Serious Games & Gamification
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1 Serious Games & Gamification Introduction Best Practice Examples Critical Reflection Der Mensch ist nur da ganz Mensch, wo er spielt. Schiller ( ) httc Hessian Telemedia Technology Competence-Center e.v - Dr. Stefan Göbel [email protected] Tel.: / KOM - Multimedia Communications Lab Prof. Dr.-Ing. Ralf Steinmetz (Director) Dept. of Electrical Engineering and Information Technology Dept. of Computer Science (adjunct Professor) TUD Technische Universität Darmstadt Rundeturmstr. 10, D Darmstadt, Germany Tel , Fax SeriousGames-Gamification StefanGöbel author(s) of these slides including research results from the KOM research network and TU Darmstadt; otherwise it is specified at the respective slide Template all v.3.4
2 Intro Stefan Göbel Person 42 years, married, 1 child (6) Digital Immigrant CV Computer Science + Economy, Pedagogic Fraunhofer Institute for Computer Graphics, ZGDV, TU Darmstadt (Geo-)Graphic Information Systems, Digital Storytelling, Serious Games Games C64, Boulder Dash, Winter Games Game Research, Development Casual Gamer KOM Multimedia Communications Lab 2
3 Intro Game Culture & Economy Who is Playing? 24 Mio. Gamers Online/Apps Gender: ~50/50 Age: Mid 30 We do not stop playing because we grow old, we grow old because we stop playing. George Bernard Shaw ( ) Commerce Games and Entertainment Market 752 MEUR Q1/Q in Germany (> Cinema) Console, PC, Mobile.. Hardware, Software Serious Games as prospering Niche Market Science & Technology Game Technology as Driver in ICT Game Engines & Middleware Xbox One, 2013 Cry Engine, Crytek, 2011 KOM Multimedia Communications Lab 3
4 Intro Game-based Approaches Society & Application Domains Lack of Education (PISA), Lack of Movement (WHO 2010, Eurobarometer 2010) Demographic Trends ( Ambient Assisted Living, vacant STEM job market) Games as a Tool and, Motivator and Facilitator Game Characteristics: Fun, Curiosity, Challenge.. Gamification the use of game design elements in non-game context making non-game products [ ] more enjoyable, motivating, and/or engaging to use (Deterding, Khaled, Nacke and Dixon, 2011) Serious Games A serious game is a game designed for a primary purpose other than pure entertainment. The serious.. refer to products used by industries like defense, education, healthcare.. politics (en.wikipedia.org) KOM Multimedia Communications Lab 4
5 Intro Game-based Approaches Which is the most relevant game in the game history? Alexei Pachitnow: Tetris, 1984 Is it a Serious Game or Gamification? KOM Multimedia Communications Lab 5
6 Gamification Approach Use game elements in non-game contexts Rules Goals, rewards Badges Tracking, feedback Points Competition Leaderboards KOM Multimedia Communications Lab 6
7 Gamification Examples, Daily Life Use game elements in daily life activities Define a goal / sub-ordinate targets Set rules and challenge Non-digital Examples Shorten the time of a walk by avoiding to step on cracks Moving the backyard in an unneccessary challenging way Incentives and Rewards for??? KOM Multimedia Communications Lab 7
8 Gamification Examples, Leisure & Work Health, Nike+ Running, Basketball, Kinect Training, Daily Activities Nike+ SportWatch, Running App, SportBand, ipod nano Record activities, set (and improve) personal goals, share success, invite for common activity NikeFuel currency for movement Software Engineering, Stackoverflow Open forum für software developers/programmers Points for first best answer to a problem Investing time for self-satisfaction and reputation Industry IDS Scheer Consulting & Crytek ( SAP HANA) Daimler GreenSight City & Zone 2 Connect Experience Network & Uni Potsdam KOM Multimedia Communications Lab 8
9 Gamification Study by Thom et al (I) Research question: How does the removal of gamification features affect user activity [ ]? KOM Multimedia Communications Lab 9
10 Gamification Study by Thom et al (II) Evaluation Study, Set-Up Large IT enterpise, ~ employees, globally distributed, headquarter in US Using an enterprise social network service Points-based incentive system for adding lists, photos and comments Leveling system in dependency of achieved points Method & Results Gamification elements (points, badges, leaderboards ) were removed Log-Data two weeks before and two weeks after removal were analysed before removal after removal F= p< Photos Lists Profile comments Photo comments List comments KOM Multimedia Communications Lab 10
