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Create free accountI am actually also hugely excited for the next speakers who I've met several times and who are incredibly talented game developers and yeah so I'm not gonna try and I'm not gonna bury the lead I'm gonna let them come on they're gonna talk to us about gamification and how games occupying the world we have Shannon and Jana from Sakura games who are going to come on hey yeah how you doing and I won't remind people how young you were when I first met you I'm gonna let you talk and I'll go hide away and so over to you guys thank you thank you so much well thank you Oscar and thank you steel media for this great opportunity we
really appreciate your support and as always Kimmel events are absolutely amazing now we're going to share our screen with you so that we can show you our presentation I'm shocked Donna with the founders of Sakura games where we develop detainment games to make education more enjoyable and interactive so today we're going to talk about unification at the beginning we thought of gamification as a source to get inspiration from by using real-life examples to create games that led us to take a course from the University of Pennsylvania by Professor Kevin were back and thought that it would be a great idea to share this experience with you and talk about the use of gamification and social impact well
design on three large activities there are four categories of gamification starting from the most powerful category status which will make someone look cool secondly axis which has the same effect of content and locking in games by getting access to something others don't have in the platform the third category as Bauer when you do something you are able to do something others can because you did something unique and the least powerful category is tangible rewards because it's places expenses on the company page and we should mention the self-determination theory the motivation spectrum consists of three items on the left is a motivation which is simply you don't
care in the middle is the extrinsic it consists of many stuff as you can see for example the motive is your company your job or something that aligns with your goods like working out even if you don't like it you're doing yet because it's good for you and the most important item which serves given vacation the best is the intrinsic you're doing it because you like it you enjoy doing it and you want to do it which is 90 plus 90 makes turning shoes so they want people to learn more and what they then they develop the device implemented in their shoes that jacks steps and connects earphone Nike+ has some functions like for example telling you how far you ran the fastest train you've ever heard or the longest one you can also establish Goods and challenges now this seems a lot like a game overall
this makes the experience of running more game-like but you are telling going out and running this is not saying go said sit in front of your computer lay a running game see how fast the avatar can done no you're actually going out and running but the game structures around it help to encourage you and to make the whole experience experience of running feels more rewarding thirty we've chosen how games are occupying the world video games are not actually keeping the world it's about the mentality the intelligence mindset of creating games how this business has been attracting people from all around the world to play video games gamification use the same mentality to grow businesses and to motivate people to do stuff well this brings us to those stuff can they be good can gamification make the world a better place can it help people to improve the
quality of their lives Yogesh is a tool for application and that motivation can be encouraging you to buy a certain type of food or to fill out a survey but it could also motivate you to eat healthier useless energy learning your scale weight be more productive and by this you'd becoming happier and better certainly can be used for social effect there are some unique challenges and interesting opportunities for gamification in social impact can seem to fight more effectively for these kinds of applications on the other hand and as everything in the world gamification also has disadvantages the first issue is about root evasion motivation itself it's about relatedness being part of something bigger than yourself also evening badges and different kind of real White's maybe connects to addiction by directly
raising the levels of dopamine in your brain and instead of just doing the things for the purely intrinsic reason you start doing stuff for the short term rewards for points badges achievements or maybe for some tangible rewards we also need to keep in mind the blade which is playing labor so when working on a gamified system for a company the things employees have to do should be voluntary not forced you can't punish your employees for not committing to the gamified system because it's main produce good results but at the end you're hurting them and the sources are also something to look out for if you're going to do something do it right so many companies get dragged down into the rabbit hole on the losing end of pearls versus buy just because you have an IT department doesn't mean they have the time expertise or resources to create an effective high-quality game a fight
