2. Gamification – [gay-muh-fi-kay-shuhn]
Reverse-engineering what makes games effective and graft it into
business environment.
Serious Game – [si(ə)rēəs ɡe:m]
Serious games are simulations of real-world events or processes designed for the
purpose of solving a problem. Although serious games can be entertaining, their
main purpose is to solve real-world challenges.
3. Similarities.
Making full use of the fact that ‚to play‘ is build into our DNA.
„Play is nature‘s learning engine. When you break it down, it’s the act of
deploying the scientific method on the world around you, innately. It’s part of
your basic instinct.”
– Aaron Dignan
Games are a structured way of play and enable us to…
1.
…transfer complex systems into a more plain environment. This way we
are able to get to know difficult circumstances without the danger of
being overwhelmed and becoming frustrated.
2.
…experience real-time feedback that provides us with
relevant and personalized information about our acting and
its consequences. This way we can learn from our behavior
and change it or bring it to perfection.
3.
…challenge and to improve our skills without
the risk of failure and all its consequences.
4. …but with different strategies.
Real
world
challenges
&
problems become part of a
classic game. Game-context.
Transfer of game-mechanics and
-elements
(psychology
&
aesthetic) into environments
and processes with non-gamingcontext.
Game
/
=
Problem
/ Acti ity
Game-elements
Acting in a virtual environment.
Staying in reality.
5. The respective advantages.
The
enables us to work on an important &
real problem and challenge and to test
it without the risk of failure and its
consequences.
enables us in a fascinating manner to
integrate the potential of a ‘gamful’
situation and its influence on our
Human species, into our daily
activities and work.
6. In Action.
You should use serious games where you want to
connect knowledge with implementation.
Especially within a distinct, playful, and virtual
Environment people are more likely to break new
Ground and so, to challenge existing behavior, rules,
and facts.
This is a condition precedent to discover new
possibilities.
The desire for engaging challenges and the possibility
to solve them by using your own skills is a pervasive
craving of the human species.
If you want to enrich real-life activities in a way that
people get a similar feeling for their own ‚Path to
Mastery‘, meaningful decisions, accomplishments, and
progress, like we can experience it in a game-likeenvironment, organizations should focus on
Gamification as their strategy.
7. Conclusion
For companies and organizations can use both serious games and
Gamification to enhance the a more motivated, engaged and
fulfilled experience for their employees and customers.
Concerning the requirements both approaches have advantages
and limitations.
Normally Gamification and serious games are used independently
but think about the potential if an organization uses them both in a
collaborative way.
- Roman Rackwitz
Find more about at: http://de.slideshare.net/romrack/
8. Roman
Rackwitz
Gamification
Pioneer
is
a
from
Germany.
He
is
a
Top
10
Gamification Guru in the World
by Leaderboarded, and is a
Partner
As the founder of Engaginglab
rated
at
the
Enterprise
Gamification Consultancy.
he leads the first established
Gamification Agency within the
www.engaginglab.com
roman@engaginglab.com
Twitter: @RomanRackwitz
Roman is also the Chair at
german speaking countries
GamifyCon,
Germany's
first
(D-A-CH).
Gamification
Conference
and
GamFed,
the
co-founded
worlds
first
Association.
Gamification