SlideShare a Scribd company logo
1 of 194
Download to read offline
CHI 2011Workshop

Gamification
S. Deterding, D. Dixon, L. Nacke, R. Khaled, K. O‘Hara 
Vancouver, May 7, 2011
c b n
Hashtag	





             #gamichi
Gamification
Workshop Outset  Goals	

Outset	

•  Rich but disconnected body of existing research	

•  Mass-market proliferation of gameified
   applications 	

Goals	

•  Stocktaking and integration of existing research	

•  Identification of new research opportunities
   (offered by mass-market applications)
Workshop Questions	

•  What is the current state of research, and how to
   integrate it? 	

•  Which existing approaches are well-suited to study
   gamification?	

•  Do gamified applications feature specific or novel,
   unresearched characteristics?	

•  What happens when game design elements are
   transferred into non-game contexts?	

•  Which promising (new) research topics and data
   sources do gamified applications provide?
What is this »gamification« thing?	

      Whole	

                       Elements	

           »The use of game design
                                                           elements in non-game
 Serious Games	

               Game-based tech	

                                                           contexts«	

                 Serious Gaming	

                         •  Games, not play	

 GWAP	

                                          Gamification	

   •  Elements, not whole
                    Game	

                                   games	

                                                           •  Design, not technology
                       Play	

                                or practices	

                                                           •  Digital  non-digital	

                 Playful interaction	

                    •  Non-game contexts, not
                                                              specific
Who are these people?	

•  Lennart Nacke	

•  Rilla Khaled	

•  Dan Dixon	

•  Sebastian Deterding	

•  Kenton O’Hara	

•  (Miguel Sicart)
Game Design Building Blocks	

    Lennart Nacke	


•  What are formal core game elements?	

  – Rewards	

  – Challenge	

  – Progress	

  – Theme	



•  With what elements can we gamify HCI applications
   (Experimental tasks)?
Thoughts on Gamification and Culture	

                                                       Rilla Khaled	


•  current gamification design strategies do not make
   sense in many cultural contexts	

•  e.g. Janteloven in Scandinavia is about not standing out	

•  how to make sense of gamification in cultural
   contexts?	

•  cultural values matter: gamification blurs boundaries
   with the real world	

•  culture and games share common conceptual ground	

•  people‘s background culture does influence people‘s
   interpretation of games – how can we harness this in
   design?	

•  gamification is somewhat subordinated to games: need
   to satisfy two literacies
Types of player types	

                      Dan Dixon	

                           •    Bartle (1996)
                                4 types of players in MUDs

                           •    Yee (2005)
                                3 main and 10 subcomponents
                                in MMORPGS	


                           •    Klug and Schell (2006)
                                9 player types

                           •    Jackson et al (2009)
                                8 orientations
                                in Adventure Rock

                           •    Canossa  Drachen (2009)
                                3 types of behaviour 
                                in Tomb Raider: Underworld

                           •    Kallio et al (2010)
                                9 reasons to play	


                           •    Commonalities
                                Achievement,
                                Competition,
                                Socialization
Situated Motivational Affordances
                                                                     Sebastian Deterding	


             Game	

                                       Motivation	

         Social Context	

                            Intrinsic	

              (frames)	

                             • Competence	

                                                      • Autonomy	

                                                      • Relatedness	

              Artifact	

       (patterns, affordances)	

                    Extrinsic	




•  RQ: How are situational and artifactual autonomy support in games and
   gamified applications related to intrinsic motivation and the experience of
   ‘play’?	

•  Method: Interviews, video ethnography, experiment	

•  Theory: Frame Analysis (Goffman), SDT (Ryan, Deci), motivational affordances
   (Zhang)
Agenda: Morning	

9.00–9.20 	

 Introduction	

9.20–10.15 	

 Papers I	

10.15–10.30	

Coffee break	

10.35–11.35 	

Papers II	

11.35–11.45 	

Industry perspective	

11.45–12.15 	

Identification of emerging topics	

12.15–13.15 	

Lunch
Agenda: Afternoon	

13.15–15.30	

 World Café (with 15 min break)	

15.30–15.45	

Coffee break	

15.45–17.30 	

Presentation and general discussion	

17.30–17.45 	

Wrapup	

17.45–18.15 	

Demos	

19.30	

      Dinner at Cardero‘s
Game rules	

1.  Each player belongs to one of four teams: red, yellow,
    blue, green.	

2.  Each player is dealt one creativity card.	

3.  Each time a player makes a remark that uses the card,
    she scores a point for her team. She does so by
    announcing it to the table host.	

4.  Between rounds, players may swap cards within their
    team.	

5.  The team with the most points at the end wins.	

6.  Please return the cards at the end of the workshop.
World Café	

1.    There are four rounds with 45 minutes each. Each table has a topic and host.	

2.    Choose the table that most interests you, keeping participants per table
      roughly equal.	

3.    Note ideas on the table cloth. At the end of each round, the table host will
      summarize results on the cloth.	

4.    At the end of each round, 	

      •  switch to a table you haven‘t been to yet, 	

      •  create a new one with a new topic if you find at least four participants (you‘ll be
         the first host),	

      •  close a table if everyone agrees	


5.    The previous table host now presents the results of the past round and then
      hands her role over to a new host of the new round. 	

6.    For the final round, again choose the table that most interests you.
World Café summary	

Please summarize the results as follows:	

•  What is agreed on?	

•  What is contentious? How might it be
   resolved?	

•  What is open or unknown? How might it
   be answered?
Workshop summary	

•  What have we already done?	

•  What should happen next?	

    •    How would we do that?	


•  What will you do next?
Thank you	

Sebastian Deterding	

      Dan Dixon	

              Lennart E. Nacke	

         Rilla Khaled	

   Kenron O‘Hara	

s.deterding@hans-bredow-	

 dan.dixon@uwe.ac.uk	
     lennart.nacke@acm.org	
     rikh@itu.dk	
     rikh@itu.dk	
  
institut.de	
  
Presentations	

1.     Antin  Churchill: Badges in Social Media: A         11.    Inbar et al: Driving the Scoreboard: Motivating
       Social Psychological Perspective	

                         Eco-Driving Through In-Car Gaming	


2.     Brewer et al.: Lights Off. Game On. The Kukui        12.    Kukkaniemi et al.: Play Society Research
       Cup: A Dorm Energy Competition	

                           Project	


3.     Cheng et al.: Finding Moments of Play at Work	

     13.    Laschke  Hassenzahl: Mayor or Patron? The
                                                                   Difference Between a Badge and a Meaningful
4.     Cheung: Consciousness in Gameplay	

                        Story	


5.     Choe: Roleplaying gamification to encourage           14.    Lee: What could media art learn from recent
       social interactions at parties	

                           experimental games?	


6.     Ahmet  Cramer: Gamification and Location-            15.    Müller: Gamification and Exertion: Using
       Sharing: Some Emerging Conflicts	

                          Gaming to Facilitate the Investment of Physical
                                                                   Effort	

7.     Diakopoulos: Design Challenges in Playable Data	

                                                            16.    Nikkila et al: Playing in Taskville: Designing a
8.     Gerling: Exploring the Potential of Gamification             social game for the workplace	

       among Frail Elderly	

                                                            17.    Narasimhan: The Gamification of Television: Is
9.     Hoonhout  Meerbek: Brainstorm Triggers: game               there life beyond badges?	

       characteristics as input in ideation	

                                                            18.    Reeves, Cummings  Anderson: Leveraging
10.    Huotari  Hamari: “Gamification” from the                    the Engagement of Games to Change Energy
       perspective of service marketing	

                         Behavior	


                                                            19.    Paharia: Bunchball.com
Badges in Social Media:
                       A Social Psychological Perspective



                                                     Judd Antin and
                                               Elizabeth F. Churchill

                                                Internet Experiences
                                                              Group
                                                     Yahoo! Research

                                        {jantin, echu}@yahoo-inc.com
                                                   @juddantin, @xeeliz



Yahoo! Presentation, Confidential   1                        5/5/2011
This is Not a New Idea
The Social Purposes
of Badges
Goal Setting
Instruction  Shepherding
  Instruction  Shepherding
Reputation
  Reputation
Status  Affirmation
Group Identification
  Group Identification
Thanks


                         Judd Antin
                         Elizabeth F. Churchill
                         Internet Experiences Group
                         Yahoo! Research
                         {jantin, echu}@yahoo-inc.com
                         @juddantin, @xeeliz



    You earned the
 “You Earned a Badge!”
        badge!
Lights Off. Game On.
               The Kukui Cup:
         A Dorm Energy Competition

      Robert Brewer, George Lee, Yongwen Xu, Caterina
       Desiato, Michelle Katchuck, and Philip Johnson
       Collaborative Software Development Laboratory
         Dept of Information and Computer Sciences
                University of Hawaii at Manoa
                   http://csdl.ics.hawaii.edu/
(1)
Motivation
       Many energy challenges
       •  Environmental impacts
       •  Peak oil
       •  Energy security
       Our relationship with energy must change

       Energy conservation
       •  Behavior can be major driver
       Energy literacy



(2)
Question



       How can we obtain sustained,
      positive behavioral changes with
      respect to energy usage?



(3)
The Kukui Cup
       A “next generation” dorm energy competition
        •  Real-time energy data
        •  Behavior change tools
        •  Energy literacy “baked in”
       Built for reusability
        •  Open source systems: WattDepot  Makahiki
       Inaugural competition
        •  October 2011, 3 weeks long
        •  4 residence halls
        •  1000 first-year students

(4)
Engagement
       How do we get students to participate?
        •  Prizes
        •  Hype
        •  Gamification
       Two parallel competitions
        •  Energy conservation
        •  Kukui Nut points
       Side games
        •  Energy goal game
        •  Raffle game

(5)
Open Issues
       “Onboarding”
        •  Our primary focus so far
        •  Early in-lab evaluations positive
       Keeping things going
        •  How do we keep the “masters” interested?
        •  Developing 2nd level of interaction
       After the competition ends
        •  How to support top players?
        •  Assist for next year’s Kukui Cup


(6)
Finding Moments of
   Play at Work
    Li-Te Cheng               Joan DiMicco

    Sadat Shami               John Patterson

    Casey Dugan               Steven Rohall

    Michael Muller            Andrew Sempere

             Werner Geyer

     Center for Social Software
          IBM Research
Summary
• When are appropriate moments of
  play for gamification in the enterprise?
• Single player gamification impacts individual
  employee’s work-based or spare time
• Multiplayer gamification impacts team time,
  social norms, corporate culture
• Examined five past projects at IBM
$!;%:3
                                                                     5,575(26!2$!7'(3.562!3(!295!;$ 3(62'(2!7566'83(8!1,35(2!
                                                                                                                      E$/,!;
                                  G7+,$-556!':5!($2!',;'-6!5(8'85)!3(!+/:5!;$:?!',,!295!            7'?3(8!32!O/31?!'()!5'6-!
                                                                     .$,,$;3(8!65123$(6!;5!5'73(5
                                                                     #$%%$'()!*++,'-+!.$'(/01!/,+!*++,'-+!2$(+3!030/+4!
                                  2375!!H95:5!':5!23756!;95(!295-!73892!7$75(2':3,-!
                                                                                                                      ;$'(/0!
                                                                                                    1'+32',3I3(8!$(!3()343)/',6
                                                                     5$67!/,'78!+9:4;%+!'(=$7;$7:/+8!:!7:/'()!0=,+4+!/$!
                                                                                                                      :=/'-+%
                                                                     6545:',!+'62!8'73.31'23$(!+:$#51
                                  )362:'12!295765,456!6/19!'6!%-!6$13',3I3(8!$:!;5%!               *7$75(2!$.!+,'-0!H936!1$
                                                                     +(=$67:)+!;7$4$/'$(!$!:!8'-+70+!0+/!$!=$(/+(/!'/,!
                                  6/:.3(8!!J5!+:$+$65!29'2!'(!37+$:2'(2!1$(63)5:'23$(!                               (64E+
                                                                                                    ,5':(3(8!;95:5!295!+,'-5
                                                                     /,+!0:4+!'(/+7(:%!+(/+7;7'0+!0$=':%!(+/$7?'()!0'/+!@ABC
                                                                     ./:295:!:565':19!3(2$!/()5:62'(
                                  .$:!'++,-3(8!8'73.31'23$(!;3293(!295!5(25:+:365!36!.3()3(8!       $.!+5:6$(',!3(25:562!$:!'(
                                                                     D:=,!++?1!:!(+!)7$6;!$!60+70!+7+!/+4;$7:7'%3!J(!/,+!
                                  6/19!23756!'()!.$1/63(8!$(!29$65!29'2!':5!'115+2'%,5!            1$,,5'8/5!W6!3(1$::512,-!8
                                                                     ::78+8!/,+!:E'%'/3!/$!;7$4$/+!$(+!;,$/$1!$(+!%'0/1!:(8
                                                                     1$77/(32-!25'7!'()!3()343)/
                                  2$!'(!$:8'(3I'23$(!!H9565!':5!$++$:2/(32356!.$:!'!                                 ;7$4$
                                                                                                    %5!:51$775()5)!2$!1$,,5
                                                                     $(+!+-+(/!/,:/!,:8!($/!E++(!;7$4$/+8!E+$7+C!!
                                  *7$75(2!$.!+,'-0!@!295!'++:$+:3'25!2375!.$:!8'75!                                   06=,!:
                                                                                                    9'45!%:$')5:!37+'12!$(!2
                                                                     5+5:35(156!!N/:!5'73('23$(!
                                                                     .7$4$/+8!=$(/+(/!)$/!,'),%'),/+8!$(!/,+!0'/+F0!,$4+!
                                  5,575(26!2$!7'(3.562!3(!295!;$:?!1$(252!!K(!295!                =345(!29'2!2936!;'6!+:565
                                                                     ;:)+!5#')67+!1!+4:'%!8')+0/01!:(8!%:))+8!'/,!:!
                                                        !
                                  .$,,$;3(8!65123$(6!;5!5'73(5!7$75(26!$.!+,'-!3(!
                                                                     '6!;5,,!'6!6-(19:$($/6!5+5:35
                                                                                                    1'6/',!8'75!V!295!P$85'
                                                                     0;+=':%!'=$(C!!.7$4$/+70!+7+!/,:(?+8!-':!+4:'%1!
                                  6545:',!+'62!8'73.31'23$(!+:$#5126!3(!KLM!'()!1',,!.$:!
                                                                                                                      !#$%
                                                                                                    3()343)/',!57+,$-55U6!'4'
R38/:5!C]!H95!P$85':!='75!                                           ,'),%'),/+8!$(!:!0;+=':%!;:)+1!:(8!)$/!:!0/:7!'=$(!$(!
                                                                     6-(19:$($/6!5+5:35(156!'6!+'
                                  ./:295:!:565':19!3(2$!/()5:62'()3(8!7$75(26!$.!+,'-!3(!
                                                                     /,+'7!;7$'%+!;:)+C!
                                                                                                                      L,+!(+
                                                                                                    .:$7!'12/',!;$:?!!!X$(52
                                  1$77/(32-!25'7!'()!3()343)/',!5(25:+:365!                                         +%+4+(
                                                                                                    2:3',!$.!295!8'75!9')!YZ!+
                                                                                                                       !
                           !                              !
                                                                     .3()3(8!295!7$75(2!$.!+,'-!!K7
                                  5+5:35(156!!N/:!5'73('23$(!3(1,/)56!'6-(19:$($/6!              1$/(2:356!       *%6+)7
                                                                     G'?+!/,+!H$)+:7!I:4+1!E$/,!;$'(/0!:(8!7:/'()0!7+%'+8!
                                  '6!;5,,!'6!6-(19:$($/6!5+5:35(156!!J5!9389,3892!
                                                                     6;$(!/,+!0;:7+!/'4+!$!,6(87+80!$!-$%6(/:73! =$%%:E$
R38/:5!C]!H95!P$85':!='75!  #')67+!!*++,'-+!2$(+3F0!               6-(19:$($/6!8'73.31'23$(!5,57
                                  6-(19:$($/6!5+5:35(156!'6!+':231/,':,-!19',,5(83(8!.$:!          8%(0$'920'()*+(:*;$%
                                                                     ;:7/'=';:(/0!'(!/,+!=$7;$7:/'$(C!!2$+-+71!/,'0!4$4+(/!
                            ;7$4$/+8!=$(/+(/!
                                  .3()3(8!295!7$75(2!$.!+,'-!!K7+,575(23(8!                                          E6'%/!:0
                                                                                                    -0,%$7'()*8%(0-(0*
                                                                     %51'/65!295-!:5O/3:5!7$:5!29'(
                                                                     $!;%:3!'4;:=/+8!:(!+(/'7+!=$446('/3!$!4+4E+701!
                                  6-(19:$($/6!8'73.31'23$(!5,575(26!36!19',,5(83(8!                                   +(/+7;
                                                                                                    N/:!651$()!5'7+,5!36!';
                                                                                                                !
                                                                     E$/,!;$0'/'-+%3!:(8!(+):/'-+%3C!!J(!/,+!=:0+!$!/,+!
                                  %51'/65!295-!:5O/3:5!7$:5!29'(!$(5!3()343)/',!2$!%5!              65223(8!3(!L559345!'(!5(2
                                                                     3(25:'123(8!'%'#%()#%'*)#+%=
                                                                  #')67+!A!*%6+)7:00!+4E+88+8!                       AC!!L:
                                                                     ;$'(/0!030/+41!:!($/'=+:E%+!(64E+7!$!+4;%$3++0!+7+
                                  3(25:'123(8!'%'#%()#%'*)#+%='73.31'23$(!.5'2/:56!29'2!         B[D!(,3?5!295!P$85':!='
                                                                                                                      -'7/6:%!
                                                                     :=/'-+%3!=$4;+/'()!$(!/,+!%+:8+7E$:78!,'=,!%+8!/$!:!
                                                                  '(!:!8+-+%$;4+(/!+(-'7$(4+(/!
                                                                     1'(!%5!+5:.$:75)!'6-(19:$($/
                                  1'(!%5!+5:.$:75)!'6-(19:$($/6,-!1'(!%5!+5:.$:75)!'2!                                 #$%!
                                                                                                    '6!'(!KM!+,/83(!L559345!
                                                                     (64E+7!$!;+$;%+!=$4;%:'('()!:E$6/!'/0!'(%6+(=+!@KBC!!
                                  '(-!2375!1$(45(35(2!.$:!57+,$-556!                                                 '(/+7(:
                                                                                                    %'65)!3(15(2345!6-6257!2$
                                                                     J(!/,+!=:0+!$!/,+!7:/'()!030/+41!;7$4$/+70!:(8!  )*+!-'
                                                                     '(-!2375!1$(45(35(2!.$:!57+,$-
                                  !#$%'()*+,+$-(-..*%/*%01-$.*01$%2)1*
                                                                                                    1$(25(2!Q58!+9$2$6!1$7
                                                                     ;7$4$/++0!+():)+8!'(!0$=':%!+9=,:()+0!:0!:!7+06%/1!
                                                                                                                       8%$9:
                                                                                                    5(25:+:365!6$13',!(52;$:?3
                                       3%4'+5*6%%7+$7'()*               06=,!:0!/,:(?!3$60!:(8!:;;7+=':/'-+!=$44+(/0C!
                                                                                                         1$7+/25)!%'65)!$(!295!2-
                                  !                                                                                        /7+()/
R38/:5!]!L559345!A$3(26U!             H95!.3:62!5'7+,5!295!P$85':!='75!QR38/:5!CS!                    7')5!%-!/65:6!'()!)36+,'
                                                                                                                   !
,5')5:%$':)!                                                           !#$%'()*+,+$-(-..*%/*
                                                                         !#$%$'$()*$(*+,%-*.(/$0(-,(12*
                                       3(1$:+$:'25)!'!63(8,5!+,'-5:!8/5663(8!8'75!;329!'(!
                                                                       E/.6$+!TO!C;2?6-!+5+77/(.!
                                                                                                                           7/-)$'
                                                                                                         +'856!'()!'!,5')5:%$':)!

