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Posts Tagged ‘gameful’

We have more new badges.

This is batch 3 now, that brings a total of over 45 different badges.

Hat awards batch 3

Hat awards batch 3

Hat awards

Mark Focas and I re-introducing the badges to the team. 

Hat awards

Lorence with his PLANE pilot hat and 'hat awards' 

The ‘hat awards’ is a playful internal badge system that Mark, Lorence and I started playing with as a prototype last year.

It’s ready for whole team to play with.

Some rules we were using,

  • Rule 1: there must be a 2 of 3 quorum to award a badge
  • Rule 2: it must be a meaningful, real and public recognition of work for the reward
  • Rule 3: you must wear the pilot hats to give the badges

It’s a way to practice, trial, validate and reflect on badge mechanics that can be applied to the overall PLANE project.

A way to share the love (and the karma) in the team and its just humorous and fun!

'Hat awards' collection

'Hat awards' collection

'Hat awards' hat

'Hat awards' hat

'Hat awards' wall

'Hat awards' wall

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We have more award cards!

Hat awards

More inspiring fun phrases.

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Balls of fury!

Ping pong!

Ping pong!

I love ping pong.

I think every workplace should have a proper ping pong table or atleast a ping pong set, (net, paddles, balls).

Just the right amount of casual and physical playtime for a mini break between other tasks.

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Bella's points system

Bella's points system

The points system we use at home with Bella, (miss 11).

A simple system of 1 point = 1$

We negotiate how much each task is worth in points.

Some tasks for instance are like vacuuming and dusting the house, washing the dishes, watering the garden, helping cook dinner.

Working so far.

So far she’s paid off her school excursion, is in the middle of paying off her new Converse shoes and planning to pay off her next school excursion.

Moral: money speaks louder than parents words.

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Gamifying work.

Mark, Lorence and I have been playing with ways to gamify work.

Making work more like play and more fun.

One solution we have implemented and prototyping with the wider PLANE team are badge/power cards.

Some rules we have been thinking of that frame the game include,

  • a card is only awarded when 2 or more people agree on the nomination
  • cards need to be truely earned else they loose value
Gamifying work

Gamifying work - Public, visible and genuine recognition, (moral boosting, team motivating).

Gamifying work

Gamifying work - The current set of cards, more can be added, (the game is extensible).

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What a fantastic presentation!

My dot point summary doesn’t do it justice.

The presentation is 177 slides but worth the time going through – really insightful brain food.

Misc notes

  • Gabe Zichermann – Fun is the Future (2010)
  • Margaret Robertson – Can’t Play, Won’t Play (2010)
  • Gameful design and playful design
  • Play (paidia) – Game (ludus)
  • Roger Collins – Man, play and games (1958)
  • Raph Koster – A theory of fun for game design (2005)
  • Fun is learning through interesting challenges
  • Kars Alfrink – A playful stance (2008)
  • Minecraft – generative sandboxes
  • The generalised mischief metric
  • User value and business value
  • Jane McGonigal – Reality is broken (2011)
  • Age, sickness, loss, death. Suffering is not a bug, it’s a feature of life
  • Pema Chodron – When things fall apart (2005)

Games

  • Principle #1 Clear group goals
  • Principle #2 Structured flow of goals
  • Principle #3 “A game is a series of interesting choices” (Sid Meier Game designer, eg Civilisation)
  • Principle #4 Scaffold Challenges
  • Principle #5 Scaffold Complexity
  • Principle #6 Find and support the core challenge
  • Principle #7 Juicy feedback
  • Principle #8 Actionable feedback loops

Play

  • Principle #1 Autonomy
  • Principle #2 Trusted safety space
  • Principle #3 Shared focus and attitude
  • Principle #4 Generative tools/toys

My favourite slide is slide number 174, (screen shot below).

My one key takeaway -> Play more LEGO for fun!

Heros

Heros

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