system to supplement your business easily 9 out of think companies should buy from an experienced company that has kept up with the latest ever-changing technology and can adopt your system for desktop mobile and tablet devices let's look at some examples of gamification for social impact they are in full categories health and wellness which is what we talked about lacnic you've lost energy and environment education and governments let's start with energy and environment the example here is of our and this is a company that gives you their boards now how much energy you use in your house and what the patterns are which has a feedback mechanism that lets you see how you're doing so this says you use less energy than the average person but 50% more than you'd neighbor Oh power show the two to four percent improvement in the community where it is
applied it may not sound like much but that's enough to drive hundreds of millions of kilowatt hours of energy savings example here is recycle back recycle Bank is a company based in New York City encouraging recycling and environmentally-friendly habits recycle Bank brings together people businesses and communities to achieve real world impact by participating in household recycling and teaching how to live more sustainable lifestyles over two million people have signed up through recycle banks three-word program which offers magazine subscription magazine subscription and discounts among other goods and recycle banks online shop that have a positive impact on your home by saving energy community by recycling and the environment by conserving natural resources for points that you can use
for diversity tools those rewards come in a variety of types derd apps discounts and coupons from the leading brands or you can pay the good deed forward by donating give points to support the environmental education and schools Dexter is education which is in many ways right for gamification student motivation is a huge challenge we already have scoring systems and reward systems in schools besides what Sakura does to improve education by entertainment games supporting the curriculum helping teachers to make the class enjoyable gamification can be used along with us one wonderful example is something called a quest to learn which is an entire school built all around games and game structures as the curriculum by proposing this thing laying web and meditating but validly validating theories about the world feedback is
immediate and ongoing students receive ongoing feedback and third progress learning and assessment goals failure is reframed as iteration opportunities exist for students and teachers to learn through failure in the first semester students learn to convert fractions into decimals in order to break a beast of code found in a liability book to read maps create a location guide for the reality television series and to create video tutorials for a group of fictional inventors the way that education says yes we confirm you have these skills which then are useful for an employer that wants to know what you've learned traditionally we do this by giving you a diploma but this has limitations so we can use badges as a way of confirming you get a badge for each assignment you completes the final category to look at is
government government how can the government use gamification well there are several ways one example is in Stockholm a speed camera lottery encouraged safe driving by entering those who obeyed the speed limits into a lottery boon funded by drivers who had been fined for traffic violations in in three days traffic speed decreased 22% there is also the China social credit system it's an initiative to build the database that monitors and dividuals and government behavior across the country in real time according to the Chinese government the system will use data to build a high trust society where individuals and organizations follow the law by assigning social credit scores to each entity based on their behavior which are translated into a variety of rewards and punishments
laughs to learn all its citizens based on their social credit this year people can be rewarded or punished according to their score like private financial credit scores a person's social code can move up and down according to their behavior a system like that could be improved nuts restrict our freedom and apply to make the world a better place vacation can be used as a tool for social impacts now let's talk about the very happy behaviorism of gamification how can we create gamified system we need to take a look at people's behavior so here are some of the design thinking strategies we should work on when making a game a fight system it should have a purpose you have the real goal in mind it should be human centered it's all
about the overall experience we go through it has to balance between analytical mind and creative side which is the best way to get data it's best around iterations just like games you make a prototype test it and give the first one etc also we should learn about users or players we should learn about four mentalities of people starting with killers the ones who are willing to win the game stop others from playing fight and destroy secondly socializers they care about others they like to chat play and collaborate third explorers they are the ones who breasts every key they want to see what's possible within the game the first kind is achievers they love to collect badges and to win the game each one of us is more than one kind also we need to keep them all those kinds of players and activity loops it's easy you
give the motivation enough that makes them do an action they do it they give you feedback you give them a motivation again and the circle continues we are going to cover more related topic about gamification on our YouTube channel so we'd be more than happy if you come and visit here is our name it's on the screen and that's it as you can see gamification for us was something we've never thought we'll be interested in but now we do so from here we encourage you to follow your curiosity now we want to hear from you what do you think are the waves and the fields gamification can be used to improve our lives what do you think Oscar oh yeah it's fascinating there be issue gamification is something divides people really strongly and I think used a couple of examples there basically the it's use in China in terms
