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| The final leaderboard for #playfote12 |
Background to conference games
For a few years I've been interested in ways of making conferences more fun to try and facilitate networking and add an extra layer of playfulness for people who like that kind of thing...first there was
Murder at ECEL, then
badges for tweets and most recently
GPS treasure hunts. So when my colleague
Nic Whitton was asked to speak at FOTE on Games and Learning it seemed the logical next step to create a game to exemplify exactly what she was talking about (see my
'advert'), so along with
Alex and Simon we brainstormed a game, and here is the story of #playfote12...
How it worked
Questions and tasks were tweeted from the conference twitter account @FOTiE using the hashtag #playfote12. The main conference hashtag was #fote12 and I elected not to use this to allow people not playing to not have their stream cluttered with the game. The main point scoring opportunities were around a question posted for each session relating to the content of the session, aiming to improve engagement with the content.
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| Example of a question, first to answer 5 points, otherwise 1 point |
I had also requested presenters hide images of potatoes in their slides, which, when spotted, acted as bonuses. The final element was of sabotage - physical evil potatoes were hidden around the sponsors area and when spotted would deduct points from the current leader.
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| Evil potatoes hiding throughout the day for bonus points |
The Technology
Some questions were collated in advance using a google