Asynchronous                  !
                                                                      Synchronous
                                                                         L,+!(+9/!/$!+9:4;%+0!+9:4'(+8!/,+!60+!$!):4+!
                                       3(25:(',!5(25:+:365!6$13',!%$$?7':?3(8!6-6257!BTD!!
                                                                       3%4'+5*6%%7+$7'()*
                                                                       '1')'$-!')!)*+!5%))%!%#!'(!
                                                                         +%+4+(/0!'(!/+:4!=$(/+9/0C!!J(!$67!$67/,!+9:4;%+1!/,+
                                       A,'-5:6!7'2195)!6$13',!%$$?7':?6!;329!1$,,5'8/56!;9$!
                                                                                                                           @%$9
Individual discretion
R38/:5!]!L559345!A$3(26U!                                            Limited shared time
                                                                         *%6+)7:00!;7$M+=/!+9;%$7+8!0$=':%'N:/'$(!:(8!
                                                                       +++)/(.!
                                                                       H95!.3:62!5'7+,5!295!P$85':!=                     ?'$)/0
                                                                         =$%%:E$7:/'$(!:4$()!0$/:7+!+()'(++70!@OBC!!L,'0!:0!

Personal time
,5')5:%$':)!
                                                                     !
                                                                      Team, social, corp context
                                                                         E6'%/!:0!:!H!-'7/6:%!$7%8!'(!:!/:EPE:0+8!;%6)'(!/$!:(!
                                                                       3(1$:+$:'25)!'!63(8,5!+,'-5:!8/                     B;6+.
                                                                         +(/+7;7'0+!0$/:7+!8+-+%$;4+(/!+(-'7$(4+(/!5#')67+!
                                                                                                                           D+$+=
Whenever there is a free moment  #')67+!A!*%6+)7:00!+4E+88+8!
                                 '(!:!8+-+%$;4+(/!+(-'7$(4+(/!
                                                                      Before or afterwards
                                                                       3(25:(',!5(25:+:365!6$13',!%$$?7
                                                                         AC!!L:0?0!=$6%8!E+!=7+:/+8!:(8!4$-+8!E+/++(!/,+!
                                                                                                                           52!)*
                                                                         -'7/6:%!:(8!8+-+%$;4+(/!+(-'7$(4+(/C!!.,$/$0!7$4!:(!
flickr: julianlim http://www.flickr.com/photos/julianlim/4598412264/
Gifford Cheung,
The Information School / dub Group
 University of Washington, Seattle
Assertion
A clear theoretical understanding of
how players make moves in a gaming
context will provide a framework for
    understanding the impact of
   game elements in non-gaming
              contexts.
a Knowledge-based view of action
         (Giddens, 1984)
3 kinds relationship between
              action and knowledge




discursive: explainable                     weighed chess move

practical: habitual, verbally-unexpressed   turn order, checking into 4square

unconscious: inhibited rationale
dimensions of game media
  1 Presence:              2 Readiness:              3 Adversity:
  (explainable/focused)    (habitual/practical)
                                                         Where is the line
                                                      between discursive and
                                                            practical?




discursive: explainable                           weighed chess move

practical: habitual, verbally-unexpressed         turn order, checking into 4square

unconscious: inhibited rationale
                                                   See also: Winograd  Flores, 1987
applied: finding a desired balance
     between game and non-game
1 Presence:                 2 Readiness:            3 Adversity:
(explainable/focused)       (habitual/practical)
                                                        Where is the line
                                                     between discursive and
                                                           practical?


  Do the game elements          What habitual          Taking the context
     direct attention               rhythm            together as a whole,
        away from              is promoted by         different elements of
   the desired activities        the medium         the experience alter the
       of non-game               for the game        adversity experienced
         elements?              (e.g. 4square         by the players. When
      (e.g. driving vs.            checkins)         adversity is high, is this
  eco-gaming feedback)      and how is that aided    the ideal challenge for
                             or disrupted by the          gamification?
                                environment?
Future directions

Discussing the applicability of these dimensions
is an interesting challenge. Both for
understanding game elements and designing
them.

Further discussion of alternate theories of
action, additional dimensions of games is
welcome!
Roleplaying gamification to
          encourage
social interactions at parties
        Sungwon P. Choe
     Network Computing Lab
          KAIST, Korea
AWE Wine Party

                 Yeah! In
  It’s a         Daejeon,
networking       Korea…
  party.

                            Yeah! In Daejeon,
                                  Korea
What A Party Host Wants



                                 So, a friendly
            He wants it to      atmosphere and
            be successful.   enjoyable interactions,
                                     right?
Party Host Concerns                          Making sure
                                             I don’t DJ
                                                 too loud…
                    Overdrinking,                             … and that
                      fighting….
                                                               there’s
                                                                enough
                                                                 wine



 Prevent and Resolve Social               Prevent and Resolve Logistical
         Problems                                   Problems

                                           I don’t know
                                             anybody
                                              here…




                         Help People Socialize
Party Behaviors



                They
              observed      Some are more
                some          social than
              socializing      others….
              behaviors
More Social Behaviors
                                                My friend here
                                                studies in the
                           …and are              same field…
We found                   having an
a common                    involved
interest…                 conversation
                               …




            Deep Talker                     “Matchmaker”



      My friends
     here also like
    salsa dancing…




                                  Bridger
Party Behaviors




                          Some are less
                             social!
             Yeah, and…
Less Social Behaviors
                                          I guess I’ll
                                           walk over
                                            here…
               I don’t know
                 anybody
                  here…




      Wallflower                          Wanderer




                                             Who should I
                                             talk to next?



                         Hit-and-runner
Initial Game Design



              So they can
               encourage        …with
             “more social”   gamification!
              behaviors…
Initial Game Design

                           …and win a


               Yeah, you
                 could
              complete a
             deep talker
               quest..
Current Work




                              Well, there are
               How far have    3 stages…
               they gotten?
To notify the

 Current Work
                                         host of
                                     wallflowers and
                  They asked us to    wanderers…
                    wear these
                    sensor badges




   Stage 1: Collecting 
      Analyzing Data
                                             Stage 2: Party Host App



                  Deep Talking
Matchmaking


                                                         …and guests
                                                          who might
 Stage 3: Gamification App                                need help!
Gamification and Location-sharing
some emerging social conflicts



Presenter: Zeynep Ahmet
Junior researcher @ Mobile Life Centre,
Mobile eco-systems, Service distribution models,
Location-sharing services, Research-in-the-large.
Games
zeynep@mobilelifecentre.org

Henriette Cramer
Post-doc researcher @ Mobile Life Centre,
@hsmcramer
Mobile apps, Location-based services, Bots 
Autonomous ‘things’, Social Computing,
Research-in-the-large
henriette@mobilelifecentre.org
Location-sharing  check-ins




                                           A check-in

                               - Manual pairing with semantic ‘venues’
                                    - Mix between private  public
                                  - Potentially very large audiences
As in Barkhuus et al., 2008: Brown et al., 2008, Tang et al., 2010,
Consolvo, 2005  many more location-sharing studies:


Utilitarian uses:
easing coordination, lightweight
communication, serendipitous meet-ups

Social- and identity-driven uses:
sharing lifestyle, events and sharing interesting
information, self-presentation.


But there’s more!
Gamification
  points, badges, mayorships

  individual  social achievements

  social: competition, ownership  mayorship battles
share life events
                               check out the locals

                ‘play’
                                          express who you are
inform
                           (un)plan

         ‘where was I?’                 meet-ups          voyeurism


  build your identity                             share your opinion
                              ‘where was that?’

‘own’ a place                                 pass the time
                         recommend a venue
                                                         get a discount

Gamification elements have to co-exist with other motivators
If conflicts are inevitable, make the most of them!
More info?

 mobilelifecentre.org
mobile-20.blogspot.com
 henriettecramer.com
Score: 50,000   Level: 12




DESIGN CHALLENGES IN PLAYABLE DATA
Nicholas A. Diakopoulos, Ph.D.
Rutgers University, School of Communication and Information
GAME-Y INFOGRAPHIC CONCEPT


                                   Mechanics	

                                   Answering ?s	

Retrieve Value	

                                       Guessing	

Anomalies	

                                          Firing	

Range	

                                         Aiming	

Filter	

                             Managing Resources	

Sort	

Cluster	

                             Design Elements	

Correlate	

                                          Goals	

Extremes	

                                          Rules	

Distribution	

                               Scores / Rewards	

                                   Competition	

                                  Advancement
AN EXAMPLE: SALUBRIOUS NATION
CHALLENGE AND BALANCE FOR DYNAMIC DATA

•    Does the game break if data is updated, incomplete?
•    Different data can change difficulty.
•    How to make game designs adaptable?
COORDINATES

 Nick Diakopoulos
 Twitter: @ndiakopoulos
 Email: nicholas.diakopoulos@gmail.com
 Web: http://www.nickdiakopoulos.com
          http://www.salubriousnation.com
          http://sm.rutgers.edu/vox
CHI 2011 Workshop on Gamification

Kathrin Gerling, M.Sc.
Entertainment Computing Group, University of Duisburg-Essen
Interaction Lab, University of Saskatchewan


kathrin.gerling@acm.org
• Demographic development in western societies leads to an
  increased group of (frail) elderly persons [8]
• Research results suggest positive effects of digital games on
  cognitive, emotional and physical well-being of elderly [1, 6]
• Game elements and games have successfully been integrated
  into physical therapy and cognitive training, e.g. [1, 7]

Further exploration of the augmentation of routine tasks and
 leisure activities through gamification
Examination of challenges arising from the characteristics of
 the target audience, e.g. age-related impairments
• Augmentation of regular tasks
  ‐ Motivating users to remain active,
    participate in therapy, ...
  ‐ Competition with peers is an
    important factor

• Re-creating inaccessible real-
  world experiences

• Gamification for social
  interaction
  ‐ Fostering relationships between
    elderly persons
  ‐ Re-connecting different generations
• Impact of age-related changes and impairments [3, 5]
• Lack of gaming experience among today‘s elderly
  ‐ No domain knowledge, no common ground in digital gaming
  ‐ Often extensive board and card gaming experience
  Gamification approaches cannot benefit from gaming literacy
• Creation of rewarding experiences
  ‐ Importance of meaningful play, personal development
  ‐ High level of usability and accessibility necessary

• Workload and computer literacy of nursing staff
Access barriers have to be reduced to allow elderly persons to
 engage in playful activities
Brainstorm Triggers: game
characteristics as input in ideation

Jettie Hoonhout and Bernt Meerbeek
Philips Research
May 7, 2011
Concept development at Philips Research:
some examples




                   Philips Research, May 7, 2011
Research work around games: some examples




amBX                         Entertaible




       StoryToy                                   SplashBall
                  Philips Research, May 7, 2011
UX input early on in the development

• Problem description:
   – User experience (i.e., affective aspects) increasingly important in
     product development
   – Many evaluation tools, rather few early stage tools
   – How to incorporate UX input early on?