of the social and kind of reinforcement which I think a lot of Western people find that quite complicated in it well at least morally mixed should we say but I mean I mean let's just give some people context here Kay so you were saying you did some courses on gamification which University was it it was online by University of Pennsylvania and how old are you again I'm 14 now and Chinese to turn 18 this year so I mean doubts I think that's an important thing and we put some most of us to shame thinking about just how about how much you guys have already done the last three years how long it's been since I first made and you're now looking at this in terms of with a fresh pair of eyes about how do you use gamification in ways that are useful valuable about education I think that that power is what's interesting is you know not assuming that we have to
use the power of game design in ways which are detrimental but actually we can use the program design to do positive things and I think you use some some great examples of that and what what got you started in thinking about that all right because you were doing some you know you were making games you were learning unity you're doing your own stuff and then you got you ended up doing this type of casual staff now you are doing gamification stuff how is your journey come along how is it how that happened we missed concept the communication we thought it's the idea of seeing an act and then training it to a game it's just like the new hybrid casual trends you know cutting stuff the normal idea of doing stuff in daily and daily activities making them into games so this was our concept this was the gamification concept in our minds so we did our research and then we discovered that it's totally different
and now we like the concept of gamification Bareil one the true one so that we can apply it in collaboration with the games we develop in schools I mean there will be a video game so a kid can learn through it all so there would be a gamified system that takes the kid in a journey inside inside his class so he can this will this will make the experience more inspiring and more motivating of course yeah and I think that's really the crux of it so what do you think about the word gamification the way it's been misused the reality is that game design is incredibly powerful learning exercise and you can go back to ref casters you know book and do to read the - got something we've been thinking about it's a long time and to me I'm when I'm talking to for example a bunch of charities that I've been talking to recently I'm trying to
getting them to think about the way that they work in general in the way that I think about a game mechanic so the start condition so where are we they're challenged what are we trying to achieve the resolution how do we do it and the one thing that they always forget to do is the reward and the reward is what's in it for that person and the ability to be able to think about you know any kind of human endeavor in those four steps I think is incredibly powerful and to me that's what gamification should be about which is how do we use positive reinforcement or at least dilemma based responses to be able to help provide people with a great motivation to continue doing the right what the right things whatever they are but I suppose what the issue is what who decides what's the good thing to do so we had that problem I mean I mean it sounds like with education it's
a pretty straightforward thing do you think that that's you know by helping kids and working on education is that maybe easier for you to look at this side yes of course of course well one one one did for one wonderful thought is when we talk about future I think the example you want to talk about maybe we can if we just imagine how our future would be with gamification applied into it so you wake up in the morning you need to brush your teeth that was the truth did much yeah the toothbrush company wants to sell more toothbrushes for both but its revenue so they tell you whenever you brush more you'll get more points and those points will turn into coupons and then discounts on our graph products well all our future activities maybe be
directly connected to gamification even now I've learned Japanese okay I've learned hiragana nice things just yeah only with that with an application that tells me that yay Bravo you you're you're planting trees you're planting flowers continue doing so by this I've learned a whole language imagine how powerful this is especially because I was younger so the motive was very stronger so Japanese is hard only hiragana I mean I've learnt I spent two years trying to learn Japanese and fails abysmally I know exactly the pain of that process but I mean that's an interesting problem though because in the context of learning Japanese that's amazing I I used a rosetta stone very effectively and I had she had some Japanese class I was at sony Sony paid for Japanese lessons for us which is great so have you washed out your score
