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Work and Play
Applying Game Design Principles
for Community Engagement, Learning, & Productivity.
Artwork: Champlain alumn...
1. The Magic Circle
2. Flow
http://en.wikipedia.org/wiki/Dopamine
Motivation, Attention, Working Memory & Learning
Dopamin...
The Magic Circle
Johan Huizinga (1872–1945).
"Homo Ludens: A Study of the Play-
Element in Culture
Boundaries
Wednesday, F...
The Magic Circle
Empowerment
Defined playing field:
Inclusion, safety
Wednesday, February 11, 15
The Magic Circle
Johan Huizinga (1872–1945).
"Homo Ludens: A Study of the Play-
Element in Culture
Choice
Rules
Pathways
F...
Flow
Proposed by Mihály
Csíkszentmihályi
The mental state in which a
person in an activity is fully
immersed in a feeling ...
• Exploratory & experiential
• Well ordered problems
• Cause and effect
• On demand & in-time learning
• Cycle of expertise...
Magic Circle, Flow, & Learning
Choice
• Exploratory & experiential
• Try on differing roles
• Creative expression
• Borderl...
Characteristics & Perceptions of Work & Games
Source Work Games
Tasks repetitive repetitive, fun
Feedback year end constan...
Source Work Games
Tasks repetitive repetitive, fun
Feedback year end constant
Goals contradictory, vague clear
Path to Mas...
Game System Design:
• Central conflict or challenge
• Goals: clear Win-lose state
• Player roles & motivation
—the means to...
Challenges, Conflicts &
Win-Loss State:
• Defined obstacles the
player must face that
support the project goal.
• What does ...
Physical Challenges
• Speed & reaction time (twitch games)
• Accuracy & precision (steering &
shooting)
• Timing & rhythm ...
Competition
• Chance
• Strategy, tactics, & logistics
• Survival & reduction of enemy forces
• Defending vulnerable items ...
• Achievers: driven by in-game
goals, usually some form of
points gathering - whether
experience points, levels, or
money....
Intrinsic &
Extrinsic
Rewards/Motivators
Engagement,
Mastery,
Meaning
as opposed to
Points,
Badges,
Leader-boards
Wednesda...
Points, badges, status but also advantage:
• Get ahead in a race, more likely to get power-ups or
special scores
• In Mono...
• Achievement that makes subsequent achievements more
difficult:
• Gold is heavy, slows you down
• Upkeep costs
• You fetch ...
Creating Successful Routes for Engagement:
Create the Magic Circle:
•Define the goal for the player that supports the
busin...
Creating Successful Routes for Engagement:
Create the opportunity for Flow:
• Define tasks/behaviors that are productive/cr...
Example:
Goal—build an online community
before a conference.
Player Behaviors:
• Join group
• Share profile information
• P...
Example: Reward System—build an online community
Mechanics: Point Rewards
• Join group
• Participate in discussions: post ...
Work and Play
Applying Game Design Principles
for Community Engagement, Learning, & Productivity.
Artwork: Champlain alumn...
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Building a Better World brainstorming session game design session

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Building a Better World brainstorming session game design session

