Class as addictive as a game
- The Failure Dynamic: Fail Early, Fail Often. Angry Birds.
- The Flexibility Dynamic: Provide Multiple Paths to Success. Sandbox
- The Progression Dynamic: Scaffold and Recognize Progress. Tutorials.
- The Construction Dynamic: Build Something That Matters. Challenge Based Learning
From this Gamification Course which I strongly recommend
Gamification is the use of game elements and game design techniques in non-game contexts.
- Understanding what makes the game engaging. And then, taking some of those techniques and thoughtfully applying them to other situations which are not, themselves, games.
- Gamification should be distinguished from game theory.
Gamification is not turning everything into a game.
- Gamification is about finding things that are not boring in work and using game elements to enhance them.
What defines a Game:
- in any game there's some objective of the game. A goal.
- constitutive rules. A set of rules or limitations that make the activity into a game
- the player follows the rules, and they do so voluntarily
Think about games as things involving rules, and structure and winning and losing whereas play is pure exuberant fun.
Games involve learning or problem solving. If they don't, they're play. And at some level, there has to be a challenge, which is a problem to be solved.
Examples: Samsung Nation, Nike Plus, Zombie Run, Volkswagen action in Sweden
- Cityville was launched by Zynga in 2011. In 41 days, it hit a hundred million registered users. Six Weeks. Zero to a, a hundred million registered users.
- You could be diagnosing code within the Department of Defenses computers and you think you're identifying alien species on Mars.
- Virtual goods: 100,000, perhaps as many 400,000 people in China who make their living playing games like World of Warcraft as gold farmers
A great evolution is the rise of mobile games
Social game companies like Zynga, they are constantly doing a, beta-testing to try and try out different things, constantly collecting data on every interaction that their users have with the game, and shaping the experience based on that data.
- That is the future of video games, and also a very important element of effective gamification because gamification relies as well, on that data.
- People interacting with the systems generate very rich data sets which can be mined to understand how to make the gamified system more effective