how games can change our world!
DESCRIPTION
A talk about how gamification and serious games can change our world or at least add to behavior change and motivation. Today we play more than 1 billion hours per day! If we blend fun and goal we can make the difference. Andries van Vugt and Fons Verhoef (Organiq.nl) talk about the challenges we all face today and tomorrow. Next to our philosophy we showcased 2 real world examples of how Organiq creates tailormade gamified solutions @ www.loikidzzproeflesthuistrainer.nl and the award winning smart mobility game to reduce congestion and CO2: From5To4 (www.Van5naar4.nl) / www.mobi-project.eu / www.from5to4.co.ukTRANSCRIPT
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§ Changing things with fun Interaction | Design & Multimedia
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ABOUT ME !
Andries van Vugt Owner / entrepreneur @ Organiq Interactive
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ABOUT HIM !
FONS VERHOEF Consultant
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How games can change our world Fun Status Social Virtual & Reality
Lezing @ Universiteit Twente (c) 2014 Organiq BV Rotterdam
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Contents
1. Changing the game! 2. Are people motivated? 3. Gamification facts & figures 4. Rules of engagement 5. So, what’s new?! 6. Cases: Van5naar4 and LOI Thuistrainer 7. Questions / feedback
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Changing the game!
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The World's Biggest Problems
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Economic Collapse : Fragilities in the current global economy could tip the developed world into conditions not seen since the 1920s.
Peak Oil : Petroleum has powered the modern world for almost 100 years; today, many industry insiders say that we may be reaching a permanent peak in oil production.
Global Water Crisis : Over the last 50 years the human population has nearly tripled, while industrial pollution, unsustainable agriculture, and poor civic planning have decreased the overall water supply.
Species Extinction : Certain species that human beings depend upon for our food supply are going extinct; if their numbers fall too low we may face extinction ourselves.
Rapid Climate Change : While the debate rages on about the causes of climate change, global warming is an empirical fact.
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Are people motivated?
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First world problems?!
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Facts & Figures
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Gamification is BIG!
An estimated one billion people spend at least one hour every day playing computer and videogames.!
1+ Billion hours every day!
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Rules of engagement
Door Fons Verhoef
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What games need to be…
PLAYER
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PLAYER TYPES
Explorer Achiever Socializer Killer
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PLAYER TYPES
Explorer Achiever Socializer Killer
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PLAYER TYPES
Explorer Achiever Socializer Killer
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DESIGN FOR THE SOCIALIZER: SOCIAL STATUS
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What games need to be…
PLAY
PLAYERSOCIAL STATUS
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NEEDED SKILLS
Novice à Expert à Visionary
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DESIGN FOR THE NOVICE: BINDING
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What games need to be…
PLAY
PLAYERSOCIAL STATUS
BINDING
FLOW
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FLOW OBSTACLES
Inauthenticity User Unfriendliness Addictive Gameplay Administrative Gameplay
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DESIGN FOR FLOW: FUN
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What games need to be…
PLAY
PLAYERSOCIAL STATUS
BINDING
FLOWFUN
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What games need to be…
PLAY
PLAYERSOCIAL STATUS
BINDING
FLOWFUN
…in order to change behaviour
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MOTIVATION
…in order to change behaviour
Reward structure Customization Onboarding
Social Engagement Positive Participation
Socially-Connected Augmented Reality
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So.. what's New?!
+ applause ;)
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God told Adam and Eve, “don’t touch this one tree and I will reward you” (they didn’t win the game in the end).
Gamification is very old!
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So.. what's different?!
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OK let’s solve a problem!
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Let’s make fun not war!
The average person generates 4.3 pounds of waste per day.How do we change that?!
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Please do not litter!
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Gamified Waste bins
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Thank you!! Thank you!
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More examples
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Gamified Traffic
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Gamified Stairs
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Gamified Healthcare
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Gamified Sports
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Case 1. Van5Naar4
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V5N4. Demo
http://f5t4.co.uk/game/
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Case 2. Thuistrainer
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Case 2. Video/Missie
www.loikidzzproeflesthuistrainer.nl/c
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VRAGEN OF FEEDBACK?
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§ Let’s make a difference Interaction | Design & Multimedia
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