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What does
Gamification mean?
Matt Batey,
PhD Candidate at De Montfort University
Belgium Expert IEA Task 24
Why? Research Perspective:
Why? Research Perspective:
• User engagement
on energy
efficiency
Why? Research Perspective:
• User engagement
on energy
efficiency
• How to maintain
user interest?
Why? Research Perspective:
1. Incorporating user preferences into
development process
2. User-involvement in innovation creates sense of
ownership, hence personal interest in its
success
3. Energy-efficiency achieved within project as a
stated aim
Why? Research Perspective:
1. Incorporating user preferences into
development process
2. User-involvement in innovation creates sense of
ownership, hence personal interest in its
success
3. Energy-efficiency achieved within project as a
stated aim
• How to maintain
user interest?
Why? Practice Perspective:
• Energy management in the context of a future
workplace
• Flexible, shared office
• Users responsible for energy efficiency
• Is gamification a route to optimising
performance?
Why not try a game
approach?
• "Games can change the world"
• Help us develop solutions to
complex problems without
pressure
• Create clear paths of action
towards achieving a goal
Gamification is good
Gamification is good
Gamification is good
Gamification is good
Gamification is good
• Points - people like
to be rewarded
• Badges - people
like recognition
• Leaderboards -
people like to
compete
Matt Batey IEA DSM Task 24 workshop gamification
Matt Batey IEA DSM Task 24 workshop gamification
Matt Batey IEA DSM Task 24 workshop gamification
Gamification is bad
Gamification is bad
• "most deployments of gamification represent “exploitationware,” in that they extract
real value from users and employees in return for mere virtual tokens" Ian Bogost;
Gamification is bad
• "most deployments of gamification represent “exploitationware,” in that they extract
real value from users and employees in return for mere virtual tokens" Ian Bogost;
• “taking the thing that is least essential to games and representing it as the core of
the experience,” "Gamificationʼ... can go take a long walk off a short pier." Margaret
Robertson, Hide and Seek
Gamification is bad
• "most deployments of gamification represent “exploitationware,” in that they extract
real value from users and employees in return for mere virtual tokens" Ian Bogost;
• “taking the thing that is least essential to games and representing it as the core of
the experience,” "Gamificationʼ... can go take a long walk off a short pier." Margaret
Robertson, Hide and Seek
• "don't just fail to engage players; they can actually damage existing interest or
engagement" Elizabeth Lawley, Rochester
Gamification is bad
• "most deployments of gamification represent “exploitationware,” in that they extract
real value from users and employees in return for mere virtual tokens" Ian Bogost;
• “taking the thing that is least essential to games and representing it as the core of
the experience,” "Gamificationʼ... can go take a long walk off a short pier." Margaret
Robertson, Hide and Seek
• "don't just fail to engage players; they can actually damage existing interest or
engagement" Elizabeth Lawley, Rochester
• "[do not] adequately account for the ways in which individuals and contexts differ."
Judd Antin, Yahoo! Research
Gamification is bad
• "most deployments of gamification represent “exploitationware,” in that they extract
real value from users and employees in return for mere virtual tokens" Ian Bogost;
• “taking the thing that is least essential to games and representing it as the core of
the experience,” "Gamificationʼ... can go take a long walk off a short pier." Margaret
Robertson, Hide and Seek
• "don't just fail to engage players; they can actually damage existing interest or
engagement" Elizabeth Lawley, Rochester
• "[do not] adequately account for the ways in which individuals and contexts differ."
Judd Antin, Yahoo! Research
• Even Jane MacGonagle: "I don't do 'gamification,' and I'm not prepared to stand up
and say I think it works. If the game is not about a goal you're intrinsically motivated
by, it won't work."
What's in a game
• Motivations
• Extrinsic motivators (money,
rewards) work for mechanical
tasks
• For anything cognitive, intrinsic
motivations are required:
What's in a game
• Motivations
• Extrinsic motivators (money,
rewards) work for mechanical
tasks
• For anything cognitive, intrinsic
motivations are required:
AUTONOMY
What's in a game
• Motivations
• Extrinsic motivators (money,
rewards) work for mechanical
tasks
• For anything cognitive, intrinsic
motivations are required:
AUTONOMY
COMPETENCE
What's in a game
• Motivations
• Extrinsic motivators (money,
rewards) work for mechanical
tasks
• For anything cognitive, intrinsic
motivations are required:
AUTONOMY
COMPETENCE
RELATEDNESS
What's in a game
• essentially free
• separate
• uncertain
• unproductive
• governed
• make-believe
(Huizinga, 1938. Caillios, 1957)
• Game scenarios work best on those without a strong opinion on the subject
(Haring, 2013)
What's in a game
• Reward = Incentive ?
• Difference between motivating a
first-time behaviour & repeat
behaviour
• Altruism vs. Self-interest
The Third Way?
• Can Points, badges and leader boards be effective
behavioural drivers if given real meaning or currency for users:
• reputation, recognition, personal satisfaction
• tradable assets (trading becomes an additional game layer)
• Especially in a workplace context based on extrinsic rewards
(pay, promotions, titles, etc.)
• Rajat Paharia, CEO of Bunchball, advocates gamification tools
such as: "goal setting, real-time feedback, transparency,
mastery, competition, teams..."
Conclusions
• Turning real world problems into a game likely
to produce unpredictable results
• Engagement & behaviours temporary
• Can help remove barriers to entry to new
behaviours
• ...
Break-out Session
• Scenario one:
Consider your office.
Imagine there will be a financial incentive for
building users to adopt their energy saving
behavior. Each team will have financial fund for
training and for social events such as trips
away and team dinners.
Break-out Session
• Scenario two:
One day every 3 months, you get together with
your team for a game. You can choose where
you spend the day, within a reasonable budget,
so long as its a place otherwise open to the
public (e.g. bar, restaurant).
