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Showing posts with the label gamification

Gameful but not necessarily playful User Experience

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Photo by Esteban Lopez on Unsplash Gameful and playful What is actually the definition for gameful? Given by Sebastian Deterding, Dan Dixon, Staffan Björk, Elizabeth Lawley and Lennart Nacke in their paper with title Designing Gamification: Creating Gameful and Playful Experiences : "Gameful design … refers to the design of hardware and software in non-game contexts using design elements from games." And what is the definition for playful? Again given by Sebastian Deterding, Dan Dixon, Rilla Khaled and Lennart Nacke in their paper with title From Game Design Elements to Gamefulness: Defining “Gamification” : "… no consensual theory or terminology of playfulness has emerged so far." So, what could possibly define the term of playful? Given by Hannu Korhonen, Markus Montola and Juha Arrasvuori in their paper with the title Understanding Playful User Experience through Digital Games , playful is: "… to design something that is pleasurable to use...

Gameful but not gamified User Experience

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Photo by Chris Liverani on Unsplash Gamification The definition for gamification has been properly given by Sebastian Deterding, Dan Dixon, Rilla Khaled and Lennart Nacke in their paper with title From Game Design Elements to Gamefulness: Defining “Gamification” . That is: "… use of game design elements in non-game contexts." The term of gamification has been a bit of a buzz-word for the last few, maybe, years in the field of enterprise and consumer software. Apart from being used, it has been also clearly misused, bringing in mind mostly points, badges, top lists and attempts to motivation. Until someday, while searching for the term gameful, I came up to this really interesting quote by Jane McGonigal from her session with title We don’t need no stinkin’ badges: How to re-invent reality without gamification : "Within the video game and digital media industry, discontent with some interpretations have already led designers to coin different ter...

Nutzer sollen Kontrollgefühl behalten

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Wie gute Gamification funktioniert Photo by Ugur Akdemir on Unsplash Interview beim  meinungsbarometer.info

Gefahren von Gamification hinsichtlich des Themas Spielsucht

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Welche Gefahren können von Gamification hinsichtlich des Themas Spielsucht ausgehen? Photo by Hello I'm Nik on Unsplash Im Falle eines Systems, in dem die Gamifizierung so aufgesetzt ist, daß diese selbst zum eigenen Spiel wird, könnte es diese Gefahr geben. In diesem Fall, könnten Nutzer diese Teile so nutzen, daß diese nicht mehr zur Aufgabenerfüllung dient, sondern zur Ablenkung wird. Dies bedeutet aber auch im besten Fall den Fehlschlag des Designs, und im schlimmsten die dunkle Seite des Designs. Die Mechaniken per se haben keine Bedeutung für sich alleine, sondern können im Zusammenhang mit dem Nutzer-Szenario entweder unterstützen oder manipulieren.

Welche Anforderung stellt Gamification an den Nutzer

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Photo by Filios Sazeides on Unsplash Ich sehe das weniger als Anforderung, sondern eher als eingrenzende Leitung. Der Nutzer muss nur mit den von dem gamifizierten System gegebenen Werkzeugen und Funktionalitäten sein oder ihre Arbeit machen. Hier genau kommt aber die User Experience und das Design ins Spiel, bzw. wie erfolgreich die Mechaniken basierend auf das Nutzer-Szenario verwendet worden sind, so daß der Nutzer nicht von den Möglichkeiten des Systems ausgebremst wird. Ziel ist, daß die Nutzer nicht das Gefühl verlieren, daß sie den Überblick und die Kontrolle über den gesamten Ablauf haben. Pragmatisch gesehen, müssen sie ständig und transparent die Kontrolle über den Prozess der gesamten Tätigkeit haben. Daher sollte User Experience diese spielerischen Elemente nicht als unvermeidliche Hindernisse diesbezüglich hinzufügen, sondern diese als Realisierung der Offenheit bereitstellen.

