Salut Stéphane

2012/9/25 Stéphane Guidoin <[email protected]> wrote:
> Thanks for making this conversation so interesting ;)

Having started this thread I also have to thank you all!

I only like to point again to some theoretical insights about
"Gamification" given by this class (it's free!):
https://class.coursera.org/gamification-2012-001/class/index
(funny question from the course syllabus: "Is this course gamified?" :->)

-- Stefan


2012/9/25 Stéphane Guidoin <[email protected]>:
> Thanks for making this conversation so interesting ;)
>
> To come back on Kate's comment: Recently I had a discussion with some game
> designers (about "gamification" of the use of public transportation). Their
> main point was the following: if you start giving some incentives for some
> stuff that people could do by themselves, you transform a task into a quest
> for the incentive and you destroy self motivation. The higher the incentive,
> the more destructive. After that, people will expect an incentive to do it
> again. Basically, once you started giving some incentives, you might have to
> maintain them for ever. When it's badges, it's not such a big deal, but when
> it comes to real things, it can become much more difficult to deal with.
> (You have similar arguments/discussion in the children education literature)
>
> This vision/explanation is a bit extrem but it's important to know this kind
> of side effect of "incentivisation" (which is one of the important element
> of "gamification" that is not known enough).
>
> Many of the recent game designs since the first online muti-player games
> rely on the sense of community and self-organization. So it comes close to
> what Aaron said. We fall back on another buzzword: community management.
> There's a lot of that in order to have initiative like OSM (and open source
> software) to thrive and be fun.
>
> (As for projections, Aaron... I still have difficulties to see them as a
> game. :p)
>
> Steph
>
> On Tue, Sep 25, 2012 at 7:43 AM, Aaron Straup Cope
> <[email protected]> wrote:
>>
>> There was an expression that got floated around Flickr a lot about
>> building "small tools for self-organization".
>>
>> Which meant that you designed something with an actual goal or function in
>> mind but whose functional "fence posts" where only high enough to channel
>> the behaviour but no so high that they couldn't be easily jumped.
>>
>> This happened all the time. People build elaborate "games" on top of
>> tagging and groups. Given any system that is both easy and fun (or reward
>> enough) they will build a "game" around it because it makes life a little
>> bit better.
>>
>> Denis Crowley's history of the badges at 4sq remains one of the best
>> examples of this. To hear the story the badges started as a funny-haha thing
>> and it was the users themselves who turned it into a "game".
>>
>> The problem is that geo has always been a game; if map projections aren't
>> a game then I no longer know how to make sense of the world.
>>
>> It's not clear to me whether we're talking about play or just a TO DO list
>> (tasks) dressed up as a game.
>>
>> It seems like a tricky road for GIS in the abstract, and OSM specifically,
>> to go down because both are (mostly) concerned with a more-accurate-than-not
>> ground truth. That will out of necessity make for some pretty cerebral
>> games.
>>
>> Tweaking the OSM tagging system to show the LHC at CERN is awesome
>> (really) but the project becomes something else entirely if everyone uses it
>> as a continual partial mood-ring.
>>
>> Rather than thinking about "gamifying" geo maybe it's more useful just to
>> think about specific goals with clear reasoning and simple, elegant
>> interfaces for accomplishing them.
>>
>> Which sounds a lot like...
>>
>> Cheers,
>>
>>
>>
>>
>> On 9/25/12 3:07 AM, Stefan Keller wrote:
>>>
>>> Anselm,
>>>
>>> I think one should differenciate between "Serious Games" and "Gamified
>>> Applications".
>>>
>>> You are describing educational games aka "Serious Games" (and
>>> http://lemonopoly.org is actually cool!) - and I'm more after making
>>> repetitive  (but high level) tasks inside a broader application more
>>> fun. In the latter there's a grey zone to pure entertainment, like
>>> "play as you commute" or when you are idle, while in fact you are
>>> contributing to capturing and quality checking of map data.
>>>
>>> Yours, S.
>>>
>>>
>>>
>>> 2012/9/25 Anselm Hook <[email protected]>:
>>>>
>>>> Echoing Kevin: 'gamification' doesn't really make sense to me; it
>>>> doesn't capture the essence of what is going on - it's not an awful
>>>> term but it is kind of like a bubble gum theory - it doesn't explain
>>>> it just recasts in new language.
>>>>
>>>> The term I like more is 'cartoonification' : taking the complexity of