11 Gamification Potential and Risks intelligentgamification Motivation und Engagement Der Unterschied zwischen dummer und intelligenter Gamification Extrinsic rewards vs. intrinsic motivation (flow experience in leisure & at work) Extrinsic motivation not promising resp. counter-productive (long-term) gamification elements like points or badges need to improve intrinsic goals Participation can provoke unsolicited contributions quality control/assurance necessary Autonomy, mastery, purpose are fundamental changing behaviors, developing skills, enabling innovation Rewards real fruitful? Gartner says by 2014, 80 percent of current gamified applications will fail to meet business objectives primarily due to poor design. Webinar gamification trends and strategies to help prepare the future, Nov 8, 2012, KOM Multimedia Communications Lab 11
12 Serious Games Games more than fun Approach Game technology & concepts + further research & technology Application Domains Characteristics Complex & Challenging Interdisciplinary, applied Authoring, control (adaptation & personalization) and evaluation Application Domains Education, Training & Sim. Sports & Health, Exergames Politics, Participation, Planning Göbel, SGC 2010 KOM Multimedia Communications Lab 12
13 Serious Games Application Domains Advertisement Training & Simulation Persuasive Learning Design Single- Player Education Service Provider Sensor Technology Games Genre Educational Games Culture & Tourism Social Media Multimedia Sports Telecommunication Serious Games Health KOM Multimedia Communications Lab 13
14 Serious Games Grand Challenges Complexity Characteristics of a Game (Design..) & more (serious part) Interdisciplinary Approaches are necessary Creation, SG development Authoring process and authoring environments Adaptation & Personalization Singleplayer, Multiplayer Evaluation Effects (learning effect, vital parameters, marketing effect) Affects (usability, user experience, fun, enjoyment) Other, non-rtd issues Economic: cost/benefit ratio, business models Legal, ethical issues, privacy Quality does have ist price! KOM Multimedia Communications Lab 14
15 Serious Games for e-participation ISPRAT , TUD/httc, Stadt Darmstadt Target User Group Digital Natives Generation Facebook Social Media Plattform Darmstadt Portal Quality of User Generated Content? 3D Spiele Technologie Approach Creativity, Web 2.0 Identity, Community Communication (more than I like it ) KOM Multimedia Communications Lab 15
16 Serious Games for Education, STEM (dt. MINT) TechForce, AG Gesamtmetall Career choice metal and electrical industry Insight (daily) activities, duties, functions Apply (complex) technology (Game) Goal Build a glider Win a race Online highscore Minigames for job preparation Generell skills (analytic thinking..) Technical understanding Design (Media Break): Game (flow) vs. Learning (content) Award Dt. Computerspielpreis 2009 (Serious Game) KOM Multimedia Communications Lab 16
17 Serious Games for Education, STEM (dt. MINT) ExperiMINTe, AG Gesamtmetall Addition to (class) learning Mechanics, electricity/electronics, technology (mathematics, computer science) Enabling instructors/teachers to create exercises extensible repository Minigames Interactive Simulations Practical Exercises Game Creation by everyone? Award Dt. Computerspielpreis 2010 (Serious Game) KOM Multimedia Communications Lab 17
18 Serious Games for Technology-Enh. Learning 80Days (EU, FP7, STREP, TEL, ) Geo Learning Game Save the Earth! Curriculum Micro Missions Story, Game & Learning Situations Personalization & Adaptation Game-based Assessment Cost-efficient Authoring/Production Target Audience: Kids ~12 years, m/f Authors: Teacher, Game Designer KOM Multimedia Communications Lab 18
19 Control Personalization & Adaptation Motivation Flexible, intelligent environments Individual learning, gaming and story paths Challenges Diversity of users and contexts Strategies for control Quality and Quantity of Content? Anxiety, Boredom and Flow (Csikszentmihalyi, 1990) KOM Multimedia Communications Lab 19
20 Control Personalization & Adaptation Narrative Game-based Learning Objects Authoring Annotation of Situation metadata Narrative, Gaming and Learning Context Run-Time Basis for decision How does a Story Continue? Story Model Player Model Learning Context [GdCMS09, GWRS10] KOM Multimedia Communications Lab 20
