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Gamification Gameful Design Playful Design 1 CS 349 - - PowerPoint PPT Presentation

Gamification Gameful Design Playful Design 1 CS 349 - Gamification Why Gamification? Gamification is mainly concerned with users motivation . - Motivated users engage with a system or application more often and for longer periods. -


  1. Gamification Gameful Design Playful Design 1 CS 349 - Gamification

  2. Why Gamification? Gamification is mainly concerned with users’ motivation . - Motivated users engage with a system or application more often and for longer periods. - Motivated employees are more effective in their activities. - A system may be great at performing its function, but users must be motivated to use it! What do games make us experience that motivate us to play? How can we foster the same type of motivation in activities that are not games? 2 CS 349 - Gamification

  3. Motivation in Games “Playing a game is a voluntary attempt to overcome unnecessary obstacles.” Bernard Suits The Grasshopper: Games, Life and Utopia. 3 rd Ed. Broadview, 2014. 3 CS 349 - Gamification

  4. Theory of Motivation Intrinsic Motivation - Occurs when the activity is enjoyable by itself. - It’s fostered by: Autonomy : feeling free to choose one’s own goals and activities Competence : feeling capable of accomplishing one’s goals and learning new things Relatedness : feeling connected with other people Extrinsic Motivation - Occurs when motivation comes from the expectation of earning something (a reward ) in return from completing an activity. Sources : Self-determination Theory (SDT). S. Rigby and R. Ryan. Glued to Games: How Video Games Draw Us In and Hold Us Spellbound. Praeger: 2011. 4 CS 349 - Gamification

  5. Motivation in Games: Autonomy 5 CS 349 - Gamification

  6. Motivation in Games: Competence CS 349 - Gamification 6

  7. Motivation in Games: Relatedness 7 CS 349 - Gamification

  8. Motivation in Games: Rewards 8 CS 349 - Gamification

  9. What is Gamification? Gamification is “the use of game design elements in non- game contexts”. Level Description Example Game interface design patterns Common design solutions Badges, leaderboards, levels Game design patterns and Reoccurring parts of the design of a Time constraint, limited resources, mechanics game that concern gameplay turns Game design principles and Evaluative guidelines to analyze Enduring play, clear goals, variety of heuristics design problems solutions game styles Game models Conceptual models of the MDA; challenge, fantasy, curiosity; components of game experience game design atoms Game design methods Game design-specific practices Playtesting, play-centric design, and processes value conscious game design Source : S. Deterding, D. Dixon, R. Khaled, L. Nacke. From Game Design Elements to Gamefulness : Defining “Gamification” . MindTrek ‘11. 9 CS 349 - Gamification

  10. What is Gamification? Play: Games: ▪ Unstructured ▪ Structured ▪ Free ▪ Goal-oriented ▪ Voluntary ▪ Bound by rules ▪ Often explores new ▪ Voluntary ways of interacting ▪ Ways of interacting with objects with objects are specified by the rules Source : S. Deterding, D. Dixon, R. Khaled, L. Nacke. From Game Design Elements to Gamefulness : Defining “Gamification” . MindTrek ‘11. 10 CS 349 - Gamification

  11. What is Gamification? Gamifying an Information System or application - Adding game design elements to foster intrinsic and extrinsic motivation - It will not turn an IS or application into a game - The extend of gamification can range from a very simple intervention with a few game design elements to something that resembles a full game Gamification is different from Serious Games - Gamification = adding game design elements to non-games - Serious Games = building fully developed games for “serious” purposes 11 CS 349 - Gamification

  12. Gamification (playful design) example http://www.rleonardi.com/interactive-resume/ 12 CS 349 - Gamification

  13. Gamification example: GamEffective http://www.gameffective.com/products/overview/ 13 CS 349 - Gamification

  14. Gamification example: Fitbit https://www.fitbit.com/ca/app 14 CS 349 - Gamification

  15. Gamification example: Habitica https://habitica.com/ 15 CS 349 - Gamification

  16. Gamification example: Duolingo https://www.duolingo.com/ 16 CS 349 - Gamification

  17. Gameful and Playful Design There are plenty of proposed gameful design methods - Until now, there’s no agreement on what is the best approach Some well-known methods: - Lens of Intrinsic Skill Atoms (Sebastian Deterding) - Intrinsic Motivation RAMP (Andrzej Marczewski) - Octalysis Framework (Yu-kai Chou) - Gamification Toolkit (Kevin Werbach and Dan Hunter) Some well-known card deck inspired methods: - PLEX (Playful Experience) Cards (Andrés Lucero) - Gamification Inspiration Cards (Andrzej Marczewski) - Gamification Toolkit (PlayGen) 17 CS 349 - Gamification

  18. Gameful Design: The Lens of Intrinsic Skill Atoms Source : S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335. 18 CS 349 - Gamification

  19. Gameful Design: The Lens of Intrinsic Skill Atoms Skill atom of inviting contacts: Source : S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335. 19 CS 349 - Gamification

  20. Gameful Design: The Lens of Intrinsic Skill Atoms Source : S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335. 20 CS 349 - Gamification

  21. Gameful Design: The Lens of Intrinsic Skill Atoms Some of the problems identified with the skill atom of inviting contacts: - List of contacts was too long, the system did not limit and structure choice into clear and doable chunks (lens of bite-sized actions and limited choices ) - Feedback consisted of a single line of text, it was neither juicy, surprising, or varied (lens of juicy , varied , and surprising feedback ) - Users did not receive clear feedback about their invitations (lens of immediate and actionable feedback , lens of graspable progress ) - The system did not offer any call to action after inviting contacts (lens of next best action ) Source : S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335. 21 CS 349 - Gamification

  22. Gameful Design: The Lens of Intrinsic Skill Atoms Screenshot of a success message prototype: Source : S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335. 22 CS 349 - Gamification

  23. Gameful Design: The Lens of Intrinsic Skill Atoms Some suggested solutions for the skill atom of inviting contacts: - Appeal to motives : “34 addresses that will soon be automatically kept up to date for you” - Next best action : “synchronize contacts from your address book?” - Juicy feedback : the number of invited contacts dissolves into an animation of butterflies that fly across the interface - Varied feedback : butterflies change unexpectedly with the kind and number of invitations - Interim goals and Graspable progress : a larger butterfly in the sidebar, which visualized progress in the four dimensions of a “well - rounded” profile: contacts, profile completion, events, and group memberships Source : S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335. 23 CS 349 - Gamification

  24. Gameful Design: The Hexad user types Source : Gamified UK 24 CS 349 - Gamification

  25. Gameful Design: The Hexad user types Source : HCI Games Group 25 CS 349 - Gamification

  26. Summary Playful design aims to create delightful experiences - creating delightful visuals and animations - playing with the meaning of objects to create variability - using new metaphors to ease understanding Gameful design aims to create engaging and motivating experiences - structuring activities with goals and rules - using new metaphors to ease understanding - appealing to intrinsic motivation by helping the user feel autonomous, competent, and related with other people - appealing to extrinsic motivation by rewarding the user 26 CS 349 - Gamification

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