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Digital Accademia: gamification

digital_accademia_gaming.JPGAlla Digital Accademia il workshop sulla gamification. Ecco alcune citazioni di riferimento.

1. Supercitato lo studioso di psicologia Mihályi Csíkszentmihályi, autore di Flow:
“Csíkszentmihályi identifies the following ten factors as accompanying an experience of flow
Clear goals (expectations and rules are discernible and goals are attainable and align appropriately with one’s skill set and abilities). Moreover, the challenge level and skill level should both be high.
Concentrating, a high degree of concentration on a limited field of attention (a person engaged in the activity will have the opportunity to focus and to delve deeply into it).
A loss of the feeling of self-consciousness, the merging of action and awareness.
Distorted sense of time, one’s subjective experience of time is altered.
Direct and immediate feedback (successes and failures in the course of the activity are apparent, so that behavior can be adjusted as needed).
Balance between ability level and challenge (the activity is neither too easy nor too difficult).
A sense of personal control over the situation or activity.
The activity is intrinsically rewarding, so there is an effortlessness of action.
A lack of awareness of bodily needs (to the extent that one can reach a point of great hunger or fatigue without realizing it)
Absorption into the activity, narrowing of the focus of awareness down to the activity itself, action awareness merging.
Not all are needed for flow to be experienced.”

2. Supercitata Jane McGonigal e il suo Reality is broken:
I quattro caratteri che definiscono un gioco:
1. The goal is the specific outcome that players will work to achieve. It focuses their attention and continually orients their participation throughout the game. The coal provides players with a sense of purpose
2. The rules place limitations on how players can achieve the goal. By removing or limiting the obvious ways of getting to the goal, the rules push players to explore previously uncharted possibility spaces. They unleash creativity and foster strategic thinking.
3. The feedback system tells players how close they are to achieving the goal. It can take the form of points, levels, a score, oa a progress bar. Or, in its most basic form, the feedback system can be as simple as the players’ knowledge of an objective outcome: “the game is over when…”. Real-time feedback serves as a promise to the players that the goal is definitely achievable, and it provides motivation to keep playing.
4. Voluntary participation requires that everyone who is playing the game knowingly and willingly accepts the goal, the rules, and the feedback. Knowingness establishes common ground for multiple people to play together. And the freedom to enter or leave a game at will ensures that intentionally stressful and challenging work is experienced as safe and pleasurable activity.

3. Supercitato il modello di Fogg

modello_fogg.jpg

4. Citato Roger Caillois e la sua definizione di gioco basata sulle sue compomenti essenziali: agon (competizione), alea (casualità), mimicry (essere un ruolo diverso dal solito), ilinx (vertigine)

5. Citato Plantville. Gioco serio per simulare e imparare creato dalla Siemens. Ricordata la survey dell’Economist. Citata la scheda in questo blog. Supercitato Delivering Happiness di Zappos.

Il tema della gamification in azienda e soprattutto nell’ambito del cambiamento aziendale è affascinante quanto articolato. Di certo non è fingere che il lavoro sia un gioco.

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Luca De Biase

Knowledge and happiness economy Media and information ecology

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