Games - a multi-tool for the economy
Whether intrinsic motivation strategies or computer game engines - knowledge and applications from the games industry are also becoming increasingly popular in the manufacturing industry and for service providers of all kinds. The magic word is "gamification". Gamification doesn't mean introducing competitions and high scores where they aren't needed and rewarding actions with virtual medals. It means supplementing existing systems with game mechanics, making them more entertaining, effective, or in short better. Prof. Linda Breitlauch provides a look at how knowledge and technologies can be used in new contexts and how both games companies and other branches can profit.
Gamify the CityFuture
At the end of 2016, the Goethe Institute organised a gamejam in Addis Ababa, the capital city of Ethiopia. The goal was to find playful ways to stimulate improvements in urban planning, for example, the optimisation of the hardly structured public transit system. This resulted in the Gamify the CityFuture project, a location-based serious game that leads players on a tour through the metropolis in East Africa. How the project came into being and which community found itself in the course of the project is explained by Bethy Anteneh and Dagmari Degefe from Addis Ababa.
Fact 1: the percentage of women in technology and IT careers is still far too low. Fact 2: renewable energies are the future. Fact 3: school-accompanying career orientation can be quite dull. Serena Supergreen is a serious game for career orientation for girls in the work field of renewable energies. This is thus the attempt to combine the conveying of knowledge with fun in order to achieve a concrete goal. You might say it is a social engineering tool. A project can hardly unite more buzzwords. On the challenge of developing serious games for such small target groups.
Playful vs Gameful User Experience: Why are games important for UX design?
Gamification was proved to be more of a buzzword than a real catalyst in enterprise software, that missed the distinction between play and game, misinterpreting the role of "motivation". Nevertheless, game experience and game research have a lot to teach us, as designers, in understanding the human behaviour and this is what the speech would like to share.