• Possible approach:
   – Games are ultimate user experience, strong affective appeal
   – Can game elements be used for consumer electronics?
   – Why not use game application rules as triggers in brainstorms…
        • E.g.: perceived progress, clear goals, curiosityexploration, competition



                                 Philips Research, May 7, 2011                        4
Robot vacuum cleaner case
• Example brainstorm idea used in
  concepts: robot vacuum cleaner
  shows in a fun way that it is putting
  extra effort in cleaning a very dirty
  spot (also well-liked in subsequent
  evaluation by consumers)


• Learnings regarding brainstorm
  triggers:
     – Appears to result in different type
       of ideas (more playful) compared
       to “normal” brainstorms
     – Not all triggers easy to work with
           adapt process
     – Not all triggers seem suitable for
       consumer electronics…

                                    Philips Research, May 7, 2011   5
“Gamification” from the
perspective of service marketing



CHI 2011, Gamification Workshop


Kai Huotari

Juho Hamari

Helsinki Institute of Information Technology HIIT
Emergence of service marketing
Classical marketing theory is based on the exchange of physical goods
and cannot provide a sufficient understanding on services.

Vargo  Lusch (2004) launched the term service-dominant (S-D) logic for
marketing and proclaimed that the service approach should replace the
classical marketing theory.

Value-in-use approach helps explain the ubiquitous applicability of the
service logic and the profound difference between the traditional, goods-
dominant logic and the new service-dominant logic.

In traditional marketing theory, value is considered to be created during the
production process by the company and to be embedded in the product.

Service marketing literature sees the customer always participating in
the production process as the value is generated only once the
customer uses the service or the good.
Service, service system
         and service package
Vargo and Lusch (2004) define service as “the application of specialized
competences (knowledge and skills), through deeds, processes, and
performances for the benefit of another entity or the entity itself”. Thus, any
intentional act - no matter how small - that helps an entity can be considered
a service.

“Service system is an arrangements of resources (including people,
technology, information, etc.) connected to other systems by value
propositions”. (Spohrer et al., 2008)

Service package (Grönroos, 2007) helps firms manage bundled services
or service systems. The basic service package consists of the core service,
enabling services and enhancing services. Enabling services are
required for the offering of the core service while enhancing services support
the offering of the core service and thus increase its value or differentiates it
from the services of the competitors.
Games as service systems

Salen  Zimmerman (2004): “Game is a system in which players engage in
an artificial conflict, defined by rules, that result in a quantifiable outcome”.

Cook (2006): “Game mechanics are rule based systems / simulations that
facilitate and encourage a user to explore and learn the properties of their
possibility space through the use of feedback mechanisms.”


Looked through the service marketing literature described above,
game mechanics can be seen as services and games as service
systems.
A Proposed definition for
             gamification
Gamification is a form of service packaging where a core service is
enhanced by a rules-based service system that provides feedback and
interaction mechanisms to the user with an aim to facilitate and support the
users’ overall value creation.
Thank you!

Question/comment?



        Contact:
     kai.huotari@hiit.fi
    juho.hamari@hiit.fi
ECODRIVING




                                  Ohad Inbar            Omer Tsimhoni
                                Noam Tractinsky         Thomas Seder
                                Ben Gurion University    General Motors




CHI2011 Gamification Workshop
ECODRIVING
   Eco Driving

  Eco-driving is a win-win proposition for:
    Individuals, who can benefit from reduced fuel consumption.
    Society, through reduced emissions.




CHI2011 Gamification Workshop
ECODRIVING
  Existing Designs




                       Chevrolet	
  Volt	
     Ford’s	
  EcoGuide	
  	
  




                            Kia	
  Soul	
        Honda	
  Insight	
  

CHI2011 Gamification Workshop
ECODRIVING
   Gamifying Driving

  “When we observed hybrid drivers, we found they
  were going for high scores, a gaming behavior that
  has never existed in cars before.”
                                       - Steve Bishop, IDEO




CHI2011 Gamification Workshop
ECODRIVING
  Proposed Framework
                                                               Public	
  



                                      Eco-­‐driver	
  of	
               Your	
  name	
  
                                        the	
  day	
                    on	
  a	
  variable	
  
                                         award	
                        message	
  sign	
  

                       Internal	
                                                                 External	
  


                                         In-­‐car	
                     Permit	
  to	
  use	
  
                                        messages	
                      carpool	
  lane	
  



                                                           Private	
  


CHI2011 Gamification Workshop
ECODRIVING
   Example

   Public + External: Your name on a variable message sign




                                                                         Public	
  

                                                                                   Your	
  name	
  
                                                      Eco-­‐driver	
  of	
  
                                                                                  on	
  a	
  variable	
  
                                                        the	
  day	
  
                                                                                    message	
  
                                                         award	
  
                                                                                          sign	
  

                                       Internal	
                                                           External	
  

                                                                                       Permit	
  to	
  
                                                         In-­‐car	
  
                                                                                      use	
  carpool	
  
                                                        messages	
  
                                                                                          lane	
  



                                                                         Private	
  


CHI2011 Gamification Workshop
ECODRIVING
   Future Research

  1.  Employ ethnographic methods to study the actual
         interaction of drivers with existing eco-driving interfaces.
  2.  Study the effects of ‘tangible’ (monetary-like) rewards on
         drivers’ attitudes.                                                    Public	
  

  3.  Explore the effects of social                          Eco-­‐driver	
  of	
  
                                                                                          Your	
  name	
  
                                                                                         on	
  a	
  variable	
  
                                                               the	
  day	
  
                                                                                           message	
  
                                                                award	
  
         interaction and social networks                                                         sign	
  

                                              Internal	
                                                           External	
  
         on the relationship dimension.                         In-­‐car	
  
                                                                                              Permit	
  to	
  
                                                                                             use	
  carpool	
  
                                                               messages	
  
                                                                                                 lane	
  



                                                                                Private	
  


CHI2011 Gamification Workshop
ECODRIVING




                           Ohad Inbar
                    ohad@ohadinbar.com




CHI2011 Gamification Workshop
Play	
  Society	
  	
  

CHI	
  Gamifica+on	
  Workshop	
  
           8.5.2011	
  
Play	
  Society	
  Project	
  Structure	
  

                                                                                  Playfulness	
  
Hypothesis	
                                                                        Model	
  
Playfulness	
                                                                    Development	
  
       Proto	
  design	
  
           and	
                                                                 Synthesis	
  
       Development	
  
 Playful	
   Experiments	
                                          Valida+on	
  
 Events	
  
Collec3on	
           Analysis	
                     More	
  
                                                  Experiments	
  


          2011	
  	
                                                       2012-­‐2013	
  	
  
                             Design	
  Recommenda+ons	
  
Playfulica+on	
  and	
  Gamifica+on	
  
•  Playfulica+on	
  are	
  aligned	
  topics,	
  but	
  not	
  the	
  same.	
  	
  
    •  Strict	
  differen+a+on	
  is	
  not	
  necessarily	
  feasible	
  	
  
•  BoQoms	
  up	
  conceptualiza+on	
  of	
  playfulness	
  
    •  Iden+fy	
  real	
  playful	
  events	
  (long	
  list)	
  	
  
    ⇒ 	
  Form	
  clusters	
  	
  
    ⇒ 	
  Elaborate	
  clusters	
  structural	
  founda+ons	
  
•  Theore+cal	
  founda+ons	
  are	
  based	
  on	
  the	
  PLEX	
  
   work	
  (see	
  for	
  example	
  Korhonen	
  et	
  al	
  DPPI	
  2009)	
  
Mayor or patron?
The difference between a badge
and a meaningful story.
Matthias Laschke//Marc Hassenzahl
Folkwang University of the Arts
Mayor or patron?
The story



It is a beautiful day. Eva plans visiting
her favorite pub the “zweibar”  .

She strolls to the “zweibar”
                           .
Mayor or patron?
The story



While Eva’s mind is already in the
“zweibar” Foursquare offers Sarah a
         ,
300 'Explorer' badge.
Mayor or patron?
The story



While Eva’s mind is already in the
“zweibar” Foursquare offers Sarah a
         ,
300 'Explorer' badge.

She also strolls to
the “zweibar”.
Mayor or patron?
The story



Eva thinks about the nice atmosphere
and her preferred waitress Lisa.
Mayor or patron?
The story



Sarah thinks about getting the 300
‘Explorer’ badge.
Both arrive at the same time. While Eva’s mind is set on pleasant anticipation, Sarah
still thinks about her badge.
Mayor or patron?
The story



As expected, Eva’s bar-experience is
really good. Lisa is on duty and many
other good friends are there.

She feels rewarded by the situation
in itself.
Mayor or patron?
The story



Sarah feels a bit left alone. It’ s
definitely not her first time in a bar, but
the “zweibar” is new to her.

Could Foursquare offers something
beyond a badge?
Mayor or patron?
The story



It could…




            Explore all
            locations in
            the bar. One
            could be your
            favorite place.
Mayor or patron?
The story




            Explore all
            locations in
            the bar. One
            could be your
            favorite place.
Mayor or patron?
The story




            Explore all
            locations in
            the bar. One
            could be your
            favorite place.
Talk to a
stranger and
ask him/her
to coffee.
Ask for the
first name of
the staff. They
will be glad.
Mayor or patron?
The story




            Try to take a
            seat next to a
            nice person.
            Don’t hesitate!
Mayor or patron?
The story



Finally, Sarah gets a touch of Eva’s good
bar-experiences. She will maybe come
back. With or without a offered badge?
Her visit could be now filled with
meaningful stories and experiences.
Mayor or patron?
                                                            The story



                                                            Instead of simple extrinsic rewarding,
                   Try to take a
                  seat next to a
                                            Explore all
                                         locations in the
                                                            gamification systems should offer, help
                   nice person.
                  Don’t hesitate!
                                          bar. One could
                                         be your favorite
                                               place.
                                                            and improve likeliness of worthwhile
                                                            experiences.




 Try to take a       Talk to a      Ask for the first
seat next to a    stranger and       name of the
 nice person.      ask him/her      staff. They will
Don’t hesitate!     to coffee.          be glad.
What could media art learn from
 recent experimental games?

                   Hyun-Jean Lee
     The Graduate School of Communication and Arts
                   Yonsei University
                Seoul, Republic of Korea


                hyunjean@yonsei.ac.kr
My Background…




                                         Interactive
             Fine Art                                               Digital Media
                                          Media Art
     Painting, Video, Installation Art      Computer-based           Theory and Practice
                                         Interactive Installation      in Digital Media




→ What is the meaning of “interactivity” ?

→ Why and how interactive experiences can be perceived differently in interactive
  media art work from fine art work?
Art as Experience: Interactive Engagement
“A work of art is an individualized participating experience (…)
 that are imaginatively evoked, summoned, assembled, and integrated are embodied
 in material existence that here and now interacts with the self””

                                                 – Dewey, Art as Experience, 1984
Physical and Perceptual Interactivity
in Camera-Screen Interface




                          The basic model of feedback loop
   In the camera-screen interface, the simultaneous reception and projection of an image
              between the camera and monitor with the human body centered
                           in this camera-monitor encapsulation.
Physical and Perceptual Interactivity
in Camera-Screen Interface




                 A physical feedback loop
Physical and Perceptual Interactivity
in Camera-Screen Interface




                 A physical feedback loop
Physical and Perceptual Interactivity
in Computational Interactive Systems




                 An electronic feedback loop
Physical and Perceptual Interactivity
in Computational Interactive Systems




                 A code-level feedback loop
Physical and Perceptual Interactivity
in Computational Interactive Systems




                 A psychological feedback loop
Critical Distance for Self-Reflection

As the camera and the monitor in the artwork encapsulate the interactor's body and mind
in an instant feedback loop, the interactor becomes a part of the interface mechanism
and responds to the artwork system.

This kind of direct mirroring experience in interactive screen-based media
artworks hardly allows the viewer the critical distance or time needed for self-reflection.

Therefore, in media art experience, the critical distance or time needed for self-reflection
in the course of interaction needs to be greatly considered.

And the interactive mechanism based on computational closed feedback system
needs to be approached more philosophically and aesthetically.
Currently I am …

Teaching Graduate Students in Media Art major ...

Teaching “Game Design and Culture” for Undergraduates …
What Could Media Art Learn from
Recent Experimental Games?




           Casual       Persuasive       News              Pervasive
 …         Game         Game             game              Game




The diverse approaches in experimental game practice and research becomes
useful references to enrich interactive experience.
What Could Media Art Learn from
Recent Experimental Games?


                                                          The Wide and
   Sophisticated               Critical and
                                                          Creative Use of
    Interactivity           Aesthetic Attitudes
                                                           Technologies



  Persuasive Game              Persuasive Game             Pervasive Game
  Newsgame                     Newsgame                    Casual Game




               For the sophisticated and reflective interaction
Sophisticated Interactivity
The methodical and rhetorical approach and understanding to interactivity
in game research and practice helps to improve the approach of interactivity in media art.

• Procedural rhetoric:
Tighter symbolic coupling between user actions and procedural representation
can be produced from the video games.

• Play:
The possibility space refers to the myriad configurations
that the player might construct to see the ways the processes
inscribed in the system work.
Thus, while interacting with the system, the player literally
fills the gap between subjectivity and the game processes and
performs a great deal of mental synthesis.

• Selective modeling in abstraction:                                 Persuasive Games: The Expressive
                                                                     Power of Videogames, Ian Bogost
The videogame’s method of selectively modeling appropriate
elements of that world in “abstraction” creates the “empathetic and dialectical engagement”
and “vivid experience” of interaction.
Critical and Aesthetic Attitudes
In “Newsgames” and “Persuasive games”
The critical and aesthetic attitudes recently presented in game design practice are also useful
to enhance the media art interaction to a more critical and reflective level
from the cultural and societal sides.




    September 12th                  Madrid              Cut throat Capitalism




                                                                                Newsgames, Ian Bogost
                                                                                Simon Ferrari and
                                                                                Bobby Schweizer




          Everyday the Same Dream                 McDonald game
Critical and Aesthetic Attitudes
“Pervasive games”
“Pervasive games” also use the strategy to look at the community and neighborhood
with critical insights and reconstruct them as a game environment.

By using their bodily engagement in the play,
in these games players explore how to creatively combine the physical with the digital,
life with play, virtual with real.
These processes also show critical and reflective approaches to think of their subjectivity
in the context of play and design at a societal and aesthetical stance.




                                                                Persuasive Games: Theory and Design,
                                                       Markus Montola, Jaakko Stenros and Annika Waern
The Wide and Creative Use of Technologies
The wide and rich use of media technologies in games helps to think of the inter-
relationship between media and technology for creative media art practice.

• The pervasive games widely use the pervasive technologies and ubiquitous computing.
• The novel interface technologies such as Nintendo Wii and Microsoft Xbox Kinect,
  involve intuitive user interactions.




                                                Nintendo Wii              A Casual Revolution,
                                                                              Jesper Juul


            MS Xbox Kinect
Conclusion

As game design and research have culturally, technologically and theoretically widened,
its new possibilities and critical interaction methodologies become to influence
on other domains of research and practice, particularly on interactive media art.

