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My Sabbatical at
Hogwarts: Initial
Explorations into
  Meaningful
  Gamification

             Scott Nicholson, Syracuse University
                 School of Information Studies
             Visiting Professor, MIT, Comparative
                         Media Studies
Overview
       Gaming
BMIT    in
        Libraries




       DMIT         Choosing
                     a Path




                    AMIT         New
                                  Directions
A Request
Before MIT
Lifelong Gamer
Game Design
Syracuse in 2001
Online education
Gaming in Libraries
Online Video
During MIT
Visiting Professor, Comparative Media Studies

Visiting Scholar, Singapore-MIT GAMBIT Game Lab

Resident Scholar, Simmons Hall
Comparative Media
    Studies
GAMBIT Game Lab
Education Arcade
Simmons Hall
Libraries at MIT
Independent Activities Period

ARG Design Workshop



Excellent information infrastructure
Two Paths
         Game Studies

GAMBIT   Rec. Game Creation (based
          in research)




  Ed     Learning Game Creation
         Teachers, Classrooms
Arcade
Enter Gamification
Definition : The use of game
design elements in non-game
contexts.

Deterding, S. (2011b). Situated motivational affordances of game
elements: A conceptual model. Presented at Gamification: Using Game
Design Elements in Non-Gaming Contexts, a workshop at CHI 2011.
Retrieved from http://gamification-research.org/wp-
content/uploads/2011/04/09-Deterding.pdf
Examples
          ofGamification
Frequent Flier Programs

Library Summer Reading program

Grades!

Branded Gamification

Gamification vs. Pointsification (Robertson, 2010)
Robertson, M. (2010). Can't play, won't play. Hide & Seek: Inventing New
Kinds of Play. Retrieved from http://www.hideandseek.net/2010/10/06/cant-
play-wont-play/

Turning to theory
Motivation
Self-Determination Theory (Deci& Ryan)  What drives a
person to make a decision without external influence

Organismic Integration Theory - How a user integrates
external control into a sense of self

If there is external control through rewards, then learner
will incorporate this external control

This will create negative feelings about the activity

Gamification based upon controlling external rewards =
Short term benefit with long-term cause

Gamification without external rewards
What is Meaningful?

Situational Relevance (Schamber)
   User + Context
   Challenge of using only one goal

Situated Motivational Affordance (Deterding)
   Organizational context into which activity is placed


Meaningful Gamification has to account for different users
and different organizational contexts for non-game activity
Addressing Diverse Needs
Universal Design for Learning (Rose &
Meyer)
  What  Content of Learning
  How  Methods of demonstrating
  mastery
  Why  Paths to internalize content
Engaging the Users
Player-generated Content

Gaming 2.0



Players set own goals and achievements

Developing platform for customization
  Challenge: Meaningful Customization
User at the Center
Company-Centered Design
  Teaching to the Test

Game-Centered Design
User-Centered Design
Meaningful Gamification: Integration of user-
centered game design elements into non-game
contexts
Avoid External Rewards
Meaningful Gamification
Meaningful Gamification
Meaningful Gamification
Meaningful Gamification
After MIT
Book on Meaningful Gamification
New course areas
Library Applications
   Alternate Reality Games
   Information Literacy and Searching Tools
   Crossed Paths - http://tinyurl.com/crossedpaths


Time for you to think about Gamification!

More Related Content

Sabbaticalintro

  • 1. My Sabbatical at Hogwarts: Initial Explorations into Meaningful Gamification Scott Nicholson, Syracuse University School of Information Studies Visiting Professor, MIT, Comparative Media Studies
  • 2. Overview Gaming BMIT in Libraries DMIT Choosing a Path AMIT New Directions
  • 11. During MIT Visiting Professor, Comparative Media Studies Visiting Scholar, Singapore-MIT GAMBIT Game Lab Resident Scholar, Simmons Hall
  • 12. Comparative Media Studies
  • 16. Libraries at MIT Independent Activities Period ARG Design Workshop Excellent information infrastructure
  • 17. Two Paths Game Studies GAMBIT Rec. Game Creation (based in research) Ed Learning Game Creation Teachers, Classrooms Arcade
  • 18. Enter Gamification Definition : The use of game design elements in non-game contexts. Deterding, S. (2011b). Situated motivational affordances of game elements: A conceptual model. Presented at Gamification: Using Game Design Elements in Non-Gaming Contexts, a workshop at CHI 2011. Retrieved from http://gamification-research.org/wp- content/uploads/2011/04/09-Deterding.pdf
  • 19. Examples ofGamification Frequent Flier Programs Library Summer Reading program Grades! Branded Gamification Gamification vs. Pointsification (Robertson, 2010) Robertson, M. (2010). Can't play, won't play. Hide & Seek: Inventing New Kinds of Play. Retrieved from http://www.hideandseek.net/2010/10/06/cant- play-wont-play/ Turning to theory
  • 20. Motivation Self-Determination Theory (Deci& Ryan) What drives a person to make a decision without external influence Organismic Integration Theory - How a user integrates external control into a sense of self If there is external control through rewards, then learner will incorporate this external control This will create negative feelings about the activity Gamification based upon controlling external rewards = Short term benefit with long-term cause Gamification without external rewards
  • 21. What is Meaningful? Situational Relevance (Schamber) User + Context Challenge of using only one goal Situated Motivational Affordance (Deterding) Organizational context into which activity is placed Meaningful Gamification has to account for different users and different organizational contexts for non-game activity
  • 22. Addressing Diverse Needs Universal Design for Learning (Rose & Meyer) What Content of Learning How Methods of demonstrating mastery Why Paths to internalize content
  • 23. Engaging the Users Player-generated Content Gaming 2.0 Players set own goals and achievements Developing platform for customization Challenge: Meaningful Customization
  • 24. User at the Center Company-Centered Design Teaching to the Test Game-Centered Design User-Centered Design Meaningful Gamification: Integration of user- centered game design elements into non-game contexts Avoid External Rewards
  • 29. After MIT Book on Meaningful Gamification New course areas Library Applications Alternate Reality Games Information Literacy and Searching Tools Crossed Paths - http://tinyurl.com/crossedpaths Time for you to think about Gamification!