Precedents: Research 5 NGOs which have used gameful strategies; Virtual & Physical. The analysis of each should relate back to Gamefulness
Gamification produces an induction into a discourse of knowledge – which is invisible, or subliminal.
Map the Organisation + Dimensions: Create visual diagrams – a segmented circular chart (Information design). You can have overlapping layers.
- Add levels of sensory elements / participation + scale
- Departments etc – how people experience each of the parts of the structure.
- See how an individual engages with the space.
You can get an overview of spirituality.
Information Design artists:
- Nicholas Felton (me = participant observation) http://feltron.com/
- information aesthethics http://infosthetics.com/
- atmosphere & spaces
- How can gameful design, thinking and engagement help non-profit online websites
- What are the -ve aspects of gameplay
- Have a look at all nonprofit websites, and also successful games and see what can be made from them.
- Signature strength = We don’t need those thinking badges.
- Assemble useful selective precedents
- Contribute specific things your looking at
- Diagram of methodology, cyclic process
- Why and what are you looking for ____ and how it helps the platform
- Literature review carries to exegesis +’s & -‘s.
- When researching precedents think: They have done this, and have done that, and mine is hybrid like this
- With some statements of communication context: ____ is _________ and communicates to community via __________ while ______abc, it can be improved by __________.
- Status Quo interms of communication objective and desired place they want to be.
- Write is as a couple of paragraphs = context. Good place to start Version 1_July 15.
What I feel I need to do:
- How can gameful design, thinking and engagement help non-profit online websites. + what are the negative aspects of gameplay.
- I need to make a timeline
- Intensively think about what the space is going to be.
- Create a diagram of methodology – and the cyclic process.
- Start initial experimentation
- Gather a list of material.
- Instead of 20 or 30 references just have 10. This is building a theoretical platform that you can be departing and building upon in terms of your practice
- Write what you’re thinking and your thoughts based on what you are reading, and respond to it as a designer, thumbnails.
- List of Key References, List of Key Precedents. Literature Review & Precedent Review (overview of existing precedents).
- Speilman Happiness Psychologist, see who’s citing who’s research in Google Scholar > what everyone is looking at. Engage with the community of scholars.
- We dont need no stinking badges
- Treasure hunt, start off with a couple of really good closely aligned primary sources.
- Ring fence the zone that is yours
- Meta-theories: Charity culture, international integration, experiential marketing could fit under the gameful banner.
- Context: Charity culture body of literature can sit under context , its to do with the actual situation of your client.
- 1 or 2 theories, but many contexts.
- Building up that context section is really important cause that works to deliver once again this space for your design project. The theory section is working to deliver a theoretical place for you to work from.
- Get into that practice space as quickly as possible. You want to be making things in response to what you are looking at and researching, responding that way.
- Speculate and design with the view you can do anything at all.
- After = Research questions and Research objectives > Method is the next stage, the approach you take to answer the research question
Theory Categories to Research
Gamefullnes | Wellbeing | Empathy | Happiness |
Context Categories to Research
Communities | Charity Culture | NZ Culture | Experiential Marketing & Branding | User Experience |
Experience Design, Emotional Connection, Culture Building, Nonprofit Organisations, Charities
These people are providing expertise | services | opportunities for this project.
List of Material:
Starting Kit 27 July 2015
- Jane McGonigal: Reality is Broken: Why games make us better and how they can change the world 2011
- Jane McGonigal other work
- Barry Brown and Oskar Juhlin: Enjoying machines 1972
Shaz Smilansky: Experiential marketing [electronic resource] : a practical guide to interactive brand experiences 2009
- Susan A. David, Ilona Boniwell, Amanda Conley Ayers edited : The Oxford handbook of happiness 2013