The game strategies to involve the sophisticated and reflective interaction
from the players deliver useful lessons to be referred.
Thank You !


“Aesthetic experience is imaginative. (..)
 Imagination is the only gateway through which these meanings can find
 their way into a present interaction. ”

                                                    - Dewey, Art as Experience, 1984
playing in taskville
designing a social game for the workplace


     {shawn.nikkila, silvan.linn, hari.sundaram,
             aisling.kelliher}@asu.edu
taskville motivation
In today’s workplace, diverse and distributed teams
from around the world are working on complex
problems.
taskville motivation
taskville motivation




http://www.google.com/intl/en/jobs/locations/
taskville motivation




http://research.microsoft.com/en‐us/labs/default.aspx
taskville motivation
How can individual workers be more aware of
activities in the larger enterprise through
gamification?
taskville motivation




https://bugs.launchpad.net/ubuntu
taskville motivation
How can we give feedback to repetitive and
mundane tasks in a fun way through gamification?
introducing taskville
user feedback
• What is a task?
• Intra-group vs. inter-group competition
• Privacy
future directions
• How can we gamify communication between
  family members over long distances?
• How can we gamify compliance in the medical
  domain?
Applied Research Center

The Gamification of Television
Is there life beyond badges?


  Nitya Narasimhan
  Motorola Mobility, Inc.




Gamification Workshop
CHI 2011

May 7, 2011

MOTOROLA and the Stylized M Logo are trademarks or registered trademarks of Motorola Trademark Holdings, LLC.
All other trademarks are the property of their respective owners. © 2011 Motorola Mobility, Inc. All rights reserved.
APPLIED RESEARCH CENTER             THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP   Page 2




We need new ways to track  engage audiences

•  Television viewing is now at
   user’s convenience
   –      Time (when)
   –      Place (where)
   –      Device (how)
   –      Source (from whom)

•  Increasing Fragmentation
   –  Of Audience (targeting)
   –  Of Attention (engaging)

•  Can Gamification Help?

    © 2011 Motorola Mobility, Inc                                                             3/8/2011
APPLIED RESEARCH CENTER             THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP                  Page 3




But ‘Engagement’ has many facets


                  Pre-                                 Synched-                         Post-
                  Viewing                              Viewing                          Viewing
                  Behaviors                            Behaviors                        Behaviors



    Will the user watch                        Is the user watching               Is the user invested in
         the show?                                  the show?                           the show?


     Degree of interest                        Degree of attention                 Degree of follow-up
       (live vs. DVR,                            (full vs. partial,               (search, learn, share,
      alone vs. social)                          like vs. bored)                      buy, record)



    © 2011 Motorola Mobility, Inc                                                                           3/8/2011
APPLIED RESEARCH CENTER            THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP          Page 4




The state of Gamification NOW: a focus on loyalty

                              Synched-                                        Post-
                              Viewing                                         Viewing
                              Behaviors                                       Behaviors




                             Focus on Social                              Focus on Entertainment




     Rewards for watching the show                                   Rewards for further engagement

   © 2011 Motorola Mobility, Inc                                                                   3/8/2011
APPLIED RESEARCH CENTER              THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP                     Page 5




   Opportunities for Gamification NEXT
                                                                                                       Make it
                                                                                                       LAST
Utility




                                                                Make it
                                                              MEANINGFUL

                           Make it                                                                      The
                        EFFORTLESS                                                                  Sustainability
                                                                  The                                Challenge
                                                                Analytics
                     The Attention                              Challenge
                       Challenge


                                                                                                             Difficulty
          © 2011 Motorola Mobility, Inc                                                                              3/8/2011
APPLIED RESEARCH CENTER            THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP    Page 6




#1: The Attention Challenge in Synched Viewing

•  Television involves lean-
   back consumption (passive)
•  Social TV apps create lean-
   forward interaction (active)
   –  Add to user effort (context
      and activity inputs)
   –  Take user attention away
      from onscreen content



  Can gamification make the interactions “fun” without taking
           viewers’ attention away from content?
   © 2011 Motorola Mobility, Inc                                                             3/8/2011
APPLIED RESEARCH CENTER                         THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP    Page 7




#1: Opportunity for “Attention-Preserving” IO Toolkits
http://www.designboom.com/history/numberonefoamhand/07.jpg




                              Digitize Fun Interactions, Sense Ambient context




     Can gamification make the interactions “fun” without taking
              viewers’ attention away from content?
       © 2011 Motorola Mobility, Inc                                                                       3/8/2011
APPLIED RESEARCH CENTER            THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP    Page 8




#2: The Analytics Challenge: Growth but Sparsity

•  Social TV apps today focus
   on presence (check-in),
   sentiment (like)  comment
•  No incentive (or support) for
   multiple repeat events
   –  Coarser granularity (like a
      show not a segment)
   –  Undifferentiated intents
      (early vs. late check-in)


Can gamification persuade users to check-in “more” or perform
 more “diverse” activities (like, dislike) to differentiate intent?
   © 2011 Motorola Mobility, Inc                                                             3/8/2011
APPLIED RESEARCH CENTER            THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP    Page 9




#2: Follow the verbs: Create/Reward more activities

•  Also impacts rewards and
   incentives schemes (more
   earn/burn options)




Can gamification persuade users to check-in “more” or perform
            more “diverse” activities (like, dislike)
   © 2011 Motorola Mobility, Inc                                                             3/8/2011
APPLIED RESEARCH CENTER            THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP                          Page 10




#3: The Sustainability Challenge: Beyond ‘novelty’

•  Understand individual viewer
   motivations and evolve
   ‘game elements’ to support
   or surprise them
•  The problem: everyone
   watches television. There is
   no clear set of ‘player types’                                    http://www.slideshare.net/amyjokim
                                                                     /gamification-101-design-the-player-journey




Can gamification platforms evolve to suit different player types?
       What are the player types for social television?
   © 2011 Motorola Mobility, Inc                                                                                   3/8/2011
APPLIED RESEARCH CENTER            THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP                                  Page 11




#3: Games With a Purpose: An MVC Approach

•  Same model. Different views
   for different players.
   –  Games for Analytics
   –  Games for Search
   –  Advergames


•  Example: Want to get
   viewers to “tag” video?
   –  Drinking game (fun)                                      http://appadvice.com/appnn/2011/02/drinking-game-app-combines-beer-
                                                               media-viewing

   –  Advisory tags (altruism)
Can gamification platforms evolve to suit different player types?
       What are the player types for social television?
   © 2011 Motorola Mobility, Inc                                                                                           3/8/2011
APPLIED RESEARCH CENTER              THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP   Page 12




Summary


   Can gamification make the interactions “fun” without taking
            viewers’ attention away from content?


 Can gamification persuade users to check-in “more” or perform
  more “diverse” activities (like, dislike) to differentiate intent?


 Can gamification platforms evolve to suit different player types?
        What are the player types for social television?



     © 2011 Motorola Mobility, Inc                                                             3/8/2011
H-STAR
                                                             HUMAN SCIENCES AND TECHNOLOGIES
                                                                 ADVANCED RESEARCH INSTITUTE




 Leveraging the Engagement of Games
      to Change Energy Behavior


                            Byron Reeves
                          Stanford University
                         reeves@stanford.edu


  James J. Cummings                               Dante Anderson
   Stanford University                             Seriosity, Inc.
cummingj@stanford.edu                           dante@seriosity.com
The Opportunity



  A 10% reduction in energy use will lower the quantity
   of fossil fuels consumed by an amount roughly equal
   to a 25-fold increase in wind plus solar power, or a
   doubling of nuclear power (Sweeney, 2007).

  This opportunity involves behavior change

  The engine of behavior change is information
The problem


  Billions spent gathering information
      Smart sensors and infrastructure
      Tons of information


  But energy information is dull
        Complex UI’s
        Problems are distant
        Feedback separated from behavior
        “What I get” not obvious (even $)
5/6/11   4
The idea


  Use successful ingredients from games:
      Self representation; feedback; community connections,
       ranks and levels; teams; virtual economies; compelling
       narrative
  Make a multiplayer game that connects home
   smart meters with game play
      Track energy use
      Feedback displays in game
      Links to social networks and mobile devices
Background



  New gamer generation
      Dominant genre of new media
  New “science of fun”
      New research about why games work
  Games work in other serious contexts
      Health, business productivity, learning
  Increasing attention to serious games
      IBM, State Farm, PG, Microsoft, military, security,
       education, health




                                                              +
Guiding concepts

    Mix real and virtual
        House and real behavior as joystick for game play
    Build professional games introduced at scale
        ARPAe
        Seriosity, Inc.
    Fit current game trends
        Farmville
        Facebook
    Stay true to game sensibilities!
        Even though the game goals are serious
        Fun, multi-period, rewards, teams, feedback…
8
2	
  
3	
  
4	
  
5	
  
6	
  
7	
  
8	
  
10	
  
The	
  Problem	
  

                              Site/App	
  




           Traffic	
                                 User	
  
         Op)miza)on	
                          Op)miza)on	
  
          “A1ract”	
          Content	
         “Influence”	
  
                            Op)miza)on	
  
                             “Sa)sfy”	
  
12	
  
Bunchball	
  gives	
  business	
  owners	
  
               real-­‐9me	
  influence	
  
            over	
  consumer	
  behavior	
  
             through	
  Gamifica8on.	
  



13	
  
Gamifica8on	
  Sa8sfies	
  Human	
  Needs	
  

                                                                            Self	
  
                             Reward	
     Status	
     Achievement	
     Expression	
     Compe88on	
     Altruism	
  

               Points	
  

               Levels	
  

      Challenges	
  

Virtual	
  Goods	
  

Leaderboards	
  

           GiFing	
  	
  
            Charity	
  




  14	
  
2	
  Kinds	
  of	
  “Gamifica8on”	
  




         Content	
                        Content	
  




           Game	
  
                                      Game	
  


15	
  
gamifica8on.com	
  

More Related Content

What's hot

Meaningful Play. Getting »Gamification« Right.
Meaningful Play. Getting »Gamification« Right.Meaningful Play. Getting »Gamification« Right.
Meaningful Play. Getting »Gamification« Right.Sebastian Deterding
 
Paideia as Paidia: From Game-Based Learning to a Life Well-Played
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedPaideia as Paidia: From Game-Based Learning to a Life Well-Played
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
 
Gamifying Aplications (aguascalientes_oct2014)
Gamifying Aplications (aguascalientes_oct2014)Gamifying Aplications (aguascalientes_oct2014)
Gamifying Aplications (aguascalientes_oct2014)Luis de-Marcos Ortega
 
Gameful Design: Creating Engaging Experiences
Gameful Design: Creating Engaging ExperiencesGameful Design: Creating Engaging Experiences
Gameful Design: Creating Engaging ExperiencesSebastian Deterding
 
Predictable Irrationality If You Build What They Ask For, They Will Not Come
Predictable Irrationality If You Build What They Ask For, They Will Not ComePredictable Irrationality If You Build What They Ask For, They Will Not Come
Predictable Irrationality If You Build What They Ask For, They Will Not ComeJoyce Hostyn
 
Work better, play together? Rypple on Enterprise Gamification
Work better, play together? Rypple on Enterprise GamificationWork better, play together? Rypple on Enterprise Gamification
Work better, play together? Rypple on Enterprise GamificationGeorge Babu
 
Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...
Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...
Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...Sebastian Deterding
 
Orientation to Serious Games
Orientation to Serious GamesOrientation to Serious Games
Orientation to Serious GamesAnne Derryberry
 
Gamifiying information systems: How to motivate users with game elements
Gamifiying information systems: How to motivate users with game elementsGamifiying information systems: How to motivate users with game elements
Gamifiying information systems: How to motivate users with game elementsLuis de-Marcos Ortega
 
Gamestorming wikipedia 4 3 (speaker)
Gamestorming wikipedia 4 3 (speaker)Gamestorming wikipedia 4 3 (speaker)
Gamestorming wikipedia 4 3 (speaker)Jake Orlowitz
 
Talking Casual
Talking CasualTalking Casual
Talking Casualaakoo
 
Games institute: University of California Visit: Game Thinking Overview
Games institute: University of California Visit: Game Thinking OverviewGames institute: University of California Visit: Game Thinking Overview
Games institute: University of California Visit: Game Thinking OverviewLennart Nacke
 
Gamification: An Introduction
Gamification: An IntroductionGamification: An Introduction
Gamification: An IntroductionGustavo Tondello
 
Just add points? What UX can (and cannot) learn from games
Just add points? What UX can (and cannot) learn from gamesJust add points? What UX can (and cannot) learn from games
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
 
Casual Games Discusssion
Casual Games DiscusssionCasual Games Discusssion
Casual Games Discusssionaakoo
 
Switch from Consoles to Social games
Switch from Consoles to Social gamesSwitch from Consoles to Social games
Switch from Consoles to Social gamesPierre Dumas
 

What's hot (19)

Meaningful Play. Getting »Gamification« Right.
Meaningful Play. Getting »Gamification« Right.Meaningful Play. Getting »Gamification« Right.
Meaningful Play. Getting »Gamification« Right.
 
Paideia as Paidia: From Game-Based Learning to a Life Well-Played
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedPaideia as Paidia: From Game-Based Learning to a Life Well-Played
Paideia as Paidia: From Game-Based Learning to a Life Well-Played
 
Designing with Personas
Designing with PersonasDesigning with Personas
Designing with Personas
 
Gamifying Aplications (aguascalientes_oct2014)
Gamifying Aplications (aguascalientes_oct2014)Gamifying Aplications (aguascalientes_oct2014)
Gamifying Aplications (aguascalientes_oct2014)
 
4. Serious Games: an Introduction
4. Serious Games: an Introduction4. Serious Games: an Introduction
4. Serious Games: an Introduction
 
Gameful Design: Creating Engaging Experiences
Gameful Design: Creating Engaging ExperiencesGameful Design: Creating Engaging Experiences
Gameful Design: Creating Engaging Experiences
 
Predictable Irrationality If You Build What They Ask For, They Will Not Come
Predictable Irrationality If You Build What They Ask For, They Will Not ComePredictable Irrationality If You Build What They Ask For, They Will Not Come
Predictable Irrationality If You Build What They Ask For, They Will Not Come
 
Work better, play together? Rypple on Enterprise Gamification
Work better, play together? Rypple on Enterprise GamificationWork better, play together? Rypple on Enterprise Gamification
Work better, play together? Rypple on Enterprise Gamification
 
Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...
Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...
Magic Pixie Wonder Dust 3000 (Enterprise Edition): Designing Motivational Exp...
 
