Individual Class Leadership: Gamification
For the record, I'll be using the powerpoint slides that I conducted to further explain where I went with this. Apologies in advance for the black sides of the pictures; it was the only way I could make it efficient since cropping doesn't want to cooperate with me at the moment. For my ICL, I chose to talk about the subject of gamification.
I broke up my ICL into three sections:
1.) Jean McGonigal's article / TED Talk 2.) Whitney's Cook article on The Top 5 Rules of Gamification 3.) My example using Zynga
From McGonigal's article, I focused on emotional needs:
For each emotional need (the reasoning's are below; refer to the PPT slide for the list): 1.) The desire to be something bigger than the self 2.) Humans love to seek out winning 3.) Feedback is key for growth 4.) Create social fabrics among people all over the world
From this, McGonigal goes on to state the Top 10 positive emotions that gamers feel when playing a game:
I noted that creativity is not a real emotion, according to McGonigal, since "it's unique to an individual, and everyone loves when their personal, creative solution was a right solution to an obstacle."
Moving away from the article, I go a bit in-depth with McGonigal's TED Talk.
The Top 5 Regrets that McGonigal refers to are:
1.) I wish I hadn't worked so hard. 2.) I wish I had stayed in touch with my friends. 3.) I wish I had let myself be happier. 4.) I wish I'd had the courage to express my true self. 5.) I wish I'd led a life true to my dreams, and not what others expected of me.
These regrets refer to gaming in a big way. According to the talk, McGonigal expresses that, by not working as hard, you can spend time with your family, and families that play games with their kids have much real-life stronger relationships with them.
Moving on, McGonigal explains that she had a concussion a few years back (the talk was done in 2012), and for her symptoms to be all clear, her doctor recommended her not to have any brain activity -- in other words, "having no real meaning to live." She then decided to create an RPG, entitled "Jane the Concussion Slayer," and with a few of her friends, she was able to overcome her symptoms. She expresses that, when we play games, "we tackle tough challenges with more creativity, more determination, more optimism, and we're more likely to reach out to others for help." With that, she uploaded her RPG, and retitled it "SuperBetter." The feedback that she received was astonishing.
McGonigal explains the Top 5 things that people with Post-Traumatic Growth say:
1.) My priorities have changed -- I'm not afraid to do what makes me happy. 2.) I feel closer to my friends and family. 3.) I understand myself better, I know who I really am now. 4.) I have a new sense of meaning and purpose. 5.) I'm better able to focus on my goals and dreams.
She points out that this Top 5 are the exact opposite to the Top 5 Regrets. Moving ahead, she explains that we can contribute to our Post-Traumatic Growth without doing anything traumatic be strengthening our four resiliences. Reasoning's are below:
1.) Your body can withstand stress and heal faster. 2.) Have more mental focus (more determined, focused, etc..). 3.) Promote powerful positive emotions when you need it the most. 4.) Get more strength from your friends, family, neighborhood, community.
For a better understanding on the above TED Talk, the YouTube link is below:
https://www.youtube.com/watch?v=5t3y7EeBhxg
Now getting into Whitney Cook's article, here are a few important facts that I pulled that I found relevant:
Here are the Top 5 Rules:
Better explanation of the rules:
1.) Important for employees to see their leaders support the game, along with the idea of having fun while working. 2.) If they don't know how to engage in a game, they lose interest; fully explain the rules and structures. 3.) Take every opportunity to communicate the objective of the game and how//when/where employees can have access to it. 4.) Reward employees who efficiently use word-of-mouth to inspire others to play. 5.) Feedback is critical to create a great user experience, and will easily provide learning leaders how to better improve to make game offerings better.
My example, Zynga, and the example of gamification through Zynga:
The example is one of Zynga's Current Campaigns. Here is the link that explains the campaign:
http://zynga.org/campaigns/half-the-sky-the-game/
Here is a better link to the YouTube video that was embedded on Zynga's website that explains the game:
https://www.youtube.com/watch?v=emmCKa-YmDg&feature=youtu.be
Wrapping it all up:
List of references that I used to complete this project:
Thank you for taking the time to read this (if you did)! :)