The players will communicate with the building
energy and maintenance manager, suggest

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Matt Batey IEA DSM Task 24 workshop gamification

  • 1. What does Gamification mean? Matt Batey, PhD Candidate at De Montfort University Belgium Expert IEA Task 24
  • 3. Why? Research Perspective: • User engagement on energy efficiency
  • 4. Why? Research Perspective: • User engagement on energy efficiency • How to maintain user interest?
  • 5. Why? Research Perspective: 1. Incorporating user preferences into development process 2. User-involvement in innovation creates sense of ownership, hence personal interest in its success 3. Energy-efficiency achieved within project as a stated aim
  • 6. Why? Research Perspective: 1. Incorporating user preferences into development process 2. User-involvement in innovation creates sense of ownership, hence personal interest in its success 3. Energy-efficiency achieved within project as a stated aim • How to maintain user interest?
  • 7. Why? Practice Perspective: • Energy management in the context of a future workplace • Flexible, shared office • Users responsible for energy efficiency • Is gamification a route to optimising performance?
  • 8. Why not try a game approach? • "Games can change the world" • Help us develop solutions to complex problems without pressure • Create clear paths of action towards achieving a goal
  • 13. Gamification is good • Points - people like to be rewarded • Badges - people like recognition • Leaderboards - people like to compete
  • 18. Gamification is bad • "most deployments of gamification represent “exploitationware,” in that they extract real value from users and employees in return for mere virtual tokens" Ian Bogost;
  • 19. Gamification is bad • "most deployments of gamification represent “exploitationware,” in that they extract real value from users and employees in return for mere virtual tokens" Ian Bogost; • “taking the thing that is least essential to games and representing it as the core of the experience,” "Gamificationʼ... can go take a long walk off a short pier." Margaret Robertson, Hide and Seek
  • 20. Gamification is bad • "most deployments of gamification represent “exploitationware,” in that they extract real value from users and employees in return for mere virtual tokens" Ian Bogost; • “taking the thing that is least essential to games and representing it as the core of the experience,” "Gamificationʼ... can go take a long walk off a short pier." Margaret Robertson, Hide and Seek • "don't just fail to engage players; they can actually damage existing interest or engagement" Elizabeth Lawley, Rochester
  • 21. Gamification is bad • "most deployments of gamification represent “exploitationware,” in that they extract real value from users and employees in return for mere virtual tokens" Ian Bogost; • “taking the thing that is least essential to games and representing it as the core of the experience,” "Gamificationʼ... can go take a long walk off a short pier." Margaret Robertson, Hide and Seek • "don't just fail to engage players; they can actually damage existing interest or engagement" Elizabeth Lawley, Rochester • "[do not] adequately account for the ways in which individuals and contexts differ." Judd Antin, Yahoo! Research
  • 22. Gamification is bad • "most deployments of gamification represent “exploitationware,” in that they extract real value from users and employees in return for mere virtual tokens" Ian Bogost; • “taking the thing that is least essential to games and representing it as the core of the experience,” "Gamificationʼ... can go take a long walk off a short pier." Margaret Robertson, Hide and Seek • "don't just fail to engage players; they can actually damage existing interest or engagement" Elizabeth Lawley, Rochester • "[do not] adequately account for the ways in which individuals and contexts differ." Judd Antin, Yahoo! Research • Even Jane MacGonagle: "I don't do 'gamification,' and I'm not prepared to stand up and say I think it works. If the game is not about a goal you're intrinsically motivated by, it won't work."
  • 23. What's in a game • Motivations • Extrinsic motivators (money, rewards) work for mechanical tasks • For anything cognitive, intrinsic motivations are required:
  • 24. What's in a game • Motivations • Extrinsic motivators (money, rewards) work for mechanical tasks • For anything cognitive, intrinsic motivations are required: AUTONOMY
  • 25. What's in a game • Motivations • Extrinsic motivators (money, rewards) work for mechanical tasks • For anything cognitive, intrinsic motivations are required: AUTONOMY COMPETENCE
  • 26. What's in a game • Motivations • Extrinsic motivators (money, rewards) work for mechanical tasks • For anything cognitive, intrinsic motivations are required: AUTONOMY COMPETENCE RELATEDNESS
  • 27. What's in a game • essentially free • separate • uncertain • unproductive • governed • make-believe (Huizinga, 1938. Caillios, 1957) • Game scenarios work best on those without a strong opinion on the subject (Haring, 2013)
  • 28. What's in a game • Reward = Incentive ? • Difference between motivating a first-time behaviour & repeat behaviour • Altruism vs. Self-interest
  • 29. The Third Way? • Can Points, badges and leader boards be effective behavioural drivers if given real meaning or currency for users: • reputation, recognition, personal satisfaction • tradable assets (trading becomes an additional game layer) • Especially in a workplace context based on extrinsic rewards (pay, promotions, titles, etc.) • Rajat Paharia, CEO of Bunchball, advocates gamification tools such as: "goal setting, real-time feedback, transparency, mastery, competition, teams..."
  • 30. Conclusions • Turning real world problems into a game likely to produce unpredictable results • Engagement & behaviours temporary • Can help remove barriers to entry to new behaviours • ...
  • 31. Break-out Session • Scenario one: Consider your office. Imagine there will be a financial incentive for building users to adopt their energy saving behavior. Each team will have financial fund for training and for social events such as trips away and team dinners.
  • 32. Break-out Session • Scenario two: One day every 3 months, you get together with your team for a game. You can choose where you spend the day, within a reasonable budget, so long as its a place otherwise open to the public (e.g. bar, restaurant). The players will communicate with the building energy and maintenance manager, suggest