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Achieved by

Kristoffer Frang

Robin Mellstrand
Who we are
Gothenburg                 Stockholm



          Industrial engineering
            and management


Software-intensive      Business & Innovation
     systems
What we do
Gamification presentation 2 mars
Gamification presentation 2 mars
Gamification presentation 2 mars
3,3 millions hours per day
40 million monthly active users




   5,98 million game years(!)
(Total speltid i år per år


 Sverige:       1,3150




World of Warcraft: 0,7475
Farm Ville:          0,4155
Angry Birds:         0,1375

TOTALT:             1,300
With over 250,000 articles, the World of Warcraft Wiki
is the next biggest wiki in the world, second to Wikipedia




    If you grew up in the UK and are 21 years old,
   you have spent 10,000 hours gaming in avarage




  Americans spend 215,000,000 hours gaming annually



  The avarage age of the most commong game buyers
                         is 41
Why does it work?

•   What makes a game?
•   Flow
•   Work is Fun
•   Alief
Goal           Framework




        GAME

Skill      Direct Feedback
Abilities        Mihaly
            Csíkszentmihályi




                     Challenges
Gamification presentation 2 mars
Gamification presentation 2 mars
Gamificatio
   n
GAMIFCAITON!



?
Sounds fun, but how do we
         do this?
?
What motivates people?
MotivationWhat do  Game mechanics
factors at   people think
Cybercom       are fun?
Motivator    Object of1. You are highly ambitious
                       desire
                       compared with other people
                                 your age.
    Power         Influence
                     2. You usually seek leadership
   Order          Organization roles.
                        3. You usually dominate in
    Saving            social situations with people
                  Collecting things
                              your own age.


   Vengeance      Competition
Motivator    Object of desire       What is fun?

    Power         Influence         Being a hero

   Order          Organization      Patterns

    Saving        Collecting things Collecting



   Vengeance      Competition       Competition
Motivator    Object of desire       What is fun?   Mechanic

    Power         Influence         Being a hero

   Order          Organization      Patterns

    Saving        Collecting things Collecting



   Vengeance      Competition       Competition
Motivator     What is fun?          Mechanic

  Power
                Achieving a sense
  Order         of completion

  Saving



  Vengeance
Motivator     What is fun?    Mechanic

  Power
               Triumph over
  Order         competition
  Saving



  Vengeance
What is the    The game frame
game                              How the
about?                            game is
                                  played


                                     Rewards
What are the                         along the
goals with                              way
the game?




                                What
                                motivates
                                the player
How do we apply this?
 Some activity in
 the consultancy               • Gamification
 model                           design theory
                               • Player
                                 motivations
                               • Workshop


                                 Gamification
Interviews                       design theory




                              Questionnaire
?

Which activity in the consultancy model?

How will the system handle feedback?

How much transparancy between the
players?

How do we….?

But what if…?
Wish us luck.
(We will need your help)

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Gamification presentation 2 mars

  • 2. Who we are Gothenburg Stockholm Industrial engineering and management Software-intensive Business & Innovation systems
  • 7. 3,3 millions hours per day 40 million monthly active users 5,98 million game years(!)
  • 8. (Total speltid i år per år Sverige: 1,3150 World of Warcraft: 0,7475 Farm Ville: 0,4155 Angry Birds: 0,1375 TOTALT: 1,300
  • 9. With over 250,000 articles, the World of Warcraft Wiki is the next biggest wiki in the world, second to Wikipedia If you grew up in the UK and are 21 years old, you have spent 10,000 hours gaming in avarage Americans spend 215,000,000 hours gaming annually The avarage age of the most commong game buyers is 41
  • 10. Why does it work? • What makes a game? • Flow • Work is Fun • Alief
  • 11. Goal Framework GAME Skill Direct Feedback
  • 12. Abilities Mihaly Csíkszentmihályi Challenges
  • 17. Sounds fun, but how do we do this?
  • 18. ?
  • 19. What motivates people? MotivationWhat do Game mechanics factors at people think Cybercom are fun?
  • 20. Motivator Object of1. You are highly ambitious desire compared with other people your age. Power Influence 2. You usually seek leadership Order Organization roles. 3. You usually dominate in Saving social situations with people Collecting things your own age. Vengeance Competition
  • 21. Motivator Object of desire What is fun? Power Influence Being a hero Order Organization Patterns Saving Collecting things Collecting Vengeance Competition Competition
  • 22. Motivator Object of desire What is fun? Mechanic Power Influence Being a hero Order Organization Patterns Saving Collecting things Collecting Vengeance Competition Competition
  • 23. Motivator What is fun? Mechanic Power Achieving a sense Order of completion Saving Vengeance
  • 24. Motivator What is fun? Mechanic Power Triumph over Order competition Saving Vengeance
  • 25. What is the The game frame game How the about? game is played Rewards What are the along the goals with way the game? What motivates the player
  • 26. How do we apply this? Some activity in the consultancy • Gamification model design theory • Player motivations • Workshop Gamification Interviews design theory Questionnaire
  • 27. ? Which activity in the consultancy model? How will the system handle feedback? How much transparancy between the players? How do we….? But what if…?
  • 28. Wish us luck. (We will need your help)

Editor's Notes

  • #3: Vadärgamificaiton?VarförhardetblivitpopulärtPsykologinbakom
  • #5: KassörskanUngdomarArbetsplatsTråkigaaktiviteter
  • #6: Vem hade velatspelatdetsomspel?Gamers inteuttråkade
  • #7: När ser du annarsdethäraniktsuttrycket?
  • #8: Statistikförattförtydliga!Räknadeihopsverigestotalaarbetstidårligen
  • #10: Merstatistik
  • #11: Tidnyavalutan, spel??Dödagrisar med argafåglarSpelärtilldragande!MångateroierFlowHurlekärkopplat till arbeteAlief
  • #12: Fyraständigtåterkommandefaktorer.Grundpelarnaispel.
  • #13: Ärdessavälutformadehamnar man i FLOW.DefinieratavMihalyTydligtmålBalansmellanutmaningochfärdighetPlus att man fårdirekt feedbackTiduppfattningSjälvmedvetenhetAktivitetenblirmåletSpelväldigt bra påattskapadennabalans
  • #14: Låterjobbigt?All work and no play makes Jack a dull boyFolk framförTVnMårbästnär man jobbarhårtochpushaspågränsen till sin förmåga med feedback.Saknarutmaningenochfeedbacken.
  • #15: Hurkan man läggas å mycketenergipåsakersomärfiktiva?JagagrödorochsvärdSkräckfilm sears tower.Känslor!
  • #16: Speläralltsåvansinnigt bra påattengegera.Gamification gördetproduktivt.
  • #17: Seth Prievatch