Mindlab - Action reflections

Wednesday, 17 October 2018

Gamification Year 13

Gamification
Gamification is a concept, which is not exclusive of education. Some researchers generically defined it as “the use of game design elements and game mechanics in non-game contexts” This broad definition has been further refined to reflect the most common objective of gamification: increase user experience and engagement with a system. It is important to note that Games and Gamification are two different things! (Deterding, Dixon, Khaled & Nacke, 2011).
Game Mechanics
These have the potential to influence follower behaviour. Seth Priebatsch's (2010) flipped activity video, lists 4 game mechanics.
  • Appointment dynamic
  • Influence and status dynamic
  • Progression dynamic
  • Communal discovery 
Game mechanics are most effective when they match a user's preferences. The flipped task with this video is to consider how these mechanics can influence follower behavior and to add ideas to the shared padlet tinyurl.com/4gamemechanics.
Gamification User Types
The point of considering User Types is to give gamification designers a simple framework to think about the types of people they may have using their system.
This hexad scale was developed by Marczewski (2013).
It is essential to keep in mind that people can not be broken down into simple categories, they will likely display most if not all of these traits in varying degrees. … Over time the user type would most likely change... because as people master or get bored of certain types of playing, they evolve.
Find out how user types relate to you by completing the User Type Test at: https://gamified.uk/UserTypeTest2016/user-type-test.php 
User types vs follower types
Depending on the motivations of user types, badges can serve different functions such as goal setting, instruction, reputation, status/affirmation, and group identification (Antin & Churchill, 2011). Follower Types and their different motivations can also be considered (Kelley, 1988).
Gamify your Practice for Digital 2 / Leadership 2 Assignment
Consider:
How might you classify your user/follower types in your leadership of your innovation?
- Did you / could you use any aspects of gamification (Flow, User Types, 4Keys 2Fun, Game Mechanics, Problem Spaces) in your leadership of your change initiative?.

References
Antin, J., & Churchill, E. F. (2011, May). Badges in social media: A social psychological perspective. In CHI 2011 Gamification Workshop Proceedings (pp. 1-4). New York, NY: ACM. http://gamification-research.org/wp-content/uploads/2011/04/03-Antin-Churchill.pdf
Deterding, S., Dixon, D., Khaled, R. & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference (pp. 9–15).
Kelley, R. (1988, November). In Praise of Followers. Harvard Business Review. Retrieved from https://hbr.org/1988/11/in-praise-of-followers
Marczewski, A. (2013). Using the Gamification User Types in the Real World. https://www.gamified.uk/2013/12/09/using-gamification-user-types-real-world/
Marczewski, A. (n.d.). Gamified UK User Type Test. Retrieved from https://gamified.uk/UserTypeTest2016/user-type-test.php#.WpDGxaiWbIU
Priebatsch. S. (2010). Building the game layer on top of the world. Retrieved from https://www.youtube.com/watch?v=Yn9fTc_WMbo  

No comments:

Post a Comment