mobile communication, gamification and ludification

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Presented at Mindtrek 2012, October 5th 2012, Tampere

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Mobile Communication

LudificationGamification

0% complete

Maura Bouca@maurabouca mbou@itu.dkMindtrek 2012 | Tampere | October 5th 2012

Mobile Communication

Gamification Ludification

3% complete

Mobile Communication

Gamification Ludification

3% complete

Mobile Communication

Gamification Ludification

3% complete

Mobile Communication

Gamification Ludification

3% complete

5% complete

Gamification Ludification

8% complete

Ludification

Mobile Communication

10% complete

Mobile Communication

Gamification

10% complete

Mobile Communication

Gamification

Gamification

Mobile Communication

Ludification

Mobile communication

13% complete

Mobile communication

13% complete

Mobile communication

13% complete

Gamification

“The use of game design elements in non-gaming contexts” (Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D.,2011)

(badges, points, leaderboards)

15% complete

Gam ification

21% complete

-ification

process of becoming

Game

24% completeLudificationof

culture

Ludification of culture“socio-cultural trend”

(Khaled, Deterding, Nacke and Dixon)

24% completeLudificationof

culture

“video games have become a cultural medium and source of formative experiences on a par with literature, movies, or television (...).Technologies, tropes, references and metaphors, mindsets and practices flowing from games increasingly suffuse society and everyday life”(Khaled, Deterding, Nacke and Dixon, 2011)

26% completeLudificationof

culture

Ludification

...of culture

29% complete

Lud ification-ificationprocess of becoming

Ludusplay

gamesport

training

Ludoto play

31% complete

...of culture

“That complex whole which includes knowledge, belief, art, morals, law, custom, and any other capabilities and habits acquired by man as a member of society” (Tylor as cited in Boellstorff, 2006)

34% complete

...of culture

“That complex whole which includes knowledge, belief, art, morals, law, custom, and any other capabilities and habits acquired by man as a member of society” (Tylor as cited in Boellstorff, 2006)

36% complete

Homo LudensHuizinga

Play preexists cultureknowingphilosophyartpoetrylawwar

39% completeLudificationof

culture

Homo LudensHuizinga

Play preexists cultureknowingphilosophyartpoetrylawwar

CultureTylor

knowledgebeliefartmoralslaw custom

39% completeLudificationof

culture

Homo LudensHuizinga

Play preexists cultureknowingphilosophyartpoetrylawwar

CultureTylor

knowledgebeliefartmoralslaw custom

39% completeLudificationof

culture

Homo LudensHuizinga

Play preexists cultureknowingphilosophyartpoetrylawwar

CultureTylor

knowledgebeliefartmoralslaw custom

39% completeLudificationof

culture

Homo LudensHuizinga

Play preexists cultureknowingphilosophyartpoetrylawwar

CultureTylor

knowledgebeliefartmoralslaw custom

39% completeLudificationof

culture

41% complete

Homo LudensHuizinga

Play preexists cultureknowingphilosophyartpoetrylawwar

CultureTylor

knowledgebeliefartmoralslaw custom

Ludificationof

culture

Man, Play and GamesCaillois

playing “reveals the character, pattern, and values of every society”

44% completeLudificationof

culture

playing “reveals the character, pattern, and values of every society”

47% completeLudificationof

culture

playing “reveals the character, pattern, and values of every society”

custom

morals

47% completeLudificationof

culture

playing “reveals the character, pattern, and values of every society”

CultureTylor

knowledgebeliefartmoralslaw custom

custom

morals

47% completeLudificationof

culture

playing “reveals the character, pattern, and values of every society”

50% completeLudificationof

culture

playing “reveals the character, pattern, and values of every society”

custom

morals

50% completeLudificationof

culture

playing “reveals the character, pattern, and values of every society”

CultureTylor

knowledgebeliefartmoralslaw custom

custom

morals

50% completeLudificationof

culture

Ambiguity of PlayBrian Sutton-Smith

ritual and festivals are forms of play.

52% completeLudificationof

culture

ritual and festivals are forms of play.

55% completeLudificationof

culture

ritual and festivals are forms of play.

belief

religion

55% completeLudificationof

culture

ritual and festivals are forms of play.

CultureTylor

knowledgebeliefartmoralslaw custom belief

religion

55% completeLudificationof

culture

Huizinga’s Homo LudensSutton-Smith’s Ambiguity of PlayCallois’ Man, Play and Games

knowingritual and festivalartvalueslawpattern

Tylorknowledgebeliefartmoralslaw custom

57% completeLudificationof

culture

knowingritual and festivalartvalueslawpattern

knowledgebeliefartmoralslaw custom

culture play

60% completeLudificationof

culture

Ludificationof

culture

62% complete

• Game programs at universities• Museum exhibitions with games • Growth of game studies • Studies of the “excluded” (gender, class - literacies...)

... Gamification

Gamification Ludification

65% complete

Lud ification-ificationprocess of becoming

Ludusplay

gamesport

training

Ludoto play

67% complete

Lud ification-ificationprocess of becoming

Ludusplay

gamesport

training

Ludoto play

Gam ificationGame

67% complete

Ludification

Gamification

71% complete

Khaled, Deterding, Nacke and Dixon

precursors of gamification•in HCI•ludic design•persuasive technology•in game studies• serious games• pervasive games•ludification of culture

76% complete

Gamification Ludification

Khaled, Deterding, Nacke and Dixon

precursors of gamification•in HCI•ludic design•persuasive technology•in game studies• serious games• pervasive games•ludification of culture

78% complete

Gamification Ludification

Ludification

Mobile Communication

81% complete

Mobile Communication“taken for granted”

ubiquity of games

84% complete

Ludification

Mobile Communication

Gamification

Mobile Communication

86% complete

GamificationSmartphones

89% complete

Mobile Communication

LudificationGamification

91% complete

Ludification

Mobile phones

94% complete

Gamification

Ludification

Mobile phones

94% complete

Gamification

socio-cultural context

Technology Business idea

Thank you

100% complete

@maurabouca mbou@itu.dkMindtrek 2012 | Tampere | October 5th 2012

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