This document discusses gamification, which is using game mechanics and design principles to motivate and engage people. It covers topics such as game thinking, why games work by appealing to psychological needs, gamer types, and gamification tools and frameworks. The goal of gamification is to encourage behaviors or skills through digital games rather than personal engagement. It focuses on enabling players to achieve goals that also benefit an organization.
2. Bruikbaar?
Wat speel jij zoal?
Sport?
Puzzels?
Boardgames?
Kaartspellen?
Console PC Games?
Mobile games?
Online games?
Spelletjes zijn kinderachtig?
11. The use of game mechanics and
experience design to digitally engage
and motivate people to acheive their
goals Gartner 2014
12. Game mechanics describes the key elements
that are common to many games such as points,
badges and leaderboards.
Experience design describes the journey players
take with the elements such as game play, play
space and story line.
Gamification is a method to digitally engage
people rather than personally engage, meaning
that players interact with computers,
smartphones, wearables or other digital devices.
The goal of gamification is to motivate people to
change behaviors or develop skills or to drive
innovation.
Gamification focuses on enabling players to
achieve their goal and as a consequence the
organization achieves its goals.
13. De doelen van een student in het
hoger onderwijs?
Competenties verwerven
Diploma behalen
Punten scoren
Aangename tijd beleven
14. De doelen van een werknemer?
Loon
Werk realiseren
Status verwerven
Aangename tijd beleven
Pensionering
15. Gamification, like most emerging trends, is
suffering from growing pains. By 2014 80% of
current gamification applications will fail to meet
business objectives, primarly due to poor design.
- Brian Burke, Gartner 2012 -
23. WHY GAMES WORK
Conditionering (Pavlov)
Self determination theory (Deci & Ryan)
Ervaringen maken gelukkiger dan dingen
(Dan Gilbert)
Fun (Lazzaro)
License to fail (J. English)
24. SELF DETERMINATION THEORY
Edward Deci, Richard Ryan
Human beings are inherently
proactive
Strong internal desire for
growth
External environment must
support this
25. FUN
Nicole Lazzaro
Easy fun
player finds fun on exploring the system
Hard fun
player finds fun in challenges
People fun
player finds fun in engaging with others
Serious fun
player finds fun in helping others
38. EMOTIONAL DRIVERS
1. Epic betekenis
2. Ontwikkeling en realisatie
3. Empowerment van creativiteit en
feedback
4. Eigendom en verzamelen
5. Sociale invloed en verbondenheid
6. Schaarste en ongeduld
7. Onvoorspelbaarheid en
nieuwsgierigheid
8. Verlies en vermijding
40. GAMIFICATION FRAMEWORK
1. Definieer objectieven
2. Beschrijf het doelgedrag
3. Beschrijf je spelers
4. Ontwerp de activiteitencycli
5. Zorg voor fun
6. Gebruik de geschikte tools