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DiGRA 2011

Gamification
A roundtable on game studies
and HCI perspectives
R. Khaled, D. Dixon, S. Deterding
Utrecht, September 16, 2011
cb
Gamification: A roundtable on game studies and HCI perspectives
Today
                  You are here


• Introduction
• Pre-history of “gamification” in HCI
• Current topics in HCI
• Defining “gamification”
• Debate!



                                        3
“Gamification”?


“The use of
 game design elements
 in non-gaming contexts”


                           4

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• Introduction                          You are here


• Pre-history of “gamification” in HCI
• Current topics in HCI
• Defining “gamification”
• Debate!



                                                       9
“Gamification” in HCI: A prehistory



               Utility
              Usability



          The great beyond
                                     10
Three Paradigms of HCI
                                                                                   Ludic design             CSCW
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Man as machine   Man as computer                 Man as meaning-maker
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                                                                   Hedonic attributes
                                                                      Game UX




                                                                                                                                  11
                      Harrison, S., Tatar, D., and Sengers, P. The Three Paradigms of HCI. Proc. AltCHI 2007, ACM Press (2007).
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• Pre-history of “gamification” in HCI
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• Debate!



                                                       20

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Psychology as a lens
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Discussion topics
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socio-economic status/access      gaming literacy



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cultural groups


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 gender
                                                player types



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 challenges and
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 with given tasks, data




                          Design
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                                                 “best practice”



                          balance between user
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Today
• Introduction
• Pre-history of “gamification” in HCI
• Current topics in HCI     You are here


• Defining “gamification”
• Debate!



                                           34
A definition


    Gamification
    - The use of game design
    elements in non-game contexts




                                    35
A definition


    Gamification
    - The use of game design
    elements in non-game contexts




                                    36

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Games not play
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                 Play
                        37
Gamefulness

              38
Using elements of games



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                                                39
Bringing it all together
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                                      Gameful Design
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Using different elements of design
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Game design methods
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                                                                              41
Non-game contexts




                    42
Contextualising gamification




                              43
the definition again


     Gamification
     Gameful Design
     - The use of game design
     elements in non-game contexts



                                     44

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Today
• Introduction
• Pre-history of “gamification” in HCI
• Current topics in HCI
                            You are here
• Defining “gamification”
• Debate!



                                           45
Debate!
3 focal questions: 3 min/respondent, 15 min
open debate
• What is new and valuable in the HCI perspective? What is
 missing?
• How have these phenomena appeared and been approached
 in past game studies?
• What do these phenomena hold for game studies? Why and
 how should we study them?


                                                             46
Thank you
Rilla Khaled   Dan Dixon             Sebastian Deterding
rikh@itu.dk    dan@digitaldust.org   s.deterding@hans-bredow-institut.de

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Gamification: A roundtable on game studies and HCI perspectives

