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Transcript of Gamification
Gamification ~ learning from games.
1) Understand why games are successful;
2) Apply the same techniques to various situations (which are not games).
Main areas of gamification
Psychology aspects of gamification
TRUE MASS MEDIA
Games are powerful
A real world business trend that influenced the development of gamification
Based on Jim Harvey's speech structures
Game elements: points, levels, quests, achievements, rewards…
Game design: concept elements; thinking like a game designer…
Non-game contexts: business, school, social impact, self improvement…
Definition of gamification.
The use of game elements and game design techniques in non-game contexts.
Samsung Nation corporate website
Leaderboards, points, achievements…
Experience of running => experience of gaming
Gamification in business
History of gamification
More than 30.000 people involved
Intrinsic & Extrinsic motivation:
Cognitive Evaluation Theory
Gamification is not
Gamification between game and play, whole and parts
What is a game?
What is a "play"?
We all are gamers
1. Adopt a secret identity
A study from Brigham Young University: parents who spend more time playing video games with their kids have much stronger real-life relationships with them.
“I am either going to kill myself or I'm going to turn this into a game.”
3. battle the bad guys
2. recruit your allies
4. activate the power-ups.
Social games are incredibly powerful relationship-management tools (a study from University of Michigan)
East Carolina University: online games can outperform pharmaceuticals for treating clinical anxiety and depression
Stanford University: (research for five years) playing a game with an idealized avatar changes how we think and act in real life, making us more courageous, more ambitious, more committed to our goals.
725 gr, Ryzhova, Veselova, Prohorov.
when we play a game we tackle tough challenges with more creativity, more determination, more optimism, and we're more likely to reach out to others for help.
Trail of Tears