a part of our human experience that we also make game design a part of our lives. For that reason it is important to learn what elements make up the creation of a game.
  • 8. OAccelerated Feedback Cycles OClear goals and rules of play OCompelling Narrative OChallenging but achievable tasks. Ohttp://www.demandmetric.com/content/gamification-infographic
  • 9. Mechanics Mechanics is all about the rules and procedures of the game; it’s about what can be done, what can’t be done, and what the goal is. All elements of a game interact with each other. The mechanics of a game are supported by what the technology for the game is able to do. The mechanics of a computer game become clear to the player often through the incorporation of the story and aesthetics of the game. We do many things for entertainment, including games. Mechanics is the thing that separates games from other forms of entertainment.
  • 10. Aesthetics The aesthetics are how the game looks, sounds, or feels. The aesthetics are what initially draws the player into the game, and is often what the player remembers about the game and how they describe it to others. Aesthetics may be the game jingle that sticks in your head, and that you recognize after hearing five notes, or may be the immersive way it draws you in so that you don’t even realize that an hour of gameplay has gone on.
  • 11. Technology Technology is merely the tools that are used to play the game. In regular games the technology may be as simple as paper and pencil, or a pair of dice. In computer games it can be the keyboard, mouse, or touchscreen controls that are used to interface with the game. The technology also refers to the computer hardware that is used for the game, and the software that is used to create and/or play the game. http://edtech2.boisestate.edu/bretcrane/502/conceptmap.html
  • 12.
  • 13. The basic psychological principle behind gamification is to provide positive reinforcement for each action taken. We are an incentive driven world in that we rarely do anything without expecting some sort of pay off. Gamification helps to either provide an incentive where one was lacking, or to increase a current incentive. This results in an elated feeling whenever we receive a new badge or trophy.
  • 14. Feedback is a basic User Experience principle with two parts that make it essential. 1.It tells users that their intended action was registered. 2.It provides a cue as to how the system will respond to that action. Without feedback, users are left not knowing if they are getting closer to their goal. Feedback in games serves a similar purpose. It lets the user know their intended action was registered and that the system has responded in turn. It's also an immediate indication that the user is getting closer to their goal.
  • 15. Continually accomplishing small goals in order to reach a larger goal is often what makes games addictive.
  • 16. The pacing of this feedback is very important. Too much feedback and the user becomes inundated with information overload. Too little and the user becomes bored. The right amount will keep the user in that engagement loop that keeps them on the site and continuing to discover new activities. As a business, you want external forces to be the reason users step away, not something the site does or lacks that causes them to leave.
  • 17. In gamification, feedback needs to occur when the intended action occurs. Often these actions are not obvious and users may not even know they've accomplished a goal without any feedback. Feedback tells the user what they've done and serves as a motivator to continue exploring actions. Well designed feedback can be the entryway into users' engagment with your site.
  • 18. OBadges and Achievements OBadges and achievements are often the method by which feedback is provided. Modals and Growl/Toast style notification are the most common ways to display this to users. Badges and achievements also become a way to commodify user actions.
  • 19. OKlout Achievement example. OThese become digital trophies, or digital items that users can point to in order to show off what they've accomplished. It creates bragging rights, which plays into idea of competition that we'll discuss later. As meaningless as they might seem on the surface, they are actually great at creating and driving motivation. On a cognitive level, it's the equivalent of a a digital pat on the back. This positive reinforcement helps affect users on a different level than the non-gamified site.
  • 20.
  • 21. OMissions OMissions are a related series of activities, often badge-earning, that result in a bigger accomplishment. These should be more difficult than badge activities and require deeper engagement from the user. It's the same as the stages and levels metaphor used in traditional video games. It's a way of creating scale and levels of accomplishment in order to continually provide rewards and motivation for the user. OThis multi-tiered approach is what drives the various levels of motivation as well as encouraging deeper engagement with the site. Pacing again plays a key role within missions in the same way as it does with feedback and badges. Missions that are exceptionally long will wear a user out before they finish, while missions that are too short don't provide that increased level of accomplishment.
  • 22. OProgress and Ranks OThe sum of these badges and missions add up to show a user's progress. Users can see what level/rank they are or how many badges/achievements they've received. This is where users see how close they are to leveling up. Users' progress is also often shown in relation to other users. This is usually accomplished via some type of leaderboard. This helps provide social incentives for continued progress by intrinsically motivating users to become superior to their peer users.
