gamification and serious games - a great duo
TRANSCRIPT
A great duo !
Roman Rackwitz; CEO Engaginglab &
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.
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
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.
Games are a structured way of play and enable us to…
i
…but with different strategies.
P r o b l em
Game-elements
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-gaming-context.
Ac t i t y
Acting in a virtual environment. Staying in reality.
/ = /
Game
The respective advantages.
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.
The
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-like- environment, organizations should focus on Gamification as their strategy.
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/
Roman Rackwitz is a
Gamification Pioneer from
Germany.
As the founder of Engaginglab
he leads the first established
Gamification Agency within the
german speaking countries
(D-A-CH).
He is rated a Top 10
Gamification Guru in the World
by Leaderboarded, and is a
Partner at the Enterprise
Gamification Consultancy.
Roman is also the Chair at
GamifyCon, Germany's first
Gamification Conference and
co-founded GamFed, the
worlds first Gamification
Association.
www.engaginglab.com
Twitter: @RomanRackwitz