Designing for gamification - presentation delivered on 25th May 2012 at Beuth University of Applied Sciences Berlin as part of the Future Social Learning Networks Project (FSLN12).
Unit 3 Emotional Intelligence and Spiritual Intelligence.pdf
Gamification design
1. Gamification
Media didactics and design
25th May 2012/Beuth University of Applied Sciences Berlin
Prof. Dr. Ilona Buchem
Friday, May 25, 2012
2. gamification
http://webtechman.com/blog/wp-content/uploads/gamification-discontents-Sebastian-Deterding.png
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3. gamification predictions
• PEW Research: Game-style
engagement can bring
element of enjoyment to
otherwise dull tasks.
• Deloitte: gamification as
top 10 technology trend in
2012.
• Gartner: 50% of corporate
innovation will be gamified
by 2015.
For more information see The PEW Report on “The Future of Gamification”:
http://pewinternet.org/Reports/2012/Future-of-Gamification.aspx http://www.business2community.com/trends-news/gamification-in-2012-whats-next-infographic-0117105
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4. what is gamification?
gamification
means: using
game design
elements in
non-gaming
contexts
http://smallbiztechnology.com/wp-content/uploads/2011/10/gamification_badges.jpg
For more on gamification read the interview with Sebastian Deterding:
http://elearnmag.acm.org/featured.cfm?aid=2008214
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5. what elements?
• Game dynamics: • Game aesthetics:
• Competition,
cooperation
• Game-like interface
design elements
• Multiplayer, single-
player
• Fun, exploration, play
• Game mechanics:
• Missions, challenges, • Rewards: trophies,
badges, points, leader
quests, storytelling boards
• Levels, progress bars,
feedback, monitoring
• Status count, retweets
friend
indicators:
For more view the presentation by Amy Jo KIM: http://www.youtube.com/watch?v=F4YP-hGZTuA&feature=results_video&playnext=1&list=PLCD002235F45D8FC7
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6. what contexts?
• Management (team building, crowdsourcing)
• Recruiting (tasks, problem-solving)
• Marketing (loyalty, branding)
• Sports and wellness (running, diets)
• Personal development (healthy lifestyle)
• Training and education (instruction, assessment)
• Citizen campaigns (environment, road behavior)
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31. One
address personal and
social needs of players
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32. Two
build fun and pleasure
into activities
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33. Three
engage different
types of players
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34. Four
build a system that is
easy to learn and hard
to master
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35. Five
use game mechanics for
motivation + enjoyment
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36. Six
provide new challenges and
progress on complexity
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37. design for the key stages of player
lifecycle
Mastery
Habit building
On-boarding
Amy Jo Kim: http://www.slideshare.net/amyjokim/beyond-gamification-7-core-concepts-for-creating-compelling-products
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38. design for different player types
http://frankcaron.com/Flogger/wp-content/uploads/2011/07/frankcaron_playerTypes_flat.png
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39. Design for flow
http://4.bp.blogspot.com/_q1HPM5zbGnw/TJI5hn0F7TI/AAAAAAAAK80/Pg7hy_xPllk/s1600/flow-channel.png
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50. http://imhotep.cs.upb.de/blogs/fsln12/
for more resources on gamification follow the delicious stack:
http://delicious.com/stacks/view/TP6Gw6
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