gamification: the pros, cons and conflicts

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Geoffrey Nelson [email protected] m @cricketmoon #sandboxsummit14 Gamification: Sub-Title Goes Here

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The meteoric rise of “gamification” practices since 2010 has sparked strong opinions. Is gamification a revolutionary tool that can accelerate playful learning in the 21st century? Or is it a superficial add-on that leverages short-term extrinsic rewards at the expense of long-term development? In this workshop, Cricket Moon Media's President, Geoff Nelson, will look at both sides of the argument, viewing them through the lens of youth-focused interactive design. You will examine specific, practical design tactics that leverage the best of both camps, and together you’ll seek to define an innovative new design paradigm that sidesteps the hyperbole and lays out a balanced path to engaging and rewarding interactive experiences for our next generation of playful learners.

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Page 1: Gamification: The Pros, Cons and Conflicts

Geoffrey [email protected]

@cricketmoon

#sandboxsummit14

Gamification: Sub-Title Goes Here

Page 2: Gamification: The Pros, Cons and Conflicts

Founded in 1995

HTML5, mobile, cross-

platform

2D, 3D art and animation

Game Design and Strategy

Page 3: Gamification: The Pros, Cons and Conflicts

What is Gamification?

Page 4: Gamification: The Pros, Cons and Conflicts

Game Design Elements

Points and Leaderboards

Levels

Challenges and Goals

Badges

Time Constraints

Social Engagement Loops

Competition

Page 5: Gamification: The Pros, Cons and Conflicts

Gamification Layer

Core Content

Enterprise Solutions

Page 6: Gamification: The Pros, Cons and Conflicts

Gamification Industry

Page 7: Gamification: The Pros, Cons and Conflicts

Gamification Market Size

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Gamification Layer

Core Content

Enterprise Solutions

Page 9: Gamification: The Pros, Cons and Conflicts

The Ultimate “Player”

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The Ultimate “Player”

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Workshop Schedule

2:00-2:30 pm: What is Gamification?

2:30-2:45 pm: “Bash the Speaker”

2:45-3:10 pm: The Gamified Gamification

Game!

3:10 pm: Shallow extrinsic reward ceremony

Page 12: Gamification: The Pros, Cons and Conflicts

Traditional* Theoriesof Gamification

*Um, meaning since 2011 or so

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Achievement

RewardChallenge

Traditional Gamification

Operant conditioning Reward Loop

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Traditional Gamification

*Gabe Zichermann. See http://www.gamification.co/2010/10/18/cash-is-for-saps/

SAPS Theory of Game Rewards*

• Status• Access• Power• (and) Stuff

Reward

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Traditional Gamification

“And how would you like your chateaubriand, sir?”

Page 16: Gamification: The Pros, Cons and Conflicts

World of Warcraft “Recruit-A-Friend” Campaign

Traditional Gamification

Page 17: Gamification: The Pros, Cons and Conflicts

Why Gamification?

Page 18: Gamification: The Pros, Cons and Conflicts

Why Gamification?

User retention

Loyalty

User retention

Loyalty

User retention

Loyalty

User retention

Loyalty

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Why Gamification?

User retention

Loyalty

Efficiency

Education

$$$

Behavior Change

Employee Perf.

Fitness

Page 20: Gamification: The Pros, Cons and Conflicts
Page 21: Gamification: The Pros, Cons and Conflicts

OK, but what about these?

Page 22: Gamification: The Pros, Cons and Conflicts

Traditional Gamification

Page 23: Gamification: The Pros, Cons and Conflicts

What about…

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What about…

Page 25: Gamification: The Pros, Cons and Conflicts

What about…

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What about…

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What about…

Glengarry Glen Ross, 1992

[Video Removed for Size]

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Games are Us…

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Games are Us…

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Games are Us…

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Games are Us…

Gamification is the amplification of LIFE

MECHANICS, not GAME MACHINICS!

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Games are Us…

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“Games satisfy because they are purpose-built opportunities to overcome a challenge and experience the joy of succeeding.”-Sebastian Deterding

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Why Are Games Engaging?

“The Player Experience of Need Satisfaction” (PENS)

Source: Rigby and Ryan (2007). “Rethinking Carrots: A New Method For Measuring What Players Find Most Rewarding and Motivating about Your Game”

PENS

Competence

Autonomy

Relatedness

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Why Are Games Engaging?

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Engagement in Gamification

It brings RULES TO THE UNRULY, so that

participants feel they are in control of their

destiny

It provides QUANTIFIABLE FEEDBACK to

experiences that didn’t previously have it, so

players can recognize their achievements

Gamification is magical when:

Page 37: Gamification: The Pros, Cons and Conflicts

Engagement in Gamification

Gamification is a toolset to elucidate achievement of mastery in non-virtual experiences.

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A Few Quick Examples

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Examples of Gamification

http://www.youtube.com/watch?v=zSiHjMU-MUo

Bottle Bank Arcade

See more fun examples at http://www.thefuntheory.com/

[Video removed for size]

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Examples of Gamification

Prius Energy Monitor

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Examples of Gamification

Fitness Apps

zamzee Strava

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Gamification and Learning

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Gamification and Learning

#1: Recognize Playful isn’t necessarily Gameful

Play

Game

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Gamification and Learning

Freeform

Expressive

Improvisationa

l

Open-ended

Fun

Rule-based

Competitive

Directed

Goal-oriented

Engaging

#1: Recognize “Playful” isn’t necessarily “Gameful”

PLAYFUL GAMEFUL

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Gamification and Learning

#2: Foster Autonomy

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Gamification and Learning

#3: Manage interplay of Game Mechanics

Rewards

Points

Goals

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Gamification and Learning

#4: Redefine “STICKINESS”

Stick This!

Not This

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Gamification and Learning

#5: Embrace Life-i-fication and the Real World

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So, About That Chore Chart…

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Let’s Do This!

Gamification provides new, self-directed opportunities to achieve, recognize, and be recognized for mastery in things that matter.

(And maybe get a sticker too).