playfully saving humanity - gamification for good
TRANSCRIPT
PlaygenPlayfully Saving Humanity
Kam Star [email protected] tweet : @playgen
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....
Clients
Researcher links
Game design Gamification Social Platforms User Experience
Simulations Monetisation PlatformDevelopment
System Architecture
My Interests
Game Mechanics
Motivators
Social Mechanics
Victory Conditions
1 2
3 4
Who’s been using the Addingplay Toolkit?
In 3 years become a Major Festival For Europe
Global Competition
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
• 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
• 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
• 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
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
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
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
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.
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.
• 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
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