>>>> the world and translating into something that anybody can understand.
>>>> People are pretty busy and don't really have time to understand
>>>> complex ideas in every domain - games are a way to connect goals to
>>>> primal human instincts... and well I dunno.. more fun.
>>>>
>>>> Recently my team launched an app called Dekko - http://dekko.co that
>>>> explores the technical requirements around this; we're doing "strong
>>>> AR" where we tightly bind augmented information on top of the real
>>>> world by building a 3d point cloud in real time that you can overlay
>>>> data on. It could be used for those kinds of apps ( as the technology
>>>> improves ).
>>>>
>>>> For example some day (as I've mentioned ad nauseum) I really want to
>>>> try build a watershed modeler where you can hold up AR glasses and
>>>> look around you and see nearby watersheds and cartoonified versions of
>>>> some of the wildlife. I was thinking fishes would be easiest. Each
>>>> fish would be a proxy stand in for say 10000 fish and it's health and
>>>> demeanor would hint at the underlying data. The idea then would be to
>>>> try daylight streams, remove dams or tires and garbage, remove
>>>> concrete channels etc - and otheriwse heal streams. The fishes would
>>>> become your friends and thank you as the river system health
>>>> improved... (or die horrible deaths).
>>>>
>>>> Also, personally my friend Chach and I recently did
>>>> http://lemonopoly.org which is a slow game - designed to be played out
>>>> over a period of a decade or so. It is an urban agriculture focused
>>>> experience where the win condition is "to make the Bay Area lemon
>>>> independent". There are viruses affecting lemon trees and other
>>>> concerns which help connect a fun light game experience to something
>>>> that has real meaning.
>>>>
>>>> I usually have 3 critieria for work: 1) It should be fun to do 2) It
>>>> should cover its own costs 3) It should have meaning. I like the idea
>>>> of connecting games to the real world because the real world is
>>>> awesome and I don't really like being inside very much anyway; so
>>>> helping other people value the outside too I figure would make more
>>>> outside exist.
>>>>
>>>> There's a huge community of experience designers in the bay area who
>>>> do stuff like that - JTTEON is an amazing example of this. Has totally
>>>> changed how I see city streets. There's also the Come Out and Play
>>>> festival going on soon... http://comeoutandplaysf.org/ ... and too
>>>> much other stuff to scribble in the margins of this brief note...
>>>>
>>>> a
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> On Mon, Sep 24, 2012 at 8:17 PM, Eric Wolf <[email protected]> wrote:
>>>>>
>>>>> The USGS National Map Corps (
>>>>> http://nationalmap.gov/TheNationalMapCorps/ )
>>>>> is hoping to use game-like concepts in the future. There is a stated
>>>>> intent
>>>>> to engage Scouts, 4H and schools. Because the program only works on a
>>>>> small
>>>>> set of features, it's easier to guide people towards quality rather
>>>>> than
>>>>> quantity. The USGS is specifically trying to create program that is
>>>>> sustainable and ensures completeness. There will be an "editorial"
>>>>> level
>>>>> called Adopt-a-Quad which is designed to encourage quality review. The
>>>>> great
>>>>> thing about something like a scout badge is that every year there are
>>>>> new
>>>>> scouts reaching the level where they want to acquire the badge
>>>>> (sustainable). By "gamifying" the Adopt-a-Quad, the more remote areas
>>>>> stand
>>>>> a better change of being mapped (completeness).
>>>>>
>>>>> -Eric Wolf
>>>>> (Speaking unofficially)
>>>>>
>>>>> P.S. The USGS is still working on the Open File Report on Phase 2 of
>>>>> the
>>>>> program that includes data relating quantity and quality. Watch for
>>>>> those
>>>>> publications soon.
>>>>>
>>>>> -=--=---=----=----=---=--=-=--=---=----=---=--=-=-
>>>>> Eric B. Wolf                           720-334-7734
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> On Mon, Sep 24, 2012 at 4:49 PM, Stefan Keller <[email protected]>
>>>>> wrote:
>>>>>>
>>>>>>
>>>>>> Hi,
>>>>>>
>>>>>> Recently I stumbled upon Gamification. Seems to be a hype now.
>>>>>> Does anybody have experience with (or ideas about) "Gamification of
>>>>>> GIS" and/or "Gamification of OpenStreetMap"?
>>>>>>
>>>>>> Yours, Stefan
>>>>>>
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>>>>>
>>>>>
>>>>>
>>>>>
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>>>>
>>>>
>>>>
>>>> --
>>>> @anselm 415 215 4856 http://twitter.com/anselm
>>>>
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>
>
>
>
> --
> Stéphane Guidoin
> Director, Transportation
> Open North
> 514-862-0084
> http://opennorth.ca
> Twitter: @opennorth / @hoedic
>
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