mobile communication, gamification and ludification
DESCRIPTION
Presented at Mindtrek 2012, October 5th 2012, TampereTRANSCRIPT
Mobile Communication
LudificationGamification
0% complete
Maura Bouca@maurabouca [email protected] 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
Gamification
“The use of game design elements in non-gaming contexts” (Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D.,2011)
“Game layer on top of the world” (Priebatsch, S., 2010, http://www.ted.com/talks/seth_priebatsch_the_game_layer_on_top_of_the_world.html)
“Games make a better world” (McGonnigal,2010, http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html)
18% 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
“The use of game design elements in non-gaming contexts” (Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D.,2011)
“Game layer on top of the world” (Priebatsch, S., 2010, http://www.ted.com/talks/seth_priebatsch_the_game_layer_on_top_of_the_world.html)
“Games make a better world” (McGonnigal,2010, http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html)
Gamification
73% 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