playfully saving humanity - gamification for good

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Playgen Playfully Saving Humanity Kam Star [email protected] tweet : @playgen

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Page 1: Playfully Saving Humanity - Gamification for Good

PlaygenPlayfully Saving Humanity

Kam Star [email protected] tweet : @playgen

Page 2: Playfully Saving Humanity - Gamification for Good
Page 3: Playfully Saving Humanity - Gamification for Good

Curing CancerCoronary Bypass Surgery Career choicesFloodsTeenage pregnancyFloodplain managementViolence and ExtremismNanotechnologyHealth PolicyAlcohol abuseConferencesInnovation Investment Historical battles

Topics I’ve designed games on

Money LaunderingData SecurityEnvironmental concernsPublic Policy EngagementBattlefield awarenessLocation familiarisationClimate ChangeGenerating new ideasMaking Games....

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Clients

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Researcher links

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Game design Gamification Social Platforms User Experience

Simulations Monetisation PlatformDevelopment

System Architecture

My Interests

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Game Mechanics

Motivators

Social Mechanics

Victory Conditions

1 2

3 4

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Who’s been using the Addingplay Toolkit?

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In 3 years become a Major Festival For Europe

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Global Competition

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Method from over 10 years of changing behaviour through play

Analyse & understand motivations and influencers of the target audience

1

Align player experience with intrinsic desires

2

Facilitate reflection and provide continues support

3

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• Target a specific group and define their underlying attitudes

• Analyse and understand their current barriers to behaviour change

• Identify major influencers and credible sources

1. start with the motivations of target group

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• Relate rewards for engagement tailored to your target audience

• Links back to real life experiences & language, with familiar content and buzzwords

• Give player has control of how they explore content through their decisions

2, Build your gameplay around intrinsic desires

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• Enable comparison, co-operation and competition with other players

• Encourage players to give and take advice from the community

• Prompt players to follow-up and keep them coming back for more

3, Reinforce insights through reflection & support

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Me Tycoon: Making careers advice relevant today

motivation • Careers advice seems boring and irrelevant to their life today• Young people strongly influenced by careers

experience of friends and family, which limited their outlookexperience

reflection • Player’s world affected by impact of different choices• They built their own world so motivated to return,

see it grow and try out different options

• Whole life simulator to bring the future to life today, • Rewards for exploring alternative futures• Content included video clips of real people in

different jobs

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Rewards and Job successionfor watching videos

Range of items to buy toimprove skills, decorate and gift

Customisation of charactersand players world..

Random events to make eachgame-play more interesting...

Reward, Mastery

Power

Ownership

Variable challenge

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Did playing MeTycoon help you find out about what skills are important for getting a good job?

Did MeTycoon give you new ideas for jobs that you hadn't thought of before?

Did playing MeTycoon help you learn more about what jobs might be available in the future?

MeTycoon Insight SummaryFor the full study search ‘metycoon’ on google scholar

98%

2%

YesNo

80%

10%10%

YesNoDon't know

78%

11%11%

YesNoDon't Know

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The Challenge

The UK has the highest teenage pregnancy rate in Western Europe with the Coventry rate being 35% higher than the national average.

To build a game that helps to drive constructive conversation between children and parents around sex and relationships. Using role play to step through embarrassing or awkward topics.

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Engagement

•Engage parents who are unable to attend a full programme for practical reasons (eg. travel, childcare).

•Engage parents who are unwilling to attend a group programme (due to e.g. embarrassment).

•Provide a delivery method that can be accessed at the individual’s rather than a prescribed pace and that fits better with competing commitments.

•Engage parents in a more interactive, immersive way.

•Provide a platform for ongoing data collection.

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• A randomised controlled trial revealed– 60% of parents said their relationships with their children with

respect to sex and relationships has improved.– 79% of parents discovered new facts about sexual health they

didn't know before.– 56% of parents they felt more confident in talking with their

children about relationships and sex.– 35% felt less embarrassed about discussing sexual health matter

than they did at the before playing the game.

Search Google Scholar for “what should we tell the children” for more.

The outcomes

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A couple of my current projects are : COLLAGE : €3.6 M Gamification of creativity and learning in the enterprise

CELAR : €2.6M Large-scale gamification of public policy using realtime data

And finally

I’m doing a PhD in Gamification of Collective Intelligence. Talk to me if you’re into either gamification or collective intelligence ;) [email protected] or tweet @playgen