Orientation to Serious Games
Orientation to Serious GamesOrientation to Serious Games
Orientation to Serious Games
 
Gamifiying information systems: How to motivate users with game elements
Gamifiying information systems: How to motivate users with game elementsGamifiying information systems: How to motivate users with game elements
Gamifiying information systems: How to motivate users with game elements
 
Gamestorming wikipedia 4 3 (speaker)
Gamestorming wikipedia 4 3 (speaker)Gamestorming wikipedia 4 3 (speaker)
Gamestorming wikipedia 4 3 (speaker)
 
Talking Casual
Talking CasualTalking Casual
Talking Casual
 
Games institute: University of California Visit: Game Thinking Overview
Games institute: University of California Visit: Game Thinking OverviewGames institute: University of California Visit: Game Thinking Overview
Games institute: University of California Visit: Game Thinking Overview
 
Gamification: An Introduction
Gamification: An IntroductionGamification: An Introduction
Gamification: An Introduction
 
Just add points? What UX can (and cannot) learn from games
Just add points? What UX can (and cannot) learn from gamesJust add points? What UX can (and cannot) learn from games
Just add points? What UX can (and cannot) learn from games
 
Casual Games Discusssion
Casual Games DiscusssionCasual Games Discusssion
Casual Games Discusssion
 
Gamification: Future Tools
Gamification: Future ToolsGamification: Future Tools
Gamification: Future Tools
 
Switch from Consoles to Social games
Switch from Consoles to Social gamesSwitch from Consoles to Social games
Switch from Consoles to Social games
 

Viewers also liked

ESOMAR Workshop on Gamification: Creating a win-win-win
ESOMAR Workshop on Gamification: Creating a win-win-winESOMAR Workshop on Gamification: Creating a win-win-win
ESOMAR Workshop on Gamification: Creating a win-win-winInSites on Stage
 
Excelling in Selling Workshop @ Lahore
Excelling in Selling Workshop @ LahoreExcelling in Selling Workshop @ Lahore
Excelling in Selling Workshop @ LahoreQasimUsmani
 
Gamification (workshop)
Gamification (workshop)Gamification (workshop)
Gamification (workshop)David Pinto
 
Introduction Materials for Gamification Workshop
Introduction Materials for Gamification WorkshopIntroduction Materials for Gamification Workshop
Introduction Materials for Gamification WorkshopKarl Kapp
 
Social Media Marketing with Viralogy
Social Media Marketing with ViralogySocial Media Marketing with Viralogy
Social Media Marketing with ViralogyYu-kai Chou
 
Why Google+ Sucks and What to Do About It (Old & New)
Why Google+ Sucks and What to Do About It (Old & New)Why Google+ Sucks and What to Do About It (Old & New)
Why Google+ Sucks and What to Do About It (Old & New)Yu-kai Chou
 
Selling skills and customer satisfaction
Selling skills and customer satisfactionSelling skills and customer satisfaction
Selling skills and customer satisfactionAshish Jain
 
Gamification workshop bucharest 2015
Gamification workshop bucharest 2015Gamification workshop bucharest 2015
Gamification workshop bucharest 2015An Coppens
 
Octalysis Gamification Workshop for Runway
Octalysis Gamification Workshop for RunwayOctalysis Gamification Workshop for Runway
Octalysis Gamification Workshop for RunwayYu-kai Chou
 
Octalysis: The Strategy Dashboard (Gamification)
Octalysis: The Strategy Dashboard (Gamification)Octalysis: The Strategy Dashboard (Gamification)
Octalysis: The Strategy Dashboard (Gamification)Yu-kai Chou
 
Ws innovation in action 2013 cgi and scania gamification presentation slideshare
Ws innovation in action 2013 cgi and scania gamification presentation slideshareWs innovation in action 2013 cgi and scania gamification presentation slideshare
Ws innovation in action 2013 cgi and scania gamification presentation slideshareMartin Högenberg
 
5-Hour Gamification Workshop for eBay
5-Hour Gamification Workshop for eBay5-Hour Gamification Workshop for eBay
5-Hour Gamification Workshop for eBayYu-kai Chou
 
[Keynote at WGC 2015] Maturity in Gamification, a shift to White Hat Intrinsi...
[Keynote at WGC 2015] Maturity in Gamification, a shift to White Hat Intrinsi...[Keynote at WGC 2015] Maturity in Gamification, a shift to White Hat Intrinsi...
[Keynote at WGC 2015] Maturity in Gamification, a shift to White Hat Intrinsi...Yu-kai Chou
 
Yu-kai Chou's Gamification Talk for QCommons (Christian Organization)
Yu-kai Chou's Gamification Talk for QCommons (Christian Organization)Yu-kai Chou's Gamification Talk for QCommons (Christian Organization)
Yu-kai Chou's Gamification Talk for QCommons (Christian Organization)Yu-kai Chou
 
Octalysis Gamification Workshop for AIG Japan (2015)
Octalysis Gamification Workshop for AIG Japan (2015)Octalysis Gamification Workshop for AIG Japan (2015)
Octalysis Gamification Workshop for AIG Japan (2015)Yu-kai Chou
 
Akbank gamification workshop slides
Akbank gamification workshop slidesAkbank gamification workshop slides
Akbank gamification workshop slidesErcan Altuğ YILMAZ
 
Gamification World Congress 2016 Keynote by Yu-kai Chou
Gamification World Congress 2016 Keynote by Yu-kai ChouGamification World Congress 2016 Keynote by Yu-kai Chou
Gamification World Congress 2016 Keynote by Yu-kai ChouYu-kai Chou
 

Viewers also liked (20)

Gamification workshop at the QSP Summit
Gamification workshop at the QSP SummitGamification workshop at the QSP Summit
Gamification workshop at the QSP Summit
 
ESOMAR Workshop on Gamification: Creating a win-win-win
ESOMAR Workshop on Gamification: Creating a win-win-winESOMAR Workshop on Gamification: Creating a win-win-win
ESOMAR Workshop on Gamification: Creating a win-win-win
 
Gamification workshop: Playful projects
Gamification workshop: Playful projectsGamification workshop: Playful projects
Gamification workshop: Playful projects
 
Excelling in Selling Workshop @ Lahore
Excelling in Selling Workshop @ LahoreExcelling in Selling Workshop @ Lahore
Excelling in Selling Workshop @ Lahore
 
Gamification (workshop)
Gamification (workshop)Gamification (workshop)
Gamification (workshop)
 
Introduction Materials for Gamification Workshop
Introduction Materials for Gamification WorkshopIntroduction Materials for Gamification Workshop
Introduction Materials for Gamification Workshop
 
RME Deck
RME DeckRME Deck
RME Deck
 
Social Media Marketing with Viralogy
Social Media Marketing with ViralogySocial Media Marketing with Viralogy
Social Media Marketing with Viralogy
 
Why Google+ Sucks and What to Do About It (Old & New)
Why Google+ Sucks and What to Do About It (Old & New)Why Google+ Sucks and What to Do About It (Old & New)
Why Google+ Sucks and What to Do About It (Old & New)
 
Selling skills and customer satisfaction
Selling skills and customer satisfactionSelling skills and customer satisfaction
Selling skills and customer satisfaction
 
Gamification workshop bucharest 2015
Gamification workshop bucharest 2015Gamification workshop bucharest 2015
Gamification workshop bucharest 2015
 
Octalysis Gamification Workshop for Runway
Octalysis Gamification Workshop for RunwayOctalysis Gamification Workshop for Runway
Octalysis Gamification Workshop for Runway
 
Octalysis: The Strategy Dashboard (Gamification)
Octalysis: The Strategy Dashboard (Gamification)Octalysis: The Strategy Dashboard (Gamification)
Octalysis: The Strategy Dashboard (Gamification)
 
Ws innovation in action 2013 cgi and scania gamification presentation slideshare
Ws innovation in action 2013 cgi and scania gamification presentation slideshareWs innovation in action 2013 cgi and scania gamification presentation slideshare
Ws innovation in action 2013 cgi and scania gamification presentation slideshare
 
5-Hour Gamification Workshop for eBay
5-Hour Gamification Workshop for eBay5-Hour Gamification Workshop for eBay
5-Hour Gamification Workshop for eBay
 
[Keynote at WGC 2015] Maturity in Gamification, a shift to White Hat Intrinsi...
[Keynote at WGC 2015] Maturity in Gamification, a shift to White Hat Intrinsi...[Keynote at WGC 2015] Maturity in Gamification, a shift to White Hat Intrinsi...
[Keynote at WGC 2015] Maturity in Gamification, a shift to White Hat Intrinsi...
 
Yu-kai Chou's Gamification Talk for QCommons (Christian Organization)
Yu-kai Chou's Gamification Talk for QCommons (Christian Organization)Yu-kai Chou's Gamification Talk for QCommons (Christian Organization)
Yu-kai Chou's Gamification Talk for QCommons (Christian Organization)
 
Octalysis Gamification Workshop for AIG Japan (2015)
Octalysis Gamification Workshop for AIG Japan (2015)Octalysis Gamification Workshop for AIG Japan (2015)
Octalysis Gamification Workshop for AIG Japan (2015)
 
Akbank gamification workshop slides
Akbank gamification workshop slidesAkbank gamification workshop slides
Akbank gamification workshop slides
 
Gamification World Congress 2016 Keynote by Yu-kai Chou
Gamification World Congress 2016 Keynote by Yu-kai ChouGamification World Congress 2016 Keynote by Yu-kai Chou
Gamification World Congress 2016 Keynote by Yu-kai Chou
 

Similar to CHI 2011 Gamification Workshop

2010 aera lacasa games & learning discussion
2010 aera lacasa games & learning discussion2010 aera lacasa games & learning discussion
2010 aera lacasa games & learning discussionUniversity of Alcalá
 
Motivating Students With Math Games
Motivating Students With Math GamesMotivating Students With Math Games
Motivating Students With Math GamesDoug Adams
 
GAMIFIN 2019 Conference Keynote: How to fail at #gamification research
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchGAMIFIN 2019 Conference Keynote: How to fail at #gamification research
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
 
Gamifying excellence in Delivery
Gamifying excellence in Delivery Gamifying excellence in Delivery
Gamifying excellence in Delivery SPIN Chennai
 
Nintendo Avenues For Growth Hult2010
Nintendo Avenues For Growth Hult2010Nintendo Avenues For Growth Hult2010
Nintendo Avenues For Growth Hult2010dhairya55
 
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...The Future of Playing with the Past: New Opportunities in Interpreting Cultur...
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...Ed Rodley
 
Gamification: Breaking videogames, reconstructing reality
Gamification: Breaking videogames, reconstructing realityGamification: Breaking videogames, reconstructing reality
Gamification: Breaking videogames, reconstructing realityLuis de-Marcos Ortega
 
Graphics Interface 2019: Invited Speaker: Lennart Nacke - Game Thinking
Graphics Interface 2019: Invited Speaker: Lennart Nacke - Game ThinkingGraphics Interface 2019: Invited Speaker: Lennart Nacke - Game Thinking
Graphics Interface 2019: Invited Speaker: Lennart Nacke - Game ThinkingLennart Nacke
 
There Be Dragons: Ten Potential Pitfalls of Gamification
There Be Dragons: Ten Potential Pitfalls of GamificationThere Be Dragons: Ten Potential Pitfalls of Gamification
There Be Dragons: Ten Potential Pitfalls of GamificationSebastian Deterding
 
Games for Change Methodology
Games for Change MethodologyGames for Change Methodology
Games for Change MethodologyGames for Change
 
Game based learning
Game based learningGame based learning
Game based learningMiles Berry
 
Gamification Strategies How to solve problems, motivate and engage people th...
 Gamification Strategies How to solve problems, motivate and engage people th... Gamification Strategies How to solve problems, motivate and engage people th...
Gamification Strategies How to solve problems, motivate and engage people th...Karl Kapp
 
Tenshi gamification for gamers march 2012
Tenshi gamification for gamers march 2012Tenshi gamification for gamers march 2012
Tenshi gamification for gamers march 2012jonathannewth
 
Game based learningdesign
Game based learningdesignGame based learningdesign
Game based learningdesignpeerbrouwers
 
State of the art on persuasive games for water consumption
State of the art on persuasive games for water consumptionState of the art on persuasive games for water consumption
State of the art on persuasive games for water consumptionAlysson Diniz dos Santos
 

Similar to CHI 2011 Gamification Workshop (20)

2010 aera lacasa games & learning discussion
2010 aera lacasa games & learning discussion2010 aera lacasa games & learning discussion
2010 aera lacasa games & learning discussion
 
Motivating Students With Math Games
Motivating Students With Math GamesMotivating Students With Math Games
Motivating Students With Math Games
 
GAMIFIN 2019 Conference Keynote: How to fail at #gamification research
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchGAMIFIN 2019 Conference Keynote: How to fail at #gamification research
GAMIFIN 2019 Conference Keynote: How to fail at #gamification research
 
Games for Change Lab
Games for Change LabGames for Change Lab
Games for Change Lab
 
Gamifying excellence in Delivery
Gamifying excellence in Delivery Gamifying excellence in Delivery
Gamifying excellence in Delivery
 
Nintendo Avenues For Growth Hult2010
Nintendo Avenues For Growth Hult2010Nintendo Avenues For Growth Hult2010
Nintendo Avenues For Growth Hult2010
 
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...The Future of Playing with the Past: New Opportunities in Interpreting Cultur...
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...
 
Gamification: Breaking videogames, reconstructing reality
Gamification: Breaking videogames, reconstructing realityGamification: Breaking videogames, reconstructing reality
Gamification: Breaking videogames, reconstructing reality
 
Graphics Interface 2019: Invited Speaker: Lennart Nacke - Game Thinking
Graphics Interface 2019: Invited Speaker: Lennart Nacke - Game ThinkingGraphics Interface 2019: Invited Speaker: Lennart Nacke - Game Thinking
Graphics Interface 2019: Invited Speaker: Lennart Nacke - Game Thinking
 
Lrn2play
Lrn2playLrn2play
Lrn2play
 
There Be Dragons: Ten Potential Pitfalls of Gamification
There Be Dragons: Ten Potential Pitfalls of GamificationThere Be Dragons: Ten Potential Pitfalls of Gamification
There Be Dragons: Ten Potential Pitfalls of Gamification
 
Games for Change Methodology
Games for Change MethodologyGames for Change Methodology
Games for Change Methodology
 
Using Social Media to Teach Engineering Process
Using Social Media to Teach Engineering ProcessUsing Social Media to Teach Engineering Process
Using Social Media to Teach Engineering Process
 
Game based learning
Game based learningGame based learning
Game based learning
 
Quest2Teach Instructor Training & Webinar
Quest2Teach Instructor Training & WebinarQuest2Teach Instructor Training & Webinar
Quest2Teach Instructor Training & Webinar
 
Gamification Strategies How to solve problems, motivate and engage people th...
 Gamification Strategies How to solve problems, motivate and engage people th... Gamification Strategies How to solve problems, motivate and engage people th...
Gamification Strategies How to solve problems, motivate and engage people th...
 