  1. 1. Work and Play Applying Game Design Principles for Community Engagement, Learning, & Productivity. Artwork: Champlain alumni Dan Peavey danpeavey@gmail.com Ann DeMarle, Champlain College demarle@champlain.edu Wednesday, February 11, 15
  2. 2. 1. The Magic Circle 2. Flow http://en.wikipedia.org/wiki/Dopamine Motivation, Attention, Working Memory & Learning Dopamine: Engagement & Learning in Games Wednesday, February 11, 15
  3. 3. The Magic Circle Johan Huizinga (1872–1945). "Homo Ludens: A Study of the Play- Element in Culture Boundaries Wednesday, February 11, 15
  4. 4. The Magic Circle Empowerment Defined playing field: Inclusion, safety Wednesday, February 11, 15
  5. 5. The Magic Circle Johan Huizinga (1872–1945). "Homo Ludens: A Study of the Play- Element in Culture Choice Rules Pathways Feedback Empowerment Defined playing field: Inclusion, safety Wednesday, February 11, 15
  6. 6. Flow Proposed by Mihály Csíkszentmihályi The mental state 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. Wednesday, February 11, 15
  7. 7. • Exploratory & experiential • Well ordered problems • Cause and effect • On demand & in-time learning • Cycle of expertise/mastery • No failure • Try on differing roles • Virtual presence • Creative expression • Borderless community • Player has a story to tell Characteristics of Flow & Learning Wednesday, February 11, 15
  8. 8. Magic Circle, Flow, & Learning Choice • Exploratory & experiential • Try on differing roles • Creative expression • Borderless community Rules • Well ordered problems • Cause and effect Pathways • Cycle of expertise/mastery • No failure • Player has a story to tell Feedback • On demand & in-time learning • Cause & effect • Virtual presence Empowering Expertise Wednesday, February 11, 15
  9. 9. Characteristics & Perceptions of Work & Games Source Work Games Tasks repetitive repetitive, fun Feedback year end constant Goals contradictory, vague clear Path to Mastery unclear clear Rules unclear clear, transparent Failure forbidden, hidden expected, encouraged, bragging rights Promotion human driven data driven Collaboration yes yes Speed/Risk low high Autonomy dependent on position high Obstacles accidental planned ! Source: Gamification WIki: http://gamification.org/Gamification of Work Wednesday, February 11, 15
  10. 10. Source Work Games Tasks repetitive repetitive, fun Feedback year end constant Goals contradictory, vague clear Path to Mastery unclear clear Rules unclear clear, transparent Failure forbidden, hidden expected, encouraged, bragging rights Promotion human driven data driven Collaboration yes yes Speed/Risk low high Autonomy dependent on position high Obstacles accidental planned ! Empowering Productivity Characteristics & Perceptions of Work & Games Wednesday, February 11, 15
  11. 11. Game System Design: • Central conflict or challenge • Goals: clear Win-lose state • Player roles & motivation —the means to overcome obstacles • Multiple pathways to goals —”toys” & “tools” for deeper exploration • Levels of difficulty and achievement • Player feedback: Reward system • Rules maintain balanced system —frustration versus boredom Wednesday, February 11, 15
  12. 12. Challenges, Conflicts & Win-Loss State: • Defined obstacles the player must face that support the project goal. • What does success look like? What does failure look like? • Victory state determines what is good according to the system, story, & ultimate goal. Wednesday, February 11, 15
  13. 13. Physical Challenges • Speed & reaction time (twitch games) • Accuracy & precision (steering & shooting) • Timing & rhythm (dance games) • Learning special moves (fighting games) • Races Logical challenges (puzzles) • Should be based on an underlying goal • Time Exploration Challenges • Locked doors & traps • Mazes & illogical spaces Conflicts or Challenges: Wednesday, February 11, 15
  14. 14. Competition • Chance • Strategy, tactics, & logistics • Survival & reduction of enemy forces • Defending vulnerable items or units • Stealth Conceptual Challenges • Understanding something new • Deduction, observation, interpretation • Detective games offer conceptual challenges Economic Challenges • Accumulating wealth or points • Efficient Manufacturing • Achieving balance or stability in a system • Caring for living things in a system Conflicts or Challenges: Wednesday, February 11, 15
  15. 15. • Achievers: driven by in-game goals, usually some form of points gathering - whether experience points, levels, or money. • Explorers: driven to find out as much as they can about the game. • Socializers: converse and role- play with fellow gamers. • Killers: cause distress, thrive on competition. Player Roles & Motivation — Richard Bartles Four Wednesday, February 11, 15
  16. 16. Intrinsic & Extrinsic Rewards/Motivators Engagement, Mastery, Meaning as opposed to Points, Badges, Leader-boards Wednesday, February 11, 15
  17. 17. Points, badges, status but also advantage: • Get ahead in a race, more likely to get power-ups or special scores • In Monopoly–get houses, more likely to get even more money • Churned up water in swimming races slows down followers Feedback: Positive Rewards Wednesday, February 11, 15
  18. 18. • Achievement that makes subsequent achievements more difficult: • Gold is heavy, slows you down • Upkeep costs • You fetch the stick but the water is wet & cold. • Increase the impact of chance—if chance is fair, it helps as much as hurts! • Define victory in non-numeric ways—chess isn’t won by taking the most pieces. • Increase the difficulty level as feedback kicks in. Feedback: Negative Rewards Wednesday, February 11, 15
  19. 19. Creating Successful Routes for Engagement: Create the Magic Circle: •Define the goal for the player that supports the business objective. •Assign roles (behaviors), utilize community. Wednesday, February 11, 15
  20. 20. Creating Successful Routes for Engagement: Create the opportunity for Flow: • Define tasks/behaviors that are productive/creative • Drive behavior through awarding points, badges, levels, leader boards • Layer participation by offering leveled tasks: beginner, middle, master • Balance difficulty: short term—long-term • Align largest rewards with most difficult tasks—project goal For sustained engagement: feed the system constantly add, test, & refine. Wednesday, February 11, 15
  21. 21. Example: Goal—build an online community before a conference. Player Behaviors: • Join group • Share profile information • Participate in discussions: post comments, upload photos • Return to site, follow • Share with friends • Attend event Wednesday, February 11, 15
  22. 22. Example: Reward System—build an online community Mechanics: Point Rewards • Join group • Participate in discussions: post comments, upload photos • Return to site, follow • Share with friends Mechanics: Badges • Point milestones • Share profile information • Participate in discussions: post comments, upload photos • Accomplishments like 100 friends join site Status • Participating daily • Leading discussions: meet with keynote • Register for event: coupons Feed the system constantly add, test, and refine Wednesday, February 11, 15
  23. 23. Work and Play Applying Game Design Principles for Community Engagement, Learning, & Productivity. Artwork: Champlain alumni Dan Peavey danpeavey@gmail.com Ann DeMarle, Champlain College demarle@champlain.edu Wednesday, February 11, 15

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