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The Gamification of contents - Master SNID - Politecnico di Milano

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My keynote on gamification prepared for the Master SNID at Politecnico di Milano (19.02.2013)
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La Gamification nel mondo dei contenuti Playful practices and meaningful engagement Giovanni Caruso Milano, Master SNID, 19 febbraio 2013 Muhammad Ali vs. Street Fighter - In Rue Saint-Denis, Paris, France
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Page 1: The Gamification of contents - Master SNID - Politecnico di Milano

La Gamification nel mondo dei contenutiPlayful practices and meaningful engagement

Giovanni Caruso

Milano, Master SNID, 19 febbraio 2013

Muhammad Ali vs. Street Fighter - In Rue Saint-Denis, Paris, France

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Gamification is the use of game-thinking and game mechanics in a

non-game context in order to engage users and solve problems.

Wikipedia.com

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A game is a system in which players engage in an artificial conflict, defined by rules, that

results in a quantifiable outcome.

Katie Salen, Eric Zimmerman Rules of Play, 2003

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Gamification and Playful practicesDigital media

Partecipazione

Alternate reality (game?)

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Scoring a goal

Kicking a ball into a net

MAGIC CIRLCE REAL WORLD

Johan Huizinga, Homo Ludens, A Study of the Play-Element in Culture.1955

Katie Salen, Eric Zimmerman Rules of Play, 2003

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Jesper Juul, Half Real, 2005

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Continuum between Ludus and Paidia

Roger Caillois, I giochi e gli uomini. La maschera e la vertigine, 1958

Playing with rules

Rigid play

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Fun? (engagement)

Tony Ventrice “Gamification: Framing the Discussion”, Gamasutra, 11.12.11

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Intrinsic motivations

Extrinsic motivations

Zachary Fitz-Walter “Gamification: Thoughts and Definition in Design”, Gamasutra, 26.04.12

+

Brain by Sven Gabriel, from The Noun Project; Gears by abstract, from The Noun Projec

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Growth

Choice

Competition

Identity

Story

Emotion

Flow

FunTony Ventrice “Gamification: Framing the Discussion”, Gamasutra, 11.12.11

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Ryan, R. M., & Deci, E. L. “Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being”, American Psychologist, 55(1), 68–78, 2000.

Zachary Fitz-Walter “Gamification: Thoughts and Definition in Design”, Gamasutra, 26.04.12

Autonomy (vs. BehaviourSteeringTech)

Competence

Relatedness

Self-determination theory = Fun

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Zachary Fitz-Walter “Gamification: Thoughts and Definition in Design”, Gamasutra, 26.04.12

Mihaly Csikszentmihalyi Flow: The Psychology of Optimal Experience, 2008

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Amy Jo Kim, The Player’s Journey: Designing Over Time, Amyjokim.com,

http://marczewski.me.uk/2012/11/30/flow-and-satisfaction/, 14.09.2012

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Andrzej Marczewski, Flow, Player Journey and Employee Satisfaction, Marczewski.uk, http://marczewski.me.uk/2012/11/30/flow-and-satisfaction/, 30.11.2012

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■ Boring games or processes will not keep you engaged (duh!)■ Frustrating work processes will not keep you engaged■ However, Frustrating games that are well made, can keep you coming back for more■ The journey can dip in and out of frustration and boredom

The key is to make sure the skill and challenge levels are always heading in the right direction.

Andrzej Marczewski, Flow, Player Journey and Employee Satisfaction, Marczewski.uk, http://marczewski.me.uk/2012/11/30/flow-and-satisfaction/, 30.11.2012

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Points, Badges, Rewarding...and the FUN?

+2

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‘Gamification’ is the future. It’s coming soon to your bank, your gym, your job, your government and your

gynaecologist. All human activity will be gamified.

That problem being that gamification isn’t gamification at all. What we’re currently terming gamification is in fact the

process of taking the thing that is least essential to games and representing it as the core of the experience. Points and

badges have no closer a relationship to games than they do to websites and fitness apps and loyalty cards.

Gamification, as it stands, should actually be called poinstification,

Games are good, points are good, but games ≠ points.

Margaret Robertson Can’t play, won’t play, Hide&Seek.net, 06.10.10

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Cow Clicker is a Facebook game about Facebook games. It's partly a satire, and partly a playable theory of today's social games, and partly an earnest example of that genre.

You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom "premium" cows through micropayments (the Cow Clicker currency is called "mooney"), and you can buy your way out of the time delay by spending it.

You can publish feed stories about clicking your cow, and you can click friends' cow clicks in their feed stories. Cow Clicker is Facebook games distilled to their essence.

Where is the meaning?

Ian Bogost “COW CLICKER: The Making of Obsession”, www.bogost.com, 21/07/2012

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Explotitionware is the right term✓ It disassociates the practice from games. This is the most important

position of all, because it makes room for games to move into the same areas of application while giving them a natural response to the gamification option. "What about gamification? That seems cheaper and easier." "Oh, you mean exploitationware? It's great if you don't mind swindling your customers."

✓ It connects gamification to other, better known practices of software fraud. These include malware, spyware, and adware. While some uses of -ware

✓ It kicks the fulcrum out from under gamification's lever. ✓ It allows us to situate gamification within a larger set of pernicious

practices in the high-tech marketplace. These include the general practice of

✓ It opens the door for more earnest, beneficial uses of games. Ian Bogost “ Persuasive Games: Exploitationware”, Gamasutra, http://www.gamasutra.com/view/feature/134735/persuasive_games_exploitationware.php?page=1, 03/05/2011

The rethoric power of games

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Case history e Modi d’uso

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Have Fun...but don’t forget to p l ay

Community

Challenge

Capital

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“Un abbonato ha sempre un posto in

prima fila”.

Vinci SanRemo

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One leaderboard to rule them all

(Kim Dotcom)

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+ Beintoo

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The Fun of ...going around

Discover

Measure

Challenge

Fear?

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A game? A travel guide?

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Foursquare COPS vs cheating

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Stay motivated?

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(Gamifying) the waiting...

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Promoting products through

engagement

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The Fun of ...watching the screen

Content promotion

Participation

Identity

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Completist or I’m the expert

Game from the bottom /

participation

Acquired by Dijit

Sideshow, Quiz & HBO

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Acquired by Viggle for $ 25

million cash

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Partnership for badges

50.000 checkins (season premier)

60.000 comments (season premier)

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HBO Games

The Maester's Path is an alternate reality game which served as part of the marketing for Game of Thrones' first season. It was officially launched on 28 February 2011.

Contents [show] PremiseEditThe Maester's Path is based around a website which allows fans to play a series of puzzles to unlock rewards, including previews of scenes from the TV series. The puzzles need to be solved using clues provided by HBO to the media, which are then posted on various websites, including TV review blogs and Song of Ice and Fire fan sites.The Maester's Path site places an emphasis on cooperation, with players encouraged to use social media websites like Facebook and Twitter to 'recruit' helpers and followers, with the ability to report progress along the Path to social media accounts.

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HBO Games

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HBO GamesSeason 2 in

140characters

#GOT140(best used for commercials)

#GOTDay to rally fan community

around a conversation

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Heroes Evvolution (2007)

28mln video streams in 8 weeks; 48mln pv/

7mln uv

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MTVGamification and the

Virtue of Ethics

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The Italian way of Virtue of Ethics

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We need more gamers!


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