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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
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!