Tenshi gamification for gamers march 2012
Tenshi gamification for gamers march 2012Tenshi gamification for gamers march 2012
Tenshi gamification for gamers march 2012
 
2019 dhdownunder game prototyping workshop
2019 dhdownunder game prototyping workshop2019 dhdownunder game prototyping workshop
2019 dhdownunder game prototyping workshop
 
Game based learningdesign
Game based learningdesignGame based learningdesign
Game based learningdesign
 
State of the art on persuasive games for water consumption
State of the art on persuasive games for water consumptionState of the art on persuasive games for water consumption
State of the art on persuasive games for water consumption
 

Recently uploaded

Oppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmOppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmStan Meyer
 
Employablity presentation and Future Career Plan.pptx
Employablity presentation and Future Career Plan.pptxEmployablity presentation and Future Career Plan.pptx
Employablity presentation and Future Career Plan.pptxryandux83rd
 
Mythology Quiz-4th April 2024, Quiz Club NITW
Mythology Quiz-4th April 2024, Quiz Club NITWMythology Quiz-4th April 2024, Quiz Club NITW
Mythology Quiz-4th April 2024, Quiz Club NITWQuiz Club NITW
 
Sulphonamides, mechanisms and their uses
Sulphonamides, mechanisms and their usesSulphonamides, mechanisms and their uses
Sulphonamides, mechanisms and their usesVijayaLaxmi84
 
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...Association for Project Management
 
An Overview of the Calendar App in Odoo 17 ERP
An Overview of the Calendar App in Odoo 17 ERPAn Overview of the Calendar App in Odoo 17 ERP
An Overview of the Calendar App in Odoo 17 ERPCeline George
 
CLASSIFICATION OF ANTI - CANCER DRUGS.pptx
CLASSIFICATION OF ANTI - CANCER DRUGS.pptxCLASSIFICATION OF ANTI - CANCER DRUGS.pptx
CLASSIFICATION OF ANTI - CANCER DRUGS.pptxAnupam32727
 
31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...
31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...
31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...Nguyen Thanh Tu Collection
 
6 ways Samsung’s Interactive Display powered by Android changes the classroom
6 ways Samsung’s Interactive Display powered by Android changes the classroom6 ways Samsung’s Interactive Display powered by Android changes the classroom
6 ways Samsung’s Interactive Display powered by Android changes the classroomSamsung Business USA
 
Integumentary System SMP B. Pharm Sem I.ppt
Integumentary System SMP B. Pharm Sem I.pptIntegumentary System SMP B. Pharm Sem I.ppt
Integumentary System SMP B. Pharm Sem I.pptshraddhaparab530
 
ICS 2208 Lecture Slide Notes for Topic 6
ICS 2208 Lecture Slide Notes for Topic 6ICS 2208 Lecture Slide Notes for Topic 6
ICS 2208 Lecture Slide Notes for Topic 6Vanessa Camilleri
 
How to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 DatabaseHow to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 DatabaseCeline George
 
Narcotic and Non Narcotic Analgesic..pdf
Narcotic and Non Narcotic Analgesic..pdfNarcotic and Non Narcotic Analgesic..pdf
Narcotic and Non Narcotic Analgesic..pdfPrerana Jadhav
 
Indexing Structures in Database Management system.pdf
Indexing Structures in Database Management system.pdfIndexing Structures in Database Management system.pdf
Indexing Structures in Database Management system.pdfChristalin Nelson
 
Q-Factor General Quiz-7th April 2024, Quiz Club NITW
Q-Factor General Quiz-7th April 2024, Quiz Club NITWQ-Factor General Quiz-7th April 2024, Quiz Club NITW
Q-Factor General Quiz-7th April 2024, Quiz Club NITWQuiz Club NITW
 
4.9.24 School Desegregation in Boston.pptx
4.9.24 School Desegregation in Boston.pptx4.9.24 School Desegregation in Boston.pptx
4.9.24 School Desegregation in Boston.pptxmary850239
 

Recently uploaded (20)

Oppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmOppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and Film
 
Faculty Profile prashantha K EEE dept Sri Sairam college of Engineering
Faculty Profile prashantha K EEE dept Sri Sairam college of EngineeringFaculty Profile prashantha K EEE dept Sri Sairam college of Engineering
Faculty Profile prashantha K EEE dept Sri Sairam college of Engineering
 
Employablity presentation and Future Career Plan.pptx
Employablity presentation and Future Career Plan.pptxEmployablity presentation and Future Career Plan.pptx
Employablity presentation and Future Career Plan.pptx
 
Chi-Square Test Non Parametric Test Categorical Variable
Chi-Square Test Non Parametric Test Categorical VariableChi-Square Test Non Parametric Test Categorical Variable
Chi-Square Test Non Parametric Test Categorical Variable
 
Mythology Quiz-4th April 2024, Quiz Club NITW
Mythology Quiz-4th April 2024, Quiz Club NITWMythology Quiz-4th April 2024, Quiz Club NITW
Mythology Quiz-4th April 2024, Quiz Club NITW
 
Sulphonamides, mechanisms and their uses
Sulphonamides, mechanisms and their usesSulphonamides, mechanisms and their uses
Sulphonamides, mechanisms and their uses
 
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
 
An Overview of the Calendar App in Odoo 17 ERP
An Overview of the Calendar App in Odoo 17 ERPAn Overview of the Calendar App in Odoo 17 ERP
An Overview of the Calendar App in Odoo 17 ERP
 
CLASSIFICATION OF ANTI - CANCER DRUGS.pptx
CLASSIFICATION OF ANTI - CANCER DRUGS.pptxCLASSIFICATION OF ANTI - CANCER DRUGS.pptx
CLASSIFICATION OF ANTI - CANCER DRUGS.pptx
 
31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...
31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...
31 ĐỀ THI THỬ VÀO LỚP 10 - TIẾNG ANH - FORM MỚI 2025 - 40 CÂU HỎI - BÙI VĂN V...
 
6 ways Samsung’s Interactive Display powered by Android changes the classroom
6 ways Samsung’s Interactive Display powered by Android changes the classroom6 ways Samsung’s Interactive Display powered by Android changes the classroom
6 ways Samsung’s Interactive Display powered by Android changes the classroom
 
Plagiarism,forms,understand about plagiarism,avoid plagiarism,key significanc...
Plagiarism,forms,understand about plagiarism,avoid plagiarism,key significanc...Plagiarism,forms,understand about plagiarism,avoid plagiarism,key significanc...
Plagiarism,forms,understand about plagiarism,avoid plagiarism,key significanc...
 
Integumentary System SMP B. Pharm Sem I.ppt
Integumentary System SMP B. Pharm Sem I.pptIntegumentary System SMP B. Pharm Sem I.ppt
Integumentary System SMP B. Pharm Sem I.ppt
 
ICS 2208 Lecture Slide Notes for Topic 6
ICS 2208 Lecture Slide Notes for Topic 6ICS 2208 Lecture Slide Notes for Topic 6
ICS 2208 Lecture Slide Notes for Topic 6
 
How to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 DatabaseHow to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 Database
 
Narcotic and Non Narcotic Analgesic..pdf
Narcotic and Non Narcotic Analgesic..pdfNarcotic and Non Narcotic Analgesic..pdf
Narcotic and Non Narcotic Analgesic..pdf
 
Indexing Structures in Database Management system.pdf
Indexing Structures in Database Management system.pdfIndexing Structures in Database Management system.pdf
Indexing Structures in Database Management system.pdf
 
Q-Factor General Quiz-7th April 2024, Quiz Club NITW
Q-Factor General Quiz-7th April 2024, Quiz Club NITWQ-Factor General Quiz-7th April 2024, Quiz Club NITW
Q-Factor General Quiz-7th April 2024, Quiz Club NITW
 
Mattingly "AI & Prompt Design: Large Language Models"
Mattingly "AI & Prompt Design: Large Language Models"Mattingly "AI & Prompt Design: Large Language Models"
Mattingly "AI & Prompt Design: Large Language Models"
 
4.9.24 School Desegregation in Boston.pptx
4.9.24 School Desegregation in Boston.pptx4.9.24 School Desegregation in Boston.pptx
4.9.24 School Desegregation in Boston.pptx
 

