1
Coursera
Gamification
Class
-
Week
1
Review
By
Sudarshan
Gopaladesikan
What
is
Gamification?
Introduction
o Techniques
that
game
designers
use
can
be
applied
to
health,
business,
education.
This
is
gamification
o In
the
6
weeks
of
the
course,
it
will
teach
what
gamification
means
and
how
you
can
apply
it
to
solve
real
world
problems
o What
is
cool
about
games?
They
are
so
addicting!
Why
are
they
addicting?
That
is
what
we
want
to
learn.
What
engages
and
motivates
people
in
a
game
environment.
o Understanding
what
makes
games
successful
(commercially
and
personally).
Understanding
what
makes
games
engaging.
Understanding
what
games
can
do.
Why
games
have
power.
o Samsung
Nation
is
an
example
that
is
given
in
the
course.
Samsung
wants
to
increase
internet
traffic
They
create
incentive/rewards
for
desired
behavior:
interact
with
their
site,
post
a
comment,
write
reviews,
watch
videos,
etc.
Leaderboards,
badges,
points,
etc.
are
things
that
are
used
to
make
Samsung
Nation
more
than
just
a
website.
It
is
gamified!
o Although
the
course
explains
it
in
depth
later
on,
I
want
to
comment
on
the
difference
between
game
elements,
mechanics,
and
dynamics.
Using
Bunchballs
white
paper
Gamification
101,
they
say:
Game
mechanics:
points,
levels,
challenges,
virtual
goods,
leaderboards,
gifts/charity
Game
dynamics:
rewards,
achievement,
self-expression,
altruism,
competition,
status
Game
elements
can
mean
mechanics.
These
terms
seem
to
be
interchangeably
used,
so
just
be
careful
that
you
distinguish
what
you
are
talking
about.
Course
Overview
o Understand
what
gamification
is
o How
it
MIGHT
be
valuable
This
is
simply
to
show
that
gamification
is
not
the
answer
for
EVERY
real
world
problem.
2
o Learn
how
to
do
it
effectively
o Understand
applications
of
gamification
o Gamification
is
amazing
because
it
is
one
of
the
most
interdisciplinary
studies.
It
combines
games,
math
(statistics),
psychology,
economics,
philosophy,
anthropology,
sociology,
and
the
list
goes
on.
For
example,
it
may
be
easy
to
see
why
these
subjects
can
help
understand
gamification.
Anthropology
is
a
great
discipline
because
every
culture
plays
games
different.
If
someone
wants
to
create
global
gamified
products,
they
would
have
to
take
into
account
cultural
differences
to
make
sure
the
rules
arent
offensive/complex/etc.
Definition
of
Gamification
o Gamification
is
the
use
of
game
elements
and
game
design
techniques
in
non-game
contexts.
Game
elementssimilar
to
mechanics
(from
Introduction)
Game
design
techniquessimilar
to
game
dynamics
(from
Introduction)
Non-game
contextsevents
that
occur
in
real
life
(ex.
Running)
o Nike+
This
is
an
app
that
Nike
created.
It
allows
them
to
take
an
accelerometer
chip
and
place
it
in
a
persons
shoe.
The
chip
records
running
stats
and
can
be
uploaded
on
a
smartphone/pc
to
see
your
records.
Achievements,
Goals,
Stats,
etc.
are
some
elements
that
Nike+
uses
to
gamify
running.
o Zombies
Run
is
another
good
example.
Remember,
gamification
isnt
about
making
a
game
better.
It
is
about
how
to
use
games
to
solve
real
world
challenges.
o An
important
thing
to
remember
is
observer
bias.
Gamification
is
about
tracking
progress
of
an
individual.
However,
if
the
individual
understood
the
rules
and
who
is
tracking
progress,
he/she
may
act
differently
because
he
is
being
observed.
o Subtle
gamification
will
help
to
solve
this,
but
this
isnt
easy.
o Gamification
can
also
be
defined
as
the
observation
and/or
implementation
of
a
playful
environment
using
systematic
rules
in
a
non-game
context.
Observationthis
is
Nike
tracking
the
running
of
an
individual
Implementationthe
elements/mechanics/dynamics
used
to
create
the
gamified
environment.
Playful
environmentin
the
later
sections,
the
course
talks
about
game
vs.
play.
The
playful
environment
is
the
area
within
the
Magic
Circle
that
gives
complete
freedom
to
the
user
with
some
given
constraints.
For
example,
Nike+
gives
users
a
lot
of
freedom
where
to
run
given
the
constraint
that
they
do
actually
run
with
the
chip
in
the
shoe.