negotiates so although it's not true because we make before but the the point being for me is that that's great in the context of something where I've chosen to act and I think for a lot of people there's a fear where that choice is taken away from us and for example we're given it we buy toothbrush in it it tells us that we aren't being good enough and I mean I think one of the things that I've learnt with some work we did with a psychologist too on a game based around the lives and orangutan I think I mentioned it earlier on and putting your your experiencing what it's like to be a researcher I start creating narratives which allow you to see what it's like to experience the life of that researcher and we have a story about their lives not about necessarily just the animal you know fee or anything but
actually about their daily activity in the in the camp the conversations they have the the boyfriend the girlfriend whatever it is and falling outs and their family issues and the music you know the things that are personal to those people bring that to life rather than feeling like you're being told what to do and I'm wondering if that's a western US and European kind of mindset American mindset or whether there's a genuine human reaction about what we want to see in terms of being told what to do versus wanting to explore what to do the idea you talked about is absolutely true and this is the the fear in this base that oh maybe they will will force us to take medicine just to get over this pandemic and maybe it will control us it's really in negotiable thing talking about this idea
in the beginning we introduced games to schools by this I kept won't be happy if he was forced to play a game but at the end playing a game is much more easier than solving homework so this is the way it's it's at the end your choice but they make it a better choice for you so that you choose them exactly you to do the things it's going to make the experience of doing things feel better so we you won't feel forced to do it we're forced to do many things we don't think we're forced to do I mean doing an update for your laptop you're forced to do it yeah yeah totally I think that's the point isn't it you know what we're talking about here is creating better
experiences and where we have a goal we have an ambition we can do that in a way that is positive engaging and reinforcing and if we do that with authenticity then we have a powerful tool through game design to do that and I think that's an incredible you know incredible power and obviously as as they say with great power comes great responsibility yes so true yes so any last thoughts you'd give to people who you know trying to make game I mean obviously you've had a kind of meteoric rise it's yeah when I first met you and you've continued to go through you're still incredibly young what is your next ambition and and what advice would you give other people who want to follow what you're trying to do well we will stay waking and developing games it's our passion in the end and in the beginning and learning new stuff won't just take this opportunity it will
just increase it and make it richer always follow your passion you just be ambitious and do what do you think it's good for you always try new things so that you can discover a new possibilities and new stuff you'll be interested and you want ever told that you will be and that's it that's it absolutely and again I think it's it's one of the great pleasures of doing Pocket Gamer Jordan and John games week before that you know when meeting folks like yourselves and seeing incredible passion of of game developers in Jordan and in the Middle East in general you know has been incredibly eye-opening for me because we kind of make assumptions and we forget that actually everybody is loves games everybody who can make games and everybody you know with the right tools can do incredible stuff and thank you guys again for doing a great job thank you
you
Gamification serves as a powerful mechanism for enhancing human motivation and productivity by applying game design principles to non-game contexts. The core thesis posits that while video games are often viewed as mere entertainment, the underlying psychological frameworks used to engage players can be effectively leveraged to address real-world challenges in education, health, energy conservation, and governance. By shifting focus from extrinsic rewards—such as points and badges—toward intrinsic motivation, organizations can foster more meaningful and sustainable behavioral changes.
The methodology for effective gamification relies on human-centered design, balancing analytical data with creative iteration. Successful systems typically categorize users into four distinct player types—killers, socializers, explorers, and achievers—and utilize activity loops that provide immediate, ongoing feedback. Key examples of this approach include Nike+ for fitness tracking, Opower for energy consumption monitoring, and RecycleBank for incentivizing sustainable habits. In educational settings, models like the Quest to Learn school demonstrate how game-based curricula can reframe failure as an iterative learning opportunity, thereby increasing student engagement and skill acquisition.
However, the application of these techniques carries significant ethical considerations. While gamification can improve quality of life, it risks becoming coercive or addictive if it relies too heavily on dopamine-triggering rewards or punitive structures, such as those observed in certain government-led social credit systems. The industry must prioritize voluntary participation and authentic user experiences over forced compliance. Ultimately, the successful implementation of gamification requires a shift toward systems that empower individuals, ensuring that game mechanics serve as tools for positive reinforcement rather than instruments of control.
The games and companies this document names on the inner ring, other documents about them on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Extra Credits · 2026
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