Highscores, Fortschrittsbalken und virtuelle Belohnungen

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Welche Mechanismen wirken wo besonders gut? Photo by Leslie Jones on Unsplash Die Frage sollte eher sein, welche Mechaniken auf welcher Ebene wirken, als wo sie wirken.

Gamification sollen Arbeiten, Weiterbilden und Studieren durch spielerische Elemente schöner und effizienter machen

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Für welche Prozesse ist Gamification besonders geeignet? Photo by Caspar Rubin on Unsplash Gamification, so wie wir es bis jetzt aus Beispielen und Literatur kennen, war wie ein fremder Ansatz auf eine bereits existierende Welt, der leider nicht immer richtig in den Kontext passte. Auf eine Art ist es ironisch, daß besonders Weiterbildung oder Studium, welche schon seit Jahrzehnten gamifizierte Systeme sind, als reine Bereiche gelten, denen wir entweder von Grund auf oder weiter gamifizieren möchten. Rollenspiele (Lehrer und Schüler), Anpassungsmethoden (Schularten und Fachrichtungen), Stufen (Klassen), Erfahrungspunkten (Noten), Fähigkeiten und viele weitere Spiel-Mechaniken kann man beim Studieren entdecken.

Playful vs gameful user experience: Why are games important for UX design

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This talk was given in the Gamescom Congress 2017 , under the umbrella theme, “ More than gamification ”. The gamescom congress is Europe’s leading conference on the potential of computer and video games for society as well as the economy.

Playful vs gameful user experience

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Why are games important for user experience design? Photo by Lea Böhm on Unsplash Gamification was proved to be more of a buzzword than a real catalyst in enterprise software, that missed the distinction between play and game, misinterpreting the role of “motivation”. Nevertheless, game experience and game research have a lot to teach us, as designers, in understanding the human behaviour and this is what I would like to share.

Playful oder Gameful User Experience

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Pixelwiesen 2015 - UX Symposium von Heidelberg Mobil Pixelwiesen 2015 - UX Symposium von Heidelberg Mobil

Super Mario and Gamification

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Photo by zengxiao lin on Unsplash Why people (or kids) have actually started and continued playing Super Mario? This continuity started with the very first versions for NES and is up to date with more sophisticated interactive systems, and people still repeat the levels playing again and again! Is it actually the “coinification” that motivates them? The coins constitute a quantitative aspect of the completion of the game. There are other aspects as well such as time, mushrooms, goombas and so on. Is it maybe the overall gameplay that is attractive and engages masses of gamers playing each version that comes up? According to Wikipedia, “Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player’s connection with it. Video game gameplay is distinct from graphics, and audio elements.” Succes...

Gamification and motivation

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Photo by Alex Radelich on Unsplash It is said in the definitions of Gamification that one of the scopes is to bring motivation to the user — or employee since we mostly talk about Enterprise Software! I would rather ask why to do that? Is it actually possible? I would not claim myself as a Marxist, but maybe we should consider some of Marx’s statements since we talk about workers. Employees use enterprise software in their daily tasks because they have to! Where is any motivation in that? How could that be possibly fun? To make that software easier to use is another story which I believe is the solution that fits, but to bring the motivation to the employee via gamified tools and saying that he would have fun by doing it, is something that by definition does not fit. The definition is that the employee has to go to work, has to work, has to use company tools and complete the daily tasks. In the best case, even if someone does a job that she or he has studied, which finds inte...

How “fun” could be interpreted in gaming

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The scope of gamification is to bring game mechanics into business applications in order to engage users. Photo by Bao Truong on Unsplash The word “fun” is often used in terms of what a gamified application could possibly be like while interacting with users. But is it actually fun that motivates people to play a game as simply as that or is it a more complex notion between fun, competition, socialisation etc.? Maybe it is, but the thing is that silly badges or “comic sans” fonts or any simplified interpretation of the term “fun” is not what defines the motivation of a gamer. Core gamers might have severer sense concerning their visual culture than the business world, mostly because it has been cultivated through many hours of playing and investing on a brunch that has been developed and evolved into a very “serious” business.