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Sandy Chen--Author, Designer

“What's in a Name? Serious Games vs Gamification” Though serious games and gamification seem to have strong similarities in purpose, desire, and methodology, there are differences in these approaches that can lead to wildly divergent results. Discover what happens when a project is viewed through the “lenses” of serious game developers or gamification experts

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Sandy Chen--Author, Designer

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  1. What’s in a Name? Serious Games vs. Gamification Serious Play Conference August 20, 2013 Sande Chen Sande@ALUM.MIT.edu

  2. WHAT’S THE DIFFERENCE?

  3. Gamification EDGY fFU N

  4. Serious Games SERIOUS BORING EDUCATIONAL

  5. What is a Serious Game? A serious game is a game in which education (in its various forms) is the primary goal, rather than entertainment. From Serious Games: Games That Educate, Train and Inform by David Michael and Sande Chen

  6. What is a Serious Game? The application of gaming technology, process, and design to the solution of problems faced by businesses and other organizations (traditionally non- game markets) Daniel Cook, www.lostgarden.com

  7. What is Gamification? The process of game-thinking and game mechanics to engage users and solve problems (in non-game contexts) From Gamification by Design by Gabe Zichermann and Christopher Cunningham

  8. What is Gamification? noun the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service: http://oxforddictionaries.com/us/definition/americ an_english/gamification

  9. What are “Game Elements”?

  10. i.e. Points, Badges, Leaderboards

  11. • Visited site 10 • Left Comment 30 • Shared Page 20 • Etc

  12. TO FURTHER BUSINESS OBJECTIVES REWARDS * STATUS * ACCESS

  13. SELF IDENTIFICATION WITH AVATARS YIELDS HEALTH BENEFITS

  14. GAMIFICATION FOR HEALTH? HEALTH QUEST

  15. Virtual World Simulator

  16. Virtual Environments

  17. Gamified Quests

  18. Fitness Quests • The player is asked about fitness goals in order to develop a proper training schedule. • Player given a choice of physical activities that would fulfill the weekly “quest.” Virtual “quest” would illustrate how to complete quest properly. • Players check in or send confirmation of activities.

  19. Variety of quests to meet specific health needs and combat boredom.

  20. Variety of Verifiable Input Devices

  21. AUGMENTED REALITY OVERLAY

  22. User Pages, Badges, & Leaderboards to track participant progress

  23. Wither Mechanic • Players input spent calories to charge up the Orbs that defend the community against the ever-encroaching Shadow. • Players learn valuable stress reduction skills from the Guardians of the Light. • Players can view a comparative progress report based on individual health or community health.

  24. Measurements • Blood Pressure • Weight • Aerobic Activity • Virtual Aerobic Activity • Meditative Practices Training • Etc Assigned Point Values in Redeemable Currency Usable in Virtual World

  25. Objections • Daily Measurements are Broccoli o Are Rewards enough Incentive? o “Glorified Pedometer” • Trainers could be Broccoli o Are Rewards enough Incentive? • Not much of a game o Is it actually Fun? o Requires Community and Social Interaction

  26. SERIOUS GAME MAKEOVER

  27. GLOW : An Immersive Experience An Augmented Reality Game to promote physical and mental well-being

  28. A Cohesive World COHESION IMMERSION MEANING

  29. Lumeria

  30. Adventure Thriller • Players collect virtual supplies, uncover clues, and participate in an epic race to recharge an ailing society decimated by an insidious virus. • Players can engage in meditative mini- games, practice yoga, and converse with non-playing characters (NPCs). • Players can view a comparative progress report based on individual health or community health.

  31. Wither Mechanic (Gamification) • Players input spent calories to charge up the Orbs that defend the community against the ever-encroaching Shadow. • Players learn valuable stress reduction skills from the Guardians of the Light. • Players can view a comparative progress report based on individual health or community health.

  32. GLOW Story Concept Lumeria is the last refuge of humankind. As an inexplicable virus ravages the populace, the remnants of the digerati download their minds into avatars that live in this vast virtual world. Most Lumerians exist only in digital form, but a few have bodies on stasis.

  33. GLOW Story Concept Cont’d Life for you, though, is about to change. Lately, the virus has found its way into the digital networks, threatening life in Lumeria. As one of few with available bodies, you are selected for a special mission and sent via side-stepping technology to a parallel world with no taint of the deadly virus.

  34. GLOW Story Concept Cont’d YOUR GOAL It is there where you hope to put together a cure to stop the virus while at the same time, unravel the mystery behind the virus’ beginnings.

  35. Measurements Since the virus can be spread to Lumeria, it is imperative that you check your vitals and go through a health check before each re- entry to Lumeria. And of course, you wouldn’t want to lose that body of yours…

  36. “Stealth Learning” • Give players a gameplay reason to learn while entertaining • Players learn through the process of playing the game.

  37. In conclusion Serious Games are about Game Systems Gamification is about Game Elements

  38. Sande Chen @sandechen Sande@ALUM.MIT.edu http://www.gamedesignaspect.blogspot.com

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