CHI 2011 Gamification Workshop

  • 1. CHI 2011Workshop Gamification S. Deterding, D. Dixon, L. Nacke, R. Khaled, K. O‘Hara Vancouver, May 7, 2011 c b n
  • 2. Hashtag #gamichi
  • 4. Workshop Outset Goals Outset •  Rich but disconnected body of existing research •  Mass-market proliferation of gameified applications Goals •  Stocktaking and integration of existing research •  Identification of new research opportunities (offered by mass-market applications)
  • 5. Workshop Questions •  What is the current state of research, and how to integrate it? •  Which existing approaches are well-suited to study gamification? •  Do gamified applications feature specific or novel, unresearched characteristics? •  What happens when game design elements are transferred into non-game contexts? •  Which promising (new) research topics and data sources do gamified applications provide?
  • 6. What is this »gamification« thing? Whole Elements »The use of game design elements in non-game Serious Games Game-based tech contexts« Serious Gaming •  Games, not play GWAP Gamification •  Elements, not whole Game games •  Design, not technology Play or practices •  Digital non-digital Playful interaction •  Non-game contexts, not specific
  • 7. Who are these people? •  Lennart Nacke •  Rilla Khaled •  Dan Dixon •  Sebastian Deterding •  Kenton O’Hara •  (Miguel Sicart)
  • 8. Game Design Building Blocks Lennart Nacke •  What are formal core game elements? – Rewards – Challenge – Progress – Theme •  With what elements can we gamify HCI applications (Experimental tasks)?
  • 9. Thoughts on Gamification and Culture Rilla Khaled •  current gamification design strategies do not make sense in many cultural contexts •  e.g. Janteloven in Scandinavia is about not standing out •  how to make sense of gamification in cultural contexts? •  cultural values matter: gamification blurs boundaries with the real world •  culture and games share common conceptual ground •  people‘s background culture does influence people‘s interpretation of games – how can we harness this in design? •  gamification is somewhat subordinated to games: need to satisfy two literacies
  • 10. Types of player types Dan Dixon •  Bartle (1996) 4 types of players in MUDs •  Yee (2005) 3 main and 10 subcomponents in MMORPGS •  Klug and Schell (2006) 9 player types •  Jackson et al (2009) 8 orientations in Adventure Rock •  Canossa Drachen (2009) 3 types of behaviour in Tomb Raider: Underworld •  Kallio et al (2010) 9 reasons to play •  Commonalities Achievement, Competition, Socialization
  • 11. Situated Motivational Affordances Sebastian Deterding Game Motivation Social Context Intrinsic (frames) • Competence • Autonomy • Relatedness Artifact (patterns, affordances) Extrinsic •  RQ: How are situational and artifactual autonomy support in games and gamified applications related to intrinsic motivation and the experience of ‘play’? •  Method: Interviews, video ethnography, experiment •  Theory: Frame Analysis (Goffman), SDT (Ryan, Deci), motivational affordances (Zhang)
  • 12. Agenda: Morning 9.00–9.20 Introduction 9.20–10.15 Papers I 10.15–10.30 Coffee break 10.35–11.35 Papers II 11.35–11.45 Industry perspective 11.45–12.15 Identification of emerging topics 12.15–13.15 Lunch
  • 13. Agenda: Afternoon 13.15–15.30 World Café (with 15 min break) 15.30–15.45 Coffee break 15.45–17.30 Presentation and general discussion 17.30–17.45 Wrapup 17.45–18.15 Demos 19.30 Dinner at Cardero‘s
  • 14. Game rules 1.  Each player belongs to one of four teams: red, yellow, blue, green. 2.  Each player is dealt one creativity card. 3.  Each time a player makes a remark that uses the card, she scores a point for her team. She does so by announcing it to the table host. 4.  Between rounds, players may swap cards within their team. 5.  The team with the most points at the end wins. 6.  Please return the cards at the end of the workshop.
  • 15. World Café 1.  There are four rounds with 45 minutes each. Each table has a topic and host. 2.  Choose the table that most interests you, keeping participants per table roughly equal. 3.  Note ideas on the table cloth. At the end of each round, the table host will summarize results on the cloth. 4.  At the end of each round, •  switch to a table you haven‘t been to yet, •  create a new one with a new topic if you find at least four participants (you‘ll be the first host), •  close a table if everyone agrees 5.  The previous table host now presents the results of the past round and then hands her role over to a new host of the new round. 6.  For the final round, again choose the table that most interests you.
  • 16. World Café summary Please summarize the results as follows: •  What is agreed on? •  What is contentious? How might it be resolved? •  What is open or unknown? How might it be answered?
  • 17. Workshop summary •  What have we already done? •  What should happen next? •  How would we do that? •  What will you do next?
  • 18. Thank you Sebastian Deterding Dan Dixon Lennart E. Nacke Rilla Khaled Kenron O‘Hara s.deterding@hans-bredow- dan.dixon@uwe.ac.uk   lennart.nacke@acm.org   rikh@itu.dk   rikh@itu.dk   institut.de  
  • 19. Presentations 1.  Antin Churchill: Badges in Social Media: A 11.  Inbar et al: Driving the Scoreboard: Motivating Social Psychological Perspective Eco-Driving Through In-Car Gaming 2.  Brewer et al.: Lights Off. Game On. The Kukui 12.  Kukkaniemi et al.: Play Society Research Cup: A Dorm Energy Competition Project 3.  Cheng et al.: Finding Moments of Play at Work 13.  Laschke Hassenzahl: Mayor or Patron? The Difference Between a Badge and a Meaningful 4.  Cheung: Consciousness in Gameplay Story 5.  Choe: Roleplaying gamification to encourage 14.  Lee: What could media art learn from recent social interactions at parties experimental games? 6.  Ahmet Cramer: Gamification and Location- 15.  Müller: Gamification and Exertion: Using Sharing: Some Emerging Conflicts Gaming to Facilitate the Investment of Physical Effort 7.  Diakopoulos: Design Challenges in Playable Data 16.  Nikkila et al: Playing in Taskville: Designing a 8.  Gerling: Exploring the Potential of Gamification social game for the workplace among Frail Elderly 17.  Narasimhan: The Gamification of Television: Is 9.  Hoonhout Meerbek: Brainstorm Triggers: game there life beyond badges? characteristics as input in ideation 18.  Reeves, Cummings Anderson: Leveraging 10.  Huotari Hamari: “Gamification” from the the Engagement of Games to Change Energy perspective of service marketing Behavior 19.  Paharia: Bunchball.com
  • 20. Badges in Social Media: A Social Psychological Perspective Judd Antin and Elizabeth F. Churchill Internet Experiences Group Yahoo! Research {jantin, echu}@yahoo-inc.com @juddantin, @xeeliz Yahoo! Presentation, Confidential 1 5/5/2011
  • 21. This is Not a New Idea
  • 24. Instruction Shepherding Instruction Shepherding
  • 27. Group Identification Group Identification
  • 28. Thanks Judd Antin Elizabeth F. Churchill Internet Experiences Group Yahoo! Research {jantin, echu}@yahoo-inc.com @juddantin, @xeeliz You earned the “You Earned a Badge!” badge!
  • 29. Lights Off. Game On. The Kukui Cup: A Dorm Energy Competition Robert Brewer, George Lee, Yongwen Xu, Caterina Desiato, Michelle Katchuck, and Philip Johnson Collaborative Software Development Laboratory Dept of Information and Computer Sciences University of Hawaii at Manoa http://csdl.ics.hawaii.edu/ (1)
  • 30. Motivation  Many energy challenges •  Environmental impacts •  Peak oil •  Energy security  Our relationship with energy must change  Energy conservation •  Behavior can be major driver  Energy literacy (2)
  • 31. Question  How can we obtain sustained, positive behavioral changes with respect to energy usage? (3)
  • 32. The Kukui Cup  A “next generation” dorm energy competition •  Real-time energy data •  Behavior change tools •  Energy literacy “baked in”  Built for reusability •  Open source systems: WattDepot Makahiki  Inaugural competition •  October 2011, 3 weeks long •  4 residence halls •  1000 first-year students (4)
  • 33. Engagement  How do we get students to participate? •  Prizes •  Hype •  Gamification  Two parallel competitions •  Energy conservation •  Kukui Nut points  Side games •  Energy goal game •  Raffle game (5)
  • 34. Open Issues  “Onboarding” •  Our primary focus so far •  Early in-lab evaluations positive  Keeping things going •  How do we keep the “masters” interested? •  Developing 2nd level of interaction  After the competition ends •  How to support top players? •  Assist for next year’s Kukui Cup (6)
  • 35. Finding Moments of Play at Work Li-Te Cheng Joan DiMicco Sadat Shami John Patterson Casey Dugan Steven Rohall Michael Muller Andrew Sempere Werner Geyer Center for Social Software IBM Research
  • 36. Summary • When are appropriate moments of play for gamification in the enterprise? • Single player gamification impacts individual employee’s work-based or spare time • Multiplayer gamification impacts team time, social norms, corporate culture • Examined five past projects at IBM
  •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synchronous ! Synchronous L,+!(+9/!/$!+9:4;%+0!+9:4'(+8!/,+!60+!$!):4+! 3(25:(',!5(25:+:365!6$13',!%$$?7':?3(8!6-6257!BTD!! 3%4'+5*6%%7+$7'()* '1')'$-!')!)*+!5%))%!%#!'(! +%+4+(/0!'(!/+:4!=$(/+9/0C!!J(!$67!$67/,!+9:4;%+1!/,+ A,'-5:6!7'2195)!6$13',!%$$?7':?6!;329!1$,,5'8/56!;9$! @%$9 Individual discretion R38/:5!]!L559345!A$3(26U! Limited shared time *%6+)7:00!;7$M+=/!+9;%$7+8!0$=':%'N:/'$(!:(8! +++)/(.! H95!.3:62!5'7+,5!295!P$85':!= ?'$)/0 =$%%:E$7:/'$(!:4$()!0$/:7+!+()'(++70!@OBC!!L,'0!:0! Personal time ,5')5:%$':)! ! Team, social, corp context E6'%/!:0!:!H!-'7/6:%!$7%8!'(!:!/:EPE:0+8!;%6)'(!/$!:(! 3(1$:+$:'25)!'!63(8,5!+,'-5:!8/ B;6+. +(/+7;7'0+!0$/:7+!8+-+%$;4+(/!+(-'7$(4+(/!5#')67+! D+$+= Whenever there is a free moment #')67+!A!*%6+)7:00!+4E+88+8! '(!:!8+-+%$;4+(/!+(-'7$(4+(/! Before or afterwards 3(25:(',!5(25:+:365!6$13',!%$$?7 AC!!L:0?0!=$6%8!E+!=7+:/+8!:(8!4$-+8!E+/++(!/,+! 52!)* -'7/6:%!:(8!8+-+%$;4+(/!+(-'7$(4+(/C!!.,$/$0!7$4!:(!
  • 39. Gifford Cheung, The Information School / dub Group University of Washington, Seattle
  • 40. Assertion A clear theoretical understanding of how players make moves in a gaming context will provide a framework for understanding the impact of game elements in non-gaming contexts.
  • 41. a Knowledge-based view of action (Giddens, 1984)
  • 42. 3 kinds relationship between action and knowledge discursive: explainable weighed chess move practical: habitual, verbally-unexpressed turn order, checking into 4square unconscious: inhibited rationale
  • 43. dimensions of game media 1 Presence: 2 Readiness: 3 Adversity: (explainable/focused) (habitual/practical) Where is the line between discursive and practical? discursive: explainable weighed chess move practical: habitual, verbally-unexpressed turn order, checking into 4square unconscious: inhibited rationale See also: Winograd Flores, 1987
  • 44. applied: finding a desired balance between game and non-game 1 Presence: 2 Readiness: 3 Adversity: (explainable/focused) (habitual/practical) Where is the line between discursive and practical? Do the game elements What habitual Taking the context direct attention rhythm together as a whole, away from is promoted by different elements of the desired activities the medium the experience alter the of non-game for the game adversity experienced elements? (e.g. 4square by the players. When (e.g. driving vs. checkins) adversity is high, is this eco-gaming feedback) and how is that aided the ideal challenge for or disrupted by the gamification? environment?
  • 45. Future directions Discussing the applicability of these dimensions is an interesting challenge. Both for understanding game elements and designing them. Further discussion of alternate theories of action, additional dimensions of games is welcome!
  • 46. Roleplaying gamification to encourage social interactions at parties Sungwon P. Choe Network Computing Lab KAIST, Korea
  • 47. AWE Wine Party Yeah! In It’s a Daejeon, networking Korea… party. Yeah! In Daejeon, Korea
  • 48. What A Party Host Wants So, a friendly He wants it to atmosphere and be successful. enjoyable interactions, right?
  • 49. Party Host Concerns Making sure I don’t DJ too loud… Overdrinking, … and that fighting…. there’s enough wine Prevent and Resolve Social Prevent and Resolve Logistical Problems Problems I don’t know anybody here… Help People Socialize
  • 50. Party Behaviors They observed Some are more some social than socializing others…. behaviors
  • 51. More Social Behaviors My friend here studies in the …and are same field… We found having an a common involved interest… conversation … Deep Talker “Matchmaker” My friends here also like salsa dancing… Bridger
  • 52. Party Behaviors Some are less social! Yeah, and…
  • 53. Less Social Behaviors I guess I’ll walk over here… I don’t know anybody here… Wallflower Wanderer Who should I talk to next? Hit-and-runner
  • 54. Initial Game Design So they can encourage …with “more social” gamification! behaviors…
  • 55. Initial Game Design …and win a Yeah, you could complete a deep talker quest..
  • 56. Current Work Well, there are How far have 3 stages… they gotten?
  • 57. To notify the Current Work host of wallflowers and They asked us to wanderers… wear these sensor badges Stage 1: Collecting Analyzing Data Stage 2: Party Host App Deep Talking Matchmaking …and guests who might Stage 3: Gamification App need help!
  • 58. Gamification and Location-sharing some emerging social conflicts Presenter: Zeynep Ahmet Junior researcher @ Mobile Life Centre, Mobile eco-systems, Service distribution models, Location-sharing services, Research-in-the-large. Games zeynep@mobilelifecentre.org Henriette Cramer Post-doc researcher @ Mobile Life Centre, @hsmcramer Mobile apps, Location-based services, Bots Autonomous ‘things’, Social Computing, Research-in-the-large henriette@mobilelifecentre.org
  • 59. Location-sharing check-ins A check-in - Manual pairing with semantic ‘venues’ - Mix between private public - Potentially very large audiences
  • 60. As in Barkhuus et al., 2008: Brown et al., 2008, Tang et al., 2010, Consolvo, 2005 many more location-sharing studies: Utilitarian uses: easing coordination, lightweight communication, serendipitous meet-ups Social- and identity-driven uses: sharing lifestyle, events and sharing interesting information, self-presentation. But there’s more!
  • 61. Gamification points, badges, mayorships individual social achievements social: competition, ownership mayorship battles
  • 62. share life events check out the locals ‘play’ express who you are inform (un)plan ‘where was I?’ meet-ups voyeurism build your identity share your opinion ‘where was that?’ ‘own’ a place pass the time recommend a venue get a discount Gamification elements have to co-exist with other motivators If conflicts are inevitable, make the most of them!
  • 64. Score: 50,000 Level: 12 DESIGN CHALLENGES IN PLAYABLE DATA Nicholas A. Diakopoulos, Ph.D. Rutgers University, School of Communication and Information
  • 65. GAME-Y INFOGRAPHIC CONCEPT Mechanics Answering ?s Retrieve Value Guessing Anomalies Firing Range Aiming Filter Managing Resources Sort Cluster Design Elements Correlate Goals Extremes Rules Distribution Scores / Rewards Competition Advancement
  • 67. CHALLENGE AND BALANCE FOR DYNAMIC DATA •  Does the game break if data is updated, incomplete? •  Different data can change difficulty. •  How to make game designs adaptable?
  • 68. COORDINATES Nick Diakopoulos Twitter: @ndiakopoulos Email: nicholas.diakopoulos@gmail.com Web: http://www.nickdiakopoulos.com http://www.salubriousnation.com http://sm.rutgers.edu/vox
  • 69. CHI 2011 Workshop on Gamification Kathrin Gerling, M.Sc. Entertainment Computing Group, University of Duisburg-Essen Interaction Lab, University of Saskatchewan kathrin.gerling@acm.org
  • 70. • Demographic development in western societies leads to an increased group of (frail) elderly persons [8] • Research results suggest positive effects of digital games on cognitive, emotional and physical well-being of elderly [1, 6] • Game elements and games have successfully been integrated into physical therapy and cognitive training, e.g. [1, 7] Further exploration of the augmentation of routine tasks and leisure activities through gamification Examination of challenges arising from the characteristics of the target audience, e.g. age-related impairments
  • 71. • Augmentation of regular tasks ‐ Motivating users to remain active, participate in therapy, ... ‐ Competition with peers is an important factor • Re-creating inaccessible real- world experiences • Gamification for social interaction ‐ Fostering relationships between elderly persons ‐ Re-connecting different generations
  • 72. • Impact of age-related changes and impairments [3, 5] • Lack of gaming experience among today‘s elderly ‐ No domain knowledge, no common ground in digital gaming ‐ Often extensive board and card gaming experience Gamification approaches cannot benefit from gaming literacy • Creation of rewarding experiences ‐ Importance of meaningful play, personal development ‐ High level of usability and accessibility necessary • Workload and computer literacy of nursing staff Access barriers have to be reduced to allow elderly persons to engage in playful activities
  • 73.
  • 74. Brainstorm Triggers: game characteristics as input in ideation Jettie Hoonhout and Bernt Meerbeek Philips Research May 7, 2011
  • 75. Concept development at Philips Research: some examples Philips Research, May 7, 2011
  • 76. Research work around games: some examples amBX Entertaible StoryToy SplashBall Philips Research, May 7, 2011
  • 77. UX input early on in the development • Problem description: – User experience (i.e., affective aspects) increasingly important in product development – Many evaluation tools, rather few early stage tools – How to incorporate UX input early on? • Possible approach: – Games are ultimate user experience, strong affective appeal – Can game elements be used for consumer electronics? – Why not use game application rules as triggers in brainstorms… • E.g.: perceived progress, clear goals, curiosityexploration, competition Philips Research, May 7, 2011 4
  • 78. Robot vacuum cleaner case • Example brainstorm idea used in concepts: robot vacuum cleaner shows in a fun way that it is putting extra effort in cleaning a very dirty spot (also well-liked in subsequent evaluation by consumers) • Learnings regarding brainstorm triggers: – Appears to result in different type of ideas (more playful) compared to “normal” brainstorms – Not all triggers easy to work with adapt process – Not all triggers seem suitable for consumer electronics… Philips Research, May 7, 2011 5
  • 79.
  • 80. “Gamification” from the perspective of service marketing CHI 2011, Gamification Workshop
 Kai Huotari
 Juho Hamari
 Helsinki Institute of Information Technology HIIT
  • 81. Emergence of service marketing Classical marketing theory is based on the exchange of physical goods and cannot provide a sufficient understanding on services. Vargo Lusch (2004) launched the term service-dominant (S-D) logic for marketing and proclaimed that the service approach should replace the classical marketing theory. Value-in-use approach helps explain the ubiquitous applicability of the service logic and the profound difference between the traditional, goods- dominant logic and the new service-dominant logic. In traditional marketing theory, value is considered to be created during the production process by the company and to be embedded in the product. Service marketing literature sees the customer always participating in the production process as the value is generated only once the customer uses the service or the good.
  • 82. Service, service system and service package Vargo and Lusch (2004) define service as “the application of specialized competences (knowledge and skills), through deeds, processes, and performances for the benefit of another entity or the entity itself”. Thus, any intentional act - no matter how small - that helps an entity can be considered a service. “Service system is an arrangements of resources (including people, technology, information, etc.) connected to other systems by value propositions”. (Spohrer et al., 2008) Service package (Grönroos, 2007) helps firms manage bundled services or service systems. The basic service package consists of the core service, enabling services and enhancing services. Enabling services are required for the offering of the core service while enhancing services support the offering of the core service and thus increase its value or differentiates it from the services of the competitors.