  • 23.
  • 24. OStackOverflow Reputation Rankings. OIn games, such as the enormously popular Call of Duty franchise, ranks are a way of determining a user's expertise and/or dedication. It creates, to some degree, a class system. Users often rally around similar players and tout their achievements. The same idea is used in gamification to create levels of dedication that users aspire to achieve. Everyone wants to be the best and that rank next to a user's name is a way of boasting how close one is to achieving that.
  • 25. OCompetition OIt's human nature to compare ourselves to others to see how we stack up. Many of us become fiercely competitive, trying to outpace and outsmart our way to the top. User progress and badge collections become a way to proclaim this superiority. This is evidenced in manifestations such as FourSquare's mayor system.
  • 26. Users go back and forth trying to outperform one another. Ideally, in the process, users would increase engagement and loyalty to the site. Through game mechanics they have more incentive to stay on the site and discover all that it offers. On the business side, increased time on site and page views add up to increased advertising dollars.
  • 27.
  • 28. Environments change Two changes E-Learning G-Learning
  • 29. “It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change.” Darwin
  • 30. O Play is the native language of human learning O Games are natural expressions of human play and therefore practical vehicles for learning O Gamification is the use of games to enhance a variety of positive effects and is proving to be an effective instructional design strategy O Gamification is

Editor's Notes

  1. I hold a Masters in Human Resources Developing (think training) and a PhD in Instructional Design   My co-presenter and business partner is Jake Petersen. Jake is a coding genius who works in the oil and gas industry. Together we are Designori (think Design and Factory – Design… ori) a start-up we have formed to explore the potential for taking the gamification of learning to the next level.
  2. Its greatest strength – the ability to connect people, to put people in relationship with one another
  3. Affirming one’s self From challenge to achievement – two way street, game recognizing the player’s value and player recognizing the games value
  4. Its greatest strength – the ability to connect people, to put people in relationship with one another
  5. Equaling of one’s self? Gamification draws users in (on-boarding) – it engages them – it Feedback is a basic User Experience principle with two parts that make it essential. It tells users that their intended action was registered. It provides a cue as to how the system will respond to that action. Without feedback, users are left not knowing if they are getting closer to their goal. Feedback in games serves a similar purpose. It lets the user know their intended action was registered and that the system has responded in turn. It's also an immediate indication that the user is getting closer to their goal. 5 According to McGonigal (2011) good feedback is the core reason games are addictive. Games provide great feedback so that gamers “fail early, fail often” (Langford).  Good feedback pushes gamers to the very edge of their skill.  Gamers get to experience the joy of growth in their skill in an immediate and often enjoyable way ---------------------- Research has shown that the sooner students receive feedback after submitting work the more effective it is for their learning.1  In particular, students are most likely to benefit from feedback if they receive it before they move onto their next assignment. To facilitate this, generic feedback can be prepared in advance and distributed to students quickly once they have submitted their work. This can be based on previous answers to the assignment or a 'model answer.' Individual feedback to students can then be provided at a later stage. See also timely feedback search in Google Irons, A. (2008) Enhancing learning through formative assessment and feedback. Routledge, Abingdon, UK. http://www.reading.ac.uk/internal/engageinfeedback/CommonStaffViews/efb-WhatIsTimelyFeedback.aspx McGonigal, Jane Reality is Broken Dr. James Langford http://www.acu.edu/academics/sitc/faculty/langford.html http://webdesign.tutsplus.com/articles/the-benefits-and-pitfalls-of-gamification--webdesign-6454
  6. Affirming one’s self From challenge to achievement – two way street, game recognizing the player’s value and player recognizing the games value
  7. Its greatest strength – the ability to connect people, to put people in relationship with one another
  8. http://elearningindustry.com/top-10-e-learning-statistics-for-2014-you-need-to-know
  9. Its greatest strength – the ability to connect people, to put people in relationship with one another
  10. Just-in-time access to timely information. Students can engage in learning without significant regard to time or distance – with mobile it becomes anytime anywhere
  11. Its greatest strength – the ability to connect people, to put people in relationship with one another