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Hi there. I'll be your professor in this course.
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Now, don't worry, I'm not actually
going to teach the class
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from inside a video game.
But I am going to show you
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how some of the techniques that
designers use in games like this one
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can be applied to problems in business,
education, health, and other fields.
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That's a technique that
we call gamification.
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Hang on a second, I'll get out of here.
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Much better. Hi there. I'm Kevin Werbach,
a professor at the Wharton School at the
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University of Pennsylvania and I'm thrilled
that so many of you have signed up
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for this online course about the emerging field of gamification.
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In the next six weeks I'm going to
teach you about what gamification
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means and how you can apply it
to solve real world problems.
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Some of you may not be familiar
with the concept of gamification,
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so let me give a brief
introduction here.
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I'll give you a much more concrete
and detailed definition later on.
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Gamification is about learning from games.
So what can we learn from Angry Birds?
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Well, we can learn that there's
something really popular there.
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Angry Birds in its various incarnations has
been downloaded over one billion times.
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Can one billion people be wrong?
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But there's more to it than that.
Gamification is about learning from
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games not just in the sense of learning
about the games themselves, but
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understanding what makes the game successful.
Understanding what makes the games engaging.
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Understanding what games can
do, why games have power.
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And then taking some of those techniques
and thoughtfully applying them
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to other situations which are not
themselves games. So, for example,
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let me show you a service
called Samsung Nation.
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Again, we'll talk about this
in more detail later on.
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Samsung Nation is something that
Samsung has on its corporate web site.
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And it's a system using what
we call game elements or game
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mechanics to solve Samsung's
business problem, which is they
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want more people to come to their site
and they want people to do things
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on their site to interact with their
products, to write product reviews,
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to watch videos to find out more, to register
products that they've already bought.
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So what Samsung has done here is to build
a site using simple elements that they've
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developed from games. Things
like leaderboards, things like
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badges to reward achievements, things
like point systems, and they've taken
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these and applied them to a situation
that isn't a game. The situation is
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Samsung wants you to spend time and do
stuff on their web site so that
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you'll eventually buy more products.
That's an example of gamification.
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It's not by any means the only kind of
example of gamification. As we'll see,
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gamification is by no means limited to
these kinds of contexts that you see here,
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but it's a good example, as a starting
point, of what we're talking about.
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So in the next series of lectures
I'll start to unpack what exactly
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gamification means, which
will then allow us to
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start to understand how
to do it effectively and
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what some of the challenges
in applying these techniques.
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And if you're curious about what the
things are on the bookcases behind me,
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well, you'll just have to watch the
rest of the videos to find out.