21 Control Personalization & Adaptation NGLOB, Gaming Context Player Model [Bartle96] Killer Achiever Socializer Explorer Diversity of Users 100% 50% 0 % Player Model Unfolding Process of DEG Appropriateness Factors of Situations for Player Types KOM Multimedia Communications Lab 21
22 Control Personalization & Adaptation Narrative Framing vs. Interactivity R. Pilcher, ZDF Mediathek KOM Multimedia Communications Lab 22
23 Control Personalization & Adaptation Narrative Framing vs. Interactivity (80Days) Hero s Journey Linear and Free Transitions [Campbell72, Vogler92, DCA07, GdCMS09] Interactive Storytelling & Narrative Paradox KOM Multimedia Communications Lab 23
24 Authoring StoryTec authoring framework Authoring Tool Support f. Non-Programmers Interaction Templates Mini-Games Story Templates My Favourite Places Player Cross-Platform Publishing PC/Mac, Web and Mobile Context Info, Analysis Make your own Story Usability & Economy KOM Multimedia Communications Lab 24
25 Authoring StoryTec authoring tool Story Editor Story Structure Management Stage Editor Stage Level Editor Templates Object Browser Content Object Groups Property Editor Attributes & Annotations KOM Multimedia Communications Lab 25
26 Authoring StoryTec scientific player Left Part Easy Player Walk-Through Testing Interaction Gameplay Configuration (slider): Game vs. Learning (vs. Story) Right Part Scientific Tool Rapid Prototyping Logging Analysis Paths Context Info Configuration Learning vs Playing: Weighting Context (NGLOB) for Personalization/Adaptation KOM Multimedia Communications Lab 26
27 Authoring Technology Transfer StoryTec for Tourism, Darmstadt Marketing (2011) Motivation Information & Advertisement Tourism Use Story & Game Metaphers Contribution Story-driven Online Game about Darmstadt Mini Games: Puzzle, Quiz, Memory,.. RTD & StoryTec Tool (httc), Story & Design (S. Radke), Game Development (R. Konrad) Benefit, Results Low Budget: Expectations vs Production Costs Informative, interesting.. Extensions? KOM Multimedia Communications Lab 27
28 Control in Multiplayer Serious Games Woodment & Escape from Wilson Island (KOM) Motivation Multiplayer Online Games for Collaborative for Teacher & Pupils RTD Contribution Woodment, Support for Teacher & Learner: Integration/Configuration of Content Competition and Cooperation (Teamwork) Escape from Wilson Island, Game Mastering Logging, Camera Modi, Split Screen Control (Triggering Events..) at Runtime Communication Direct via Chat vs. Indirect via NPC s On-Going: Evaluation, Group Adaptation, Game Mastering [WBH+10] - Wendel, V., Babarinow, M., Hoerl, T., Kolmogorov, S.,Göbel, S., and Steinmetz, R.: Woodment: Web-Based Collaborative Multiplayer Serious Game. In: X. Zhang, S. Zhong, Z. Pan, K. Wong, R. Yun: Transactions on Edutainment IV LNCS, vol. 6250, p , Springer, August ISBN KOM Multimedia Communications Lab 28
29 Collaborative Learning with Peer Education PEDALE (TUD FIF, Math, CS, Psych, ) Motivation Exchange of Math Task Solutions Peer Tutoring (Knowledge Transfer) & Peer Assessment (Feedback, Reflection) Use of open-format Questions (later) RTD Questions Does Peer Tutoring Improve Learning Results? Is it Motivating? Correlation among Skill Levels and Content Usability?.. covered by an Interdisciplinary Team Contribution to e-didactics [KRGB11] Johannes Konert, Kristina Richter, Stefan Göbel, Regina Bruder: Knowledge Sharing in the classroom. In: Proceedings of the 11th IEEE International Conference on Advanced Learning Technologies (ICALT), July [RKB+11] Kristina Richter, Johannes Konert, Regina Bruder, Stefan Göbel, Ralf Steinmetz: Bridging Diagnosis and Learning for Mathematics Education in Classroom Settings. In Proceedings of the CHILD COMPUTER INTERACTION 2nd WORKSHOP ON UI TECHNOLOGIES AND THEIR IMPACT ON EDUCATIONAL PEDAGOGY, p , DFKI, May KOM Multimedia Communications Lab 29
30 Communication in Collaborative Learning Env. GENIUS (LOEWE ModellProjekt, ) Game + Social Media & Social Networks User-generated Content for Peer Tutoring Game Influence of/by Non-Players Viral Marketing Effects for Serious Game Distribution Partners DECK13 Interactive KTX Software Serious Game Middleware Game-Events & Data, User-Requests Social Network (Media Platform) RTD Questions Does Peer Tutoring Improve Learning Results? Is it Motivating? Correlation among Skill Levels and Content Usability? Network Influence Context-Help Solution recording Solution provision Voting Results, Hints, Solutions Indiv. Posts/Votes Rating, Editing Groups / AhoCI Knowledge store KOM Multimedia Communications Lab 30 Image sources: DECK13 Interactive GmbH, facebook.com, google.com, studivz.de and innovationsfoerderung-hessen.de