Systematic
rulesthese
are
the
rules
of
the
game.
They
explain
the
goal
and
how
it
is
possible
to
get
from
start
to
finish.
Why
Study
Gamification
o A
great
reason
to
study
it
is
because
it
is
new
but
will
become
a
growing
topic
in
both
the
academic
and
business
worlds.
o Fortune
Magazine
Oct
2011
said
that
gamification
is
the
hot
new
business
concept.
o What
is
it
about
games
that
make
them
so
engaging?
I
keep
writing
this
sentence
down,
but
this
is
a
key
question
to
ask.
o They
solve
personal
behavior
change
challenges,
but
they
can
also
solve
business
challenges
like
how
to
better
engage
customers,
increase
sales,
and/or
but
not
limited
to
improve
efficiency
in
the
workplace.
o Reasons
why
you
should
study
gamification:
Gamification.co
might
create
a
workshop
for
students
and
professionals.
This
certification
will
be
something
you
can
take
to
employers.
They
will
see
that
you
are
gamification
certified.
This
means:
You
can
work
successfully
in
a
gamified
environment
You
understand
gamification
and
how
it
can
help
all
areas
of
a
business.
You
are
capable
of
understanding
what
it
takes
to
successfully
gamify
a
business.
It
is
an
interdisciplinary
study
so
you
get
to
learn
a
lot
from
bunch
of
different
disciplines.
Games
are
becoming
a
part
of
everyones
life.
Understanding
games
will
give
you
a
new
way
to
approach
problems.
Another
reason
to
study
gamification
is
that
it
will
DIE
if
it
isnt
explored
properly.
Just
like
how
video
games
are
typically
good
if
they
are
different,
unique,
and
offer
exciting
game
play.
Same
with
gamification.
Gamified
environments
in
real
life
have
to
be
different
and
unique
because
otherwise
it
will
be
dull.
History
of
Gamification
o 100
years
ago,
Cracker
Jack
used
to
put
a
surprise
toy
in
each
box.
(Awesome
way
to
engage
people
into
buying
their
product.)
o Richard
Bartle.
These
notes
dont
give
him
enough
credit.
Google
him
to
learn
more
about
him.
In
1980,
he
created
MUD1.
It
was
a
multi-user
dungeon
with
a
text-based
system.
(Ex.
You
see
a
rock,
what
do
you
do?
A)
hit
it
B)
Ignore
it)
He
actually
jokes
today
that
gamification
then
meant
taking
something
that
wasnt
a
game
and
making
it
a
game.
4
Now,
it
involves
breaking
games
down
into
important
elements.
o James
Paul
G
at
ASU
wrote
many
books
about
how
video
games
encode
power
information
and
creation
tools
that
explain
how
people
learn.
o Serious
Games
Initiative
is
focused
on
creating
real
world
simulations.
This
isnt
actually
gamification.
This
is
because
Serious
Games
are
creating
a
game
simulation
that
simulates
real
life.
Although
it
is
amazing,
it
isnt
under
the
scope
of
gamification.
Serious
Games
would
be
more
of
augmented
reality.
o Games
for
Change
helped
used
games
to
raise
world-issue
awareness
(ex.
Peace
Maker
is
a
game
that
explains
the
Arab
Israeli
Conflict)
o Games
are
great
for
teaching
systems
thinking,
showing
you
that
your
individual
actions
fit
into
a
much
more
complex
system.
o In
2005,
Bunchball
was
created.
In
2007,
they
crated
the
first
gamification
platform.
Since
then,
other
competitors
like
Bigdoor,
Gigya,
and
Badgeville
have
entered
the
scene.
o In
2010,
gamification
became
a
coined
term
because
it
reached
critical
mass
within
the
biz
tech
community.
Why?
Jesse
Schells
DICE
conference
talk
on
gamification
went
viral.
Jane
McGonigals
book,
Reality
is
Broken,
helps
show
how
games
can
help
our
lives.
o As
Jane
does
not
put
the
term
gamification
in
her
book,
she
says
that
gamification
trivializes
how
powerful
games
are.
I
agree
with
her.
o In
context
of
this
course,
I
understand
why
the
scope
is
what
it
is.
However,
to
spark
creativity,
imagination,
and
possible
new
outcomes,
gamifications
scope
would
be
widened
so
that
people
really
believe
that
there
are
elements
and
dynamics
within
games
that
can
help
solve
problems
such
as
world
hunger,
climate
change,
what
to
wear
for
work,
and
everyday
life.