  • 83. Games as service systems Salen Zimmerman (2004): “Game is a system in which players engage in an artificial conflict, defined by rules, that result in a quantifiable outcome”. Cook (2006): “Game mechanics are rule based systems / simulations that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms.” Looked through the service marketing literature described above, game mechanics can be seen as services and games as service systems.
  • 84. A Proposed definition for gamification Gamification is a form of service packaging where a core service is enhanced by a rules-based service system that provides feedback and interaction mechanisms to the user with an aim to facilitate and support the users’ overall value creation.
  • 85. Thank you! Question/comment? Contact: kai.huotari@hiit.fi juho.hamari@hiit.fi
  • 86. ECODRIVING Ohad Inbar Omer Tsimhoni Noam Tractinsky Thomas Seder Ben Gurion University General Motors CHI2011 Gamification Workshop
  • 87. ECODRIVING Eco Driving Eco-driving is a win-win proposition for:   Individuals, who can benefit from reduced fuel consumption.   Society, through reduced emissions. CHI2011 Gamification Workshop
  • 88. ECODRIVING Existing Designs Chevrolet  Volt   Ford’s  EcoGuide     Kia  Soul   Honda  Insight   CHI2011 Gamification Workshop
  • 89. ECODRIVING Gamifying Driving “When we observed hybrid drivers, we found they were going for high scores, a gaming behavior that has never existed in cars before.” - Steve Bishop, IDEO CHI2011 Gamification Workshop
  • 90. ECODRIVING Proposed Framework Public   Eco-­‐driver  of   Your  name   the  day   on  a  variable   award   message  sign   Internal   External   In-­‐car   Permit  to  use   messages   carpool  lane   Private   CHI2011 Gamification Workshop
  • 91. ECODRIVING Example Public + External: Your name on a variable message sign Public   Your  name   Eco-­‐driver  of   on  a  variable   the  day   message   award   sign   Internal   External   Permit  to   In-­‐car   use  carpool   messages   lane   Private   CHI2011 Gamification Workshop
  • 92. ECODRIVING Future Research 1.  Employ ethnographic methods to study the actual interaction of drivers with existing eco-driving interfaces. 2.  Study the effects of ‘tangible’ (monetary-like) rewards on drivers’ attitudes. Public   3.  Explore the effects of social Eco-­‐driver  of   Your  name   on  a  variable   the  day   message   award   interaction and social networks sign   Internal   External   on the relationship dimension. In-­‐car   Permit  to   use  carpool   messages   lane   Private   CHI2011 Gamification Workshop
  • 93. ECODRIVING Ohad Inbar ohad@ohadinbar.com CHI2011 Gamification Workshop
  • 94. Play  Society     CHI  Gamifica+on  Workshop   8.5.2011  
  • 95. Play  Society  Project  Structure   Playfulness   Hypothesis   Model   Playfulness   Development   Proto  design   and   Synthesis   Development   Playful   Experiments   Valida+on   Events   Collec3on   Analysis   More   Experiments   2011     2012-­‐2013     Design  Recommenda+ons  
  • 96. Playfulica+on  and  Gamifica+on   •  Playfulica+on  are  aligned  topics,  but  not  the  same.     •  Strict  differen+a+on  is  not  necessarily  feasible     •  BoQoms  up  conceptualiza+on  of  playfulness   •  Iden+fy  real  playful  events  (long  list)     ⇒   Form  clusters     ⇒   Elaborate  clusters  structural  founda+ons   •  Theore+cal  founda+ons  are  based  on  the  PLEX   work  (see  for  example  Korhonen  et  al  DPPI  2009)  
  • 97. Mayor or patron? The difference between a badge and a meaningful story. Matthias Laschke//Marc Hassenzahl Folkwang University of the Arts
  • 98. Mayor or patron? The story It is a beautiful day. Eva plans visiting her favorite pub the “zweibar” . She strolls to the “zweibar” .
  • 99. Mayor or patron? The story While Eva’s mind is already in the “zweibar” Foursquare offers Sarah a , 300 'Explorer' badge.
  • 100. Mayor or patron? The story While Eva’s mind is already in the “zweibar” Foursquare offers Sarah a , 300 'Explorer' badge. She also strolls to the “zweibar”.
  • 101. Mayor or patron? The story Eva thinks about the nice atmosphere and her preferred waitress Lisa.
  • 102. Mayor or patron? The story Sarah thinks about getting the 300 ‘Explorer’ badge.
  • 103. Both arrive at the same time. While Eva’s mind is set on pleasant anticipation, Sarah still thinks about her badge.
  • 104. Mayor or patron? The story As expected, Eva’s bar-experience is really good. Lisa is on duty and many other good friends are there. She feels rewarded by the situation in itself.
  • 105. Mayor or patron? The story Sarah feels a bit left alone. It’ s definitely not her first time in a bar, but the “zweibar” is new to her. Could Foursquare offers something beyond a badge?
  • 106. Mayor or patron? The story It could… Explore all locations in the bar. One could be your favorite place.
  • 107. Mayor or patron? The story Explore all locations in the bar. One could be your favorite place.
  • 108. Mayor or patron? The story Explore all locations in the bar. One could be your favorite place.
  • 109. Talk to a stranger and ask him/her to coffee.
  • 110. Ask for the first name of the staff. They will be glad.
  • 111. Mayor or patron? The story Try to take a seat next to a nice person. Don’t hesitate!
  • 112. Mayor or patron? The story Finally, Sarah gets a touch of Eva’s good bar-experiences. She will maybe come back. With or without a offered badge? Her visit could be now filled with meaningful stories and experiences.
  • 113. Mayor or patron? The story Instead of simple extrinsic rewarding, Try to take a seat next to a Explore all locations in the gamification systems should offer, help nice person. Don’t hesitate! bar. One could be your favorite place. and improve likeliness of worthwhile experiences. Try to take a Talk to a Ask for the first seat next to a stranger and name of the nice person. ask him/her staff. They will Don’t hesitate! to coffee. be glad.
  • 114. What could media art learn from recent experimental games? Hyun-Jean Lee The Graduate School of Communication and Arts Yonsei University Seoul, Republic of Korea hyunjean@yonsei.ac.kr
  • 115. My Background… Interactive Fine Art Digital Media Media Art Painting, Video, Installation Art Computer-based Theory and Practice Interactive Installation in Digital Media → What is the meaning of “interactivity” ? → Why and how interactive experiences can be perceived differently in interactive media art work from fine art work?
  • 116. Art as Experience: Interactive Engagement “A work of art is an individualized participating experience (…) that are imaginatively evoked, summoned, assembled, and integrated are embodied in material existence that here and now interacts with the self”” – Dewey, Art as Experience, 1984
  • 117. Physical and Perceptual Interactivity in Camera-Screen Interface The basic model of feedback loop In the camera-screen interface, the simultaneous reception and projection of an image between the camera and monitor with the human body centered in this camera-monitor encapsulation.
  • 118. Physical and Perceptual Interactivity in Camera-Screen Interface A physical feedback loop
  • 119. Physical and Perceptual Interactivity in Camera-Screen Interface A physical feedback loop
  • 120. Physical and Perceptual Interactivity in Computational Interactive Systems An electronic feedback loop
  • 121. Physical and Perceptual Interactivity in Computational Interactive Systems A code-level feedback loop
  • 122. Physical and Perceptual Interactivity in Computational Interactive Systems A psychological feedback loop
  • 123. Critical Distance for Self-Reflection As the camera and the monitor in the artwork encapsulate the interactor's body and mind in an instant feedback loop, the interactor becomes a part of the interface mechanism and responds to the artwork system. This kind of direct mirroring experience in interactive screen-based media artworks hardly allows the viewer the critical distance or time needed for self-reflection. Therefore, in media art experience, the critical distance or time needed for self-reflection in the course of interaction needs to be greatly considered. And the interactive mechanism based on computational closed feedback system needs to be approached more philosophically and aesthetically.
  • 124. Currently I am … Teaching Graduate Students in Media Art major ... Teaching “Game Design and Culture” for Undergraduates …
  • 125. What Could Media Art Learn from Recent Experimental Games? Casual Persuasive News Pervasive … Game Game game Game The diverse approaches in experimental game practice and research becomes useful references to enrich interactive experience.
  • 126. What Could Media Art Learn from Recent Experimental Games? The Wide and Sophisticated Critical and Creative Use of Interactivity Aesthetic Attitudes Technologies Persuasive Game Persuasive Game Pervasive Game Newsgame Newsgame Casual Game For the sophisticated and reflective interaction
  • 127. Sophisticated Interactivity The methodical and rhetorical approach and understanding to interactivity in game research and practice helps to improve the approach of interactivity in media art. • Procedural rhetoric: Tighter symbolic coupling between user actions and procedural representation can be produced from the video games. • Play: The possibility space refers to the myriad configurations that the player might construct to see the ways the processes inscribed in the system work. Thus, while interacting with the system, the player literally fills the gap between subjectivity and the game processes and performs a great deal of mental synthesis. • Selective modeling in abstraction: Persuasive Games: The Expressive Power of Videogames, Ian Bogost The videogame’s method of selectively modeling appropriate elements of that world in “abstraction” creates the “empathetic and dialectical engagement” and “vivid experience” of interaction.
  • 128. Critical and Aesthetic Attitudes In “Newsgames” and “Persuasive games” The critical and aesthetic attitudes recently presented in game design practice are also useful to enhance the media art interaction to a more critical and reflective level from the cultural and societal sides. September 12th Madrid Cut throat Capitalism Newsgames, Ian Bogost Simon Ferrari and Bobby Schweizer Everyday the Same Dream McDonald game
  • 129. Critical and Aesthetic Attitudes “Pervasive games” “Pervasive games” also use the strategy to look at the community and neighborhood with critical insights and reconstruct them as a game environment. By using their bodily engagement in the play, in these games players explore how to creatively combine the physical with the digital, life with play, virtual with real. These processes also show critical and reflective approaches to think of their subjectivity in the context of play and design at a societal and aesthetical stance. Persuasive Games: Theory and Design, Markus Montola, Jaakko Stenros and Annika Waern
  • 130. The Wide and Creative Use of Technologies The wide and rich use of media technologies in games helps to think of the inter- relationship between media and technology for creative media art practice. • The pervasive games widely use the pervasive technologies and ubiquitous computing. • The novel interface technologies such as Nintendo Wii and Microsoft Xbox Kinect, involve intuitive user interactions. Nintendo Wii A Casual Revolution, Jesper Juul MS Xbox Kinect
  • 131. Conclusion As game design and research have culturally, technologically and theoretically widened, its new possibilities and critical interaction methodologies become to influence on other domains of research and practice, particularly on interactive media art. The game strategies to involve the sophisticated and reflective interaction from the players deliver useful lessons to be referred.
  • 132. Thank You ! “Aesthetic experience is imaginative. (..) Imagination is the only gateway through which these meanings can find their way into a present interaction. ” - Dewey, Art as Experience, 1984
  • 133.
  • 134.
  • 135.
  • 136.
  • 137.
  • 138.
  • 139.
  • 140.
  • 141.
  • 142.
  • 143.
  • 144.
  • 145. playing in taskville designing a social game for the workplace {shawn.nikkila, silvan.linn, hari.sundaram, aisling.kelliher}@asu.edu
  • 146. taskville motivation In today’s workplace, diverse and distributed teams from around the world are working on complex problems.
  • 150. taskville motivation How can individual workers be more aware of activities in the larger enterprise through gamification?
  • 152. taskville motivation How can we give feedback to repetitive and mundane tasks in a fun way through gamification?
  • 154. user feedback • What is a task? • Intra-group vs. inter-group competition • Privacy
  • 155. future directions • How can we gamify communication between family members over long distances? • How can we gamify compliance in the medical domain?
  • 156. Applied Research Center The Gamification of Television Is there life beyond badges? Nitya Narasimhan Motorola Mobility, Inc. Gamification Workshop CHI 2011 May 7, 2011 MOTOROLA and the Stylized M Logo are trademarks or registered trademarks of Motorola Trademark Holdings, LLC. All other trademarks are the property of their respective owners. © 2011 Motorola Mobility, Inc. All rights reserved.
  • 157. APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP Page 2 We need new ways to track engage audiences •  Television viewing is now at user’s convenience –  Time (when) –  Place (where) –  Device (how) –  Source (from whom) •  Increasing Fragmentation –  Of Audience (targeting) –  Of Attention (engaging) •  Can Gamification Help? © 2011 Motorola Mobility, Inc 3/8/2011
  • 158. APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP Page 3 But ‘Engagement’ has many facets Pre- Synched- Post- Viewing Viewing Viewing Behaviors Behaviors Behaviors Will the user watch Is the user watching Is the user invested in the show? the show? the show? Degree of interest Degree of attention Degree of follow-up (live vs. DVR, (full vs. partial, (search, learn, share, alone vs. social) like vs. bored) buy, record) © 2011 Motorola Mobility, Inc 3/8/2011
  • 159. APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP Page 4 The state of Gamification NOW: a focus on loyalty Synched- Post- Viewing Viewing Behaviors Behaviors Focus on Social Focus on Entertainment Rewards for watching the show Rewards for further engagement © 2011 Motorola Mobility, Inc 3/8/2011
  • 160. APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP Page 5 Opportunities for Gamification NEXT Make it LAST Utility Make it MEANINGFUL Make it The EFFORTLESS Sustainability The Challenge Analytics The Attention Challenge Challenge Difficulty © 2011 Motorola Mobility, Inc 3/8/2011
  • 161. APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP Page 6 #1: The Attention Challenge in Synched Viewing •  Television involves lean- back consumption (passive) •  Social TV apps create lean- forward interaction (active) –  Add to user effort (context and activity inputs) –  Take user attention away from onscreen content Can gamification make the interactions “fun” without taking viewers’ attention away from content? © 2011 Motorola Mobility, Inc 3/8/2011
  • 162. APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP Page 7 #1: Opportunity for “Attention-Preserving” IO Toolkits http://www.designboom.com/history/numberonefoamhand/07.jpg Digitize Fun Interactions, Sense Ambient context Can gamification make the interactions “fun” without taking viewers’ attention away from content? © 2011 Motorola Mobility, Inc 3/8/2011
  • 163. APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP Page 8 #2: The Analytics Challenge: Growth but Sparsity •  Social TV apps today focus on presence (check-in), sentiment (like) comment •  No incentive (or support) for multiple repeat events –  Coarser granularity (like a show not a segment) –  Undifferentiated intents (early vs. late check-in) Can gamification persuade users to check-in “more” or perform more “diverse” activities (like, dislike) to differentiate intent? © 2011 Motorola Mobility, Inc 3/8/2011
  • 164. APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP Page 9 #2: Follow the verbs: Create/Reward more activities •  Also impacts rewards and incentives schemes (more earn/burn options) Can gamification persuade users to check-in “more” or perform more “diverse” activities (like, dislike) © 2011 Motorola Mobility, Inc 3/8/2011
  • 165. APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP Page 10 #3: The Sustainability Challenge: Beyond ‘novelty’ •  Understand individual viewer motivations and evolve ‘game elements’ to support or surprise them •  The problem: everyone watches television. There is no clear set of ‘player types’ http://www.slideshare.net/amyjokim /gamification-101-design-the-player-journey Can gamification platforms evolve to suit different player types? What are the player types for social television? © 2011 Motorola Mobility, Inc 3/8/2011
  • 166. APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP Page 11 #3: Games With a Purpose: An MVC Approach •  Same model. Different views for different players. –  Games for Analytics –  Games for Search –  Advergames •  Example: Want to get viewers to “tag” video? –  Drinking game (fun) http://appadvice.com/appnn/2011/02/drinking-game-app-combines-beer- media-viewing –  Advisory tags (altruism) Can gamification platforms evolve to suit different player types? What are the player types for social television? © 2011 Motorola Mobility, Inc 3/8/2011
  • 167. APPLIED RESEARCH CENTER THE GAMIFICATION OF TV – CHI 2011 GAMIFICATION WORKSHOP Page 12 Summary Can gamification make the interactions “fun” without taking viewers’ attention away from content? Can gamification persuade users to check-in “more” or perform more “diverse” activities (like, dislike) to differentiate intent? Can gamification platforms evolve to suit different player types? What are the player types for social television? © 2011 Motorola Mobility, Inc 3/8/2011
  • 168. H-STAR HUMAN SCIENCES AND TECHNOLOGIES ADVANCED RESEARCH INSTITUTE Leveraging the Engagement of Games to Change Energy Behavior Byron Reeves Stanford University reeves@stanford.edu James J. Cummings Dante Anderson Stanford University Seriosity, Inc. cummingj@stanford.edu dante@seriosity.com
  • 169. The Opportunity   A 10% reduction in energy use will lower the quantity of fossil fuels consumed by an amount roughly equal to a 25-fold increase in wind plus solar power, or a doubling of nuclear power (Sweeney, 2007).   This opportunity involves behavior change   The engine of behavior change is information
  • 170. The problem   Billions spent gathering information   Smart sensors and infrastructure   Tons of information   But energy information is dull   Complex UI’s   Problems are distant   Feedback separated from behavior   “What I get” not obvious (even $)
  • 171. 5/6/11 4
  • 172. The idea   Use successful ingredients from games:   Self representation; feedback; community connections, ranks and levels; teams; virtual economies; compelling narrative   Make a multiplayer game that connects home smart meters with game play   Track energy use   Feedback displays in game   Links to social networks and mobile devices
  • 173. Background   New gamer generation   Dominant genre of new media   New “science of fun”   New research about why games work   Games work in other serious contexts   Health, business productivity, learning   Increasing attention to serious games   IBM, State Farm, PG, Microsoft, military, security, education, health +
  • 174. Guiding concepts   Mix real and virtual   House and real behavior as joystick for game play   Build professional games introduced at scale   ARPAe   Seriosity, Inc.   Fit current game trends   Farmville   Facebook   Stay true to game sensibilities!   Even though the game goals are serious   Fun, multi-period, rewards, teams, feedback…
  • 175. 8
  • 176.
  • 177.
  • 178.
  • 179.
  • 180. 2  
  • 181. 3  
  • 182. 4  
  • 183. 5  
  • 184. 6  
  • 185. 7  
  • 186. 8  
  • 187.
  • 188. 10  
  • 189.
  • 190. The  Problem   Site/App   Traffic   User   Op)miza)on   Op)miza)on   “A1ract”   Content   “Influence”   Op)miza)on   “Sa)sfy”   12  
  • 191. Bunchball  gives  business  owners   real-­‐9me  influence   over  consumer  behavior   through  Gamifica8on.   13  
  • 192. Gamifica8on  Sa8sfies  Human  Needs   Self   Reward   Status   Achievement   Expression   Compe88on   Altruism   Points   Levels   Challenges   Virtual  Goods   Leaderboards   GiFing     Charity   14  
  • 193. 2  Kinds  of  “Gamifica8on”   Content   Content   Game   Game   15