31 Evaluation Measuring Effects Hard and soft factors Effects & Affects? User/Game Experience? Sustainability? Metrics? Subjective vs. Objective Measurement Flow, Mihály Csíkszentmihályi EPOC, Emotiv KOM Multimedia Communications Lab 31
32 Evaluation Methodologies KOM Multimedia Communications Lab 32
33 Evaluation Classic, empirical Questionnaire for User Experience KOM Multimedia Communications Lab 33
34 Evaluation Online Product Advertisement, cooperation TuneUp Motivation Increase Orders/CVR Use Game Elements Contribution Discount (Ad)Game Game with 9 Levels Discount Game Evaluation Study via A/B/C Analysis: Game Only (A), Both (B), Discount Only (C) 4 Weeks (July) online : 4493 visitors A, 4773 B, 4819 C? Conversion Rate (CVR) Benefit, Results Constistency in CVR (no CVR Uplift) -1,92% A, -0,21% B, 0% C User Engagement Uplift ~220% User Engagement +220% (!) test case direct sales cookie sales user engagement A (game only) ,5% B (game) ,4% B (sum) ,8% C (discount only) ,0% KOM Multimedia Communications Lab 34
35 Evaluation Games for Health, Cardio Training ErgoActive (Strategic Research 2009+) Motivation, Contribution & Results Adopt Personalized Learning Technologies to Personalized Exergames Authoring Tool (Sport Scientists/Doctors) & Configuration (Therapists) Vital Parameters considered via Sensor Technology (Heart Rate, Speed, Power) Cooperation: Wiemeyer, Gutjahr Evaluation (n=48, age 14-64) 50% Pigeon Hunt 40% Ergo Balance Video Cycling 30% 20% 10% 0% Yes Rather Yes Neutral Rather No No KOM Multimedia Communications Lab 35
36 Evaluation Games for Health, Cardio Training ErgoActive (Strategic Research 2009+) Effects (vital data) & Affects (fun, enjoyment) Privacy, ethical issues? KOM Multimedia Communications Lab 36
37 Conclusion Gamification vs. Serious Games Gamification The application of gaming metaphors in non game contexts to influence behavior, improve motivation and enhance engagement. Points, badges, etc... but no gameplay Serious Games Game with a purpose (beyond pure entertainment) Simulation games as a sub-genre Real game, with gameplay Games Game just for entertainment Nike+ Pass it on, AXA Gamasutra: Andrezej Marczewski s Blog What s the difference between Gamification and Serious Games Plantville, Seimens KOM Multimedia Communications Lab 37
38 Conclusion Gamification & Serious Games Game-based approaches Game elements and concepts Tool for motivation.... to underline a (non-game) goal balancing game & serious part Potential and Risks Extrinsic and intrinsic motivation Personalization and Adaptation, Control Communication and Competition Privacy, ethical issues Need Studies Proof of Concepts: Effects & Affects, Benefit Guidelines, Quality Labels, Standards(?) KOM Multimedia Communications Lab 38
39 Conclusion Serious TU Darmstadt Interdisciplinary Research Key research area Serious Games since 2011 Ca. 15 research groups involved [email protected] FIF Projects Serious Human Rescue Game, PEDALE/Maths, Learning SG4Health, Multiple Sequence Alignment Other Activities Ringvorlesung (lecture) Serious Games Preparation of graduate school Serious Games Technologies KOM Multimedia Communications Lab 39
40 Contact Serious KOM, TU Darmstadt Dr. Stefan Göbel [email protected] Tel.: 06151/ Autorenumgebung StoryTec u. Demos GameDays Event Int l Conference, Workshops, Rallye April 1-5, TU Darmstadt KOM Multimedia Communications Lab 40
41 References gamification Gartner special report Gamification: Engagement Strategies for Business and IT. Talk(s) by S. Deterding, e.g. Deterding, S., Khaled, R., Nacke, L.E., Dixon, D. (2012). Gamification: Toward a Definition. ACM CHI, Thom, J, Millen, D., DiMicco, J. (2012). Removing Gamification from an Enterprise SNS. ACM CSCW, e.g.../2011/08/08/motivation-und-engagement-der-unterschied-zwischen-dummerund-intelligenter-gamification incl. Link to book and TED talk by Dan Pink Article by K. Klippstätter Gamification der Schuss kann nach hinten losgehen, Job & Karriere, COMPUTERWOCHE 37/13 KOM Multimedia Communications Lab 41
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