Examples
and
Categories
o Categories
are
External,
Internal,
and
Behavioral
Change.
Externalthis
is
similar
to
B2C.
Businesses
want
to
use
gamification
to
increase
traffic
to
site,
sales,
engagement,
and
fan
loyalty.
Internalthis
is
similar
to
B2E.
Businesses
want
to
use
gamification
to
improve
worker
efficiency
and
satisfaction
in
the
workplace.
A
great
reading
is
Bunchballs
whitepaper
on
Gamification
at
work
Behavioral
ChangeThis
is
Nike+.
People
who
want
to
lose
weight,
stop
smoking,
study
better,
etc.
can
use
gamification
to
help
motivate
themselves
to
better
themselves.
o The
examples
the
course
uses
are
Club
Psych
(B2C)
and
Microsoft
Language
bug
tracking
(B2E).
Games
Gamification
in
Context
o Not
turning
everything
into
a
game.
Gamification
is
taking
a
real
world
experience
and
making
it
better.
What
does
better
mean?
Well
that
depends
on
the
context
of
what
you
are
trying
to
gamify.
o Gamification
is
and
is
not
game
theory.
Game
theory
is
more
organized.
It
is
a
set
of
mathematical
models
and
logic
to
come
to
conclusions
and
consequences.
The
prisoners
dilemma
is
a
famous
example.
However
game
theory
plays
a
huge
role
in
how
people
make
choices.
Game
theory
assumes
that
people
are
rational,
but
peoples
deviation
from
rational
thinking
helps
give
insight.
It
is
almost
as
if
gamification
is
game
theory
with
the
assumption
that
people
like
to
do
their
own
thing.
o There
are
three
things
that
gamification
does:
The
first
is
that
gamification
is
about
listening
and
learning
from
games.
Gamification
is
about
learning.
Learning
from
games
and
interdisciplinary
studies.
Gamification
is
about
having
fun.
Games
are
more
than
just
mathematical
models.
Capturing
that
fun
is
what
gamification
tries
to
do.
o There
are
four
components
that
make
of
gamification:
Game
vs.
play
Whole
vs.
partial
The
course
will
explain
this
better
but
just
remember:
Whole
gamesserious
games
Partial
gamesGAMIFICATION
Whole
playtoys
Partial
playplayful
thinking
o Play
is
a
term
that
NEEDS
to
be
given
much
credit
and
awareness.
Keep
that
in
mind
for
later
segments
of
this
course.
What
is
a
game?
o For
behavioral
change,
the
speeding
ticket
lottery
was
amazing.
Each
time
a
car
drove
the
speed
limit,
they
were
entered
into
a
lottery
to
win
a
prize.
This
helped
people
slow
down
in
total.
Amazing
results!
o Gamification
is
all
about
exploring
what
motivates
people!
o While
gamification
cant
be
used
for
everything,
it
sure
can
be
used
for
a
lot
of
different
challenges
that
occur
in
life.
With
each
challenge
that
can
be
solved
through
gamification,
it
makes
it
that
much
more
important
that
we
make
gamification
unique.
6
o Wittgenstein
said
that
games
are
impossible
to
define
because
of
the
flaws
of
the
English
language.
o However,
Bernard
Suits
is
a
Canadian
philosopher
who
said
that
games
can
be
defined
by
three
things:
Pre-lusory
goalthis
is
the
goal
that
is
set
before
the
game
starts.
It
is
understand
on
a
global
level.
Lusory
comes
from
ludus,
which
means
games.
Constituent
rulesthese
are
the
rules
that
are
used
in
the
game.
The
user
needs
to
abide
and
respect
these
rules.
These
are
the
rules
that
make
the
activity
a
game.
Lusory
attitudethis
is
similar
to
the
users
respect
of
the
rules,
but
this
is
saying
that
the
user
uses
only
the
rules
given
to
him
to
achieve
the
game
properly.
o Huizingas
Magic
Circle
is
an
extension
of
Suits
explanation
of
what
a
game
is.
The
Magic
Circle
helps
separate
the
real
world
from
the
game
world.
The
circle
represents
the
rules
that
affix
the
game
world.
However,
inside
the
Magic
Circle
is
where
the
user
is
fully
immersed
into
the
experience.
This
explains
playing.
This
freedom
given
subjected
to
some
constraints
is
the
playing
that
the
user
can
do.
However,
the
playing
is
bounded
by
the
circles
boundaries
(ex.