  • 1. DiGRA 2011 Gamification A roundtable on game studies and HCI perspectives R. Khaled, D. Dixon, S. Deterding Utrecht, September 16, 2011 cb
  • 3. Today You are here • Introduction • Pre-history of “gamification” in HCI • Current topics in HCI • Defining “gamification” • Debate! 3
  • 4. “Gamification”? “The use of game design elements in non-gaming contexts” 4
  • 7. The blueprint Points Badges Leaderboards Incentives Tracking, Feedback Goal-setting Competition Rewards (And behavioral analytics in the backend) 7
  • 8. The enablers Success stories Existing discourses Analytics & sensors & practices 8
  • 9. Today • Introduction You are here ��� Pre-history of “gamification” in HCI • Current topics in HCI • Defining “gamification” • Debate! 9
  • 10. “Gamification” in HCI: A prehistory Utility Usability The great beyond 10
  • 11. Three Paradigms of HCI Ludic design CSCW (2002+) (2005+) Man as machine Man as computer Man as meaning-maker Ergonomics Cognitive sciences Human sciences Precursors Repurposings UX Playfulness Persuasive Tech (1980+) (2001+) (2002+) (2005+) (2006+) Hedonic attributes Game UX 11 Harrison, S., Tatar, D., and Sengers, P. The Three Paradigms of HCI. Proc. AltCHI 2007, ACM Press (2007).
  • 12. Precursors Enjoyable interfaces, fun of use, metaphors (1980-1988)
  • 13. Dennis Chao, Doom as an Interface for Process Management (2001) Repurposing 3d engines, interfaces, Louis von Ahn, Games with a Purpose (2006) controllers, inputs (2001+)
  • 14. User Experience Pleasure, fun, emotion, desire, hedonic attributes (2002+)
  • 15. Game UX Playability heuristics, metrics, models of game experience (2002+)
  • 20. Today • Introduction You are here • Pre-history of “gamification” in HCI • Current topics in HCI • Defining “gamification” • Debate! 20
  • 21. Gerling, K. and Masuch, M.: Exploring the Potential of Gamification Among Frail Elderly Persons (2011) Cheng, L., Shami, S., Dugan, C., Muller, M., DiMicco, J., Patterson, J., Rohall, S., Sempere, A. and Geyer, W. Finding Moments of Play at Work (2011). Diversity of applications Life as a series of quests Choe, S. P., Jang, H. and Song, J. Roleplaying gamification to encourage social interactions at parties (2011).
  • 22. Müller, F., Peer, F., Agamanolis, S., and Sheridan, J. Gamification and Exertion (2011) Diakopoulos, N. Design Challenges in Playable Data (2011) Diversity of Cramer, H., Ahmet, Z., Rost, M. and Holmquist, L. E.: Gamification and location-sharing: some emerging social conflicts (2011) applications Challenges of working with real data
  • 23. Laschke, M. and Hassenzahl, M.: Narasimhan, N., Chiricescu, S. and Being a "mayor" or a "patron"? Vasudevan,V. The Gamification of The difference between owning Television: is there life beyond badges and telling stories (2011) badges? (2011) Huotari, K. and Hamari, J. “Gamification” from the perspective of service marketing (2011) Diversity of applications Gamification of services Nikkila, S., Linn, S., Sundaram, H. and Kelliher, A. Playing in Taskville: Designing a Social Game for the Workplace (2011)
  • 24. Reeves, B., Cummings, J. J. and Anderson, D. Leveraging the Brewer, R. S., Lee, G. E., Xu,Y., Desiato, C., Katchuk, engagement of games to change energy behavior (2011) M. and Johnson, P. M. Lights Off. Game On. The Kukui Cup: A Dorm Energy Competition (2011). Diversity of applications Eco behaviours Inbar, O., Tractinsky, N., Tsimhoni, O. and Seder, T.: Driving the Scoreboard: Motivating Eco-Driving Through In-Car Gaming (2011).
  • 25. Choe, S. P., Jang, H. and Song, J. Roleplaying gamification to Hoonhout, J. and Meerbeek, B.: Brainstorm triggers: encourage social interactions at parties (2011). game characteristics as input in ideation (2011) Diversity of applications Dixon, D. Player Types and Game design and game Gamification (2011) studies as a design lens
  • 26. Cramer, H., Ahmet, Z., Rost, M. and Holmquist, L. E.: Gamification and location-sharing: some emerging social conflicts (2011) Antin, J. and Churchill, E. Badges in Social Media: A Social Psychological Perspective (2011) Making sense of gamification Achievement and badges
  • 27. Dimension 1: Presence and Dimension 2: Readiness. The division between discursive and practical consciousness can be mirrored in the interface of the medium by the distinction between presence-at-hand and readiness-to-hand. Dimension 3: Adversity. The degree to which its material aspects make the game more or less difficult to the players to win. Cheung, G. Consciousness in Gameplay (2011) Making sense of Huotari, K. and Hamari, J. “Gamification” from gamification the perspective of service marketing (2011) Theories and frameworks
  • 28. Hoonhout, J. and Meerbeek, B.: Brainstorm triggers: game characteristics as input in ideation (2011) Making sense of Lee, H.-J. What could media art learn from recent experimental games? (2011) gamification In relation to other theory
  • 29. Khaled, R. It’s Not Just Whether You Win or Lose: Thoughts on Gamification and Culture (2011) Antin, J. and Churchill, E. Badges in Social Media: A Social Psychological Perspective (2011) Making sense of Deterding, S. Situated motivational affordances of game elements: A conceptual model (2011) gamification Psychology as a lens
  • 30. responsibilities of users, coercion and social pressure regulators, designers Ethics targeting vulnerable privacy and data use audiences need for transparency Discussion topics and informed consent
  • 31. socio-economic status/access gaming literacy dependency levels cultural groups User groups aesthetic tastes gender player types Discussion topics work place roles age
  • 32. motivations challenges and constraints of working user roles with given tasks, data Design feedback “best practice” balance between user Discussion topics and designer control
  • 33. morally defined: whose conflict of in-game/out- ends are being furthered of-game goals (getting by the cheat? points/getting fit) Cheating, gaming the system, and emergent player behaviour universal potential real-world negative effects Discussion topics socially defined
  • 34. Today • Introduction • Pre-history of “gamification” in HCI • Current topics in HCI You are here • Defining “gamification” • Debate! 34
  • 35. A definition Gamification - The use of game design elements in non-game contexts 35
  • 36. A definition Gamification - The use of game design elements in non-game contexts 36
  • 37. Games not play Game Play 37
  • 39. Using elements of games libert chaser yand Dune vigila nce Whole Parts 39
  • 40. Bringing it all together Game Gameful Design (Serious) Games or Gamification Whole Parts Toys and Playful Design Playthings Play 40
  • 41. Using different elements of design Playtesting, playcentric design, value Game design methods conscious game design Game models MDA, Game design atoms, CEGE Game design principles and Enduring play, clear goals, variety of heuristics play styles Levels, time constraints, limited Game design patterns and mechanics resources Game interface patterns Badge, leaderboard, timer 41
  • 44. the definition again Gamification Gameful Design - The use of game design elements in non-game contexts 44
  • 45. Today • Introduction • Pre-history of “gamification” in HCI • Current topics in HCI You are here • Defining “gamification” • Debate! 45
  • 46. Debate! 3 focal questions: 3 min/respondent, 15 min open debate • What is new and valuable in the HCI perspective? What is missing? • How have these phenomena appeared and been approached in past game studies? • What do these phenomena hold for game studies? Why and how should we study them? 46
  • 47. Thank you Rilla Khaled Dan Dixon Sebastian Deterding rikh@itu.dk dan@digitaldust.org s.deterding@hans-bredow-institut.de