For this week's video, I'm at the Festival of Learning at the Media Lab at MIT. I stepped out of my comfort zone and did something new for this - Face painting.
What was neat about this event was the real sense of play that was going on with the rest of the activities. People just let their kid side out and shared that joy with others. This was put on by the students, and it was a good example of the power of creating a playful space. I found I got to use my face painting as a way to get to meet people and talk about research ideas while we had some time together.
The underlying concept was the students and faculty ran short sessions on things they were passionate about. There were sessions on brewing, singing, and poker along with sessions on research methods, bicycle repair, and Japanese rock. I really like the informal learning and networking environment it has created.
Here is the official video from the first day of the event: vimeo.com/user3515731/fe…
I've been working on a theoretical base for meaningful gamification, and have created this video as a brief introduction and a way to seek out input on the basic ideas. The next step for me is writing a book with case studies. This video explains gamification, the problems with the way it is currently implementation, and introduces the concept of meaningful gamification.
At center of meaningful gamification is the needs of user (as compared to the needs of the company). The goal is to help the user find connections between their own interests and a non-game activity. The company will then benefit from these connections. I'm basing my definition off of Deterding et als 2011 definition of gamification. Meaningful gamification is the use of game design elements to help users find meaning in non-game contexts.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "Gamification". Proceedings from MindTrek '11. Tampere, Finland: ACM.