Rules
of
the
game)
o To
extend
upon
Wittgensteins
thought
that
games
can
be
explained,
think
about
it
like
this:
Pretend
you
went
to
Europe
for
vacation.
When
you
come
back,
people
ask
you
how
the
trip
was.
However,
when
you
are
explaining
the
trip
to
your
friends,
you
can
only
explain
it
in
terms
of
what
it
was
like,
not
what
is
actually
was.
That
is
because
the
moment
in
time
in
which
you
could
explain
how
it
was
only
happened
once.
Your
brain
is
just
trying
to
remember
all
the
important
highlights,
but
you
could
never
give
a
100%
explanation
of
how
the
trip
was.
The
same
thing
goes
for
games.
A
person
cant
explain
what
a
game
is
because
the
user
is
having
a
unique
experience
within
the
magic
circle.
Each
user
gets
a
different
experience,
so
it
is
hard
to
really
explain.
o The
lusory
attitude
is
subjective.
There
are
people
who
exist
that
love
to
game
the
system
by
figuring
out
ways
on
how
to
cheat
the
game.
This
is
a
serious
issue
that
always
needs
to
be
taken
into
consideration.
For
more
information,
google
goldfarming
o I
believe
that
more
research
should
be
done
on
what
it
means
to
play.
It
is
the
freedom
of
giving
the
user
the
choice
of
what
to
do
given
certain
freedom
and
constraints.
The
ability
to
understand
play
will
help
us
understand
games.
Games
and
Play
o Roger
Callois
was
the
first
to
term
game
and
play
together.
What
is
it
exactly?
Game
is
the
methodical
approach
from
start
to
finish
using
rules.
Play
is
the
expenditure
of
exuberant
energy.
More
easily
said,
it
is
simply
the
freedom
given
to
a
user
with
no
strings
attached.
There
is
no
sake
to
the
action
except
for
just
cause
I
wanted
to
do
that
o The
zone
of
proximal
development
says
that
children
use
play
to
reach
higher
levels
in
their
cognitive
thinking.
Play
allows
children
to
explore
ideas
and
thoughts,
and
given
a
proper
environment,
can
help
children
improve
their
thinking.
o Games
are
a
domain
of
contrived
contingency
that
generates
interpretable
outcomes.
o Games
are
a
problem
solving
activity
with
a
playful
attitude.
o Too
much
game,
it
is
frustrating.
Too
much
play,
it
isnt
meaningful
enough.
The
right
mix
is
needed.
Video
Games
o Pong
was
the
first
game
that
really
made
people
say,
hey,
lets
interact
with
a
computer
because
it
seems
to
play
along
with
me
o Many
games
have
now
come
up.
SocialZynga
is
a
prime
example.
Farmville,
Cityville,
etc.
are
all
great
examples
of
social
games.
They
give
people
the
ability
to
spend
the
time
to
make
a
great
experience
or
they
can
buy
their
way
to
the
top.
In
6
weeks,
Cityville
reached
100
million
registered
users.
ShootersCall
of
Duty,
Halo
PlatformerBraid,
Super
Mario
Bros.
RPGWoW,
Runescape,
2nd
Life,
etc.
o Video
game
industry
is
worth
60-80
billion
dollars
a
year
in
revenue.
o Virtual
goodsgames
have
created
a
new
industry.
More
to
come
on
this.
The
economy
for
virtual
goods
is
7.3
Bn
dollars.
o Both
women
and
men
play
games
almost
equally.
Girls
play
more
social
games
while
guys
play
more
shooter
type
games.
o Mobile
games
are
addicting
but
offer
less
time
to
play
it.
More
core
games
like
Xbox
live
has
120
billion
minutes
of
play
time
per
month.
o One
of
the
types
of
games
that
arent
really
talked
about
is
indie
games.
Games
that
come
from
Humble
Indie
Bundle
or
other
indie
developers
create
games
that
are
super
addicting.
They
create
cult
followings.
There
is
something
special
in
these
types
of
games.
What
is
it
exactly?
Research
should
be
done
here.
Just
a
Game?
o There
is
a
huge
trend
between
games
and
technology.
The
use
of
technology
will
help
gamification
be
effective.
o Games
are
also
social.
Competition,
Altruism,
and
other
factors
show
that
games
are
a
multi-user
thing.
8
o The
two
non-digital
building
blocks
are
loyalty
programs
and
the
fact
that
games
and
real
world
are
getting
closer.
Games
tries
to
replicate
real
life
and
real
life
is
trying
to
be
gamified.
Loyalty
program
market
is
valued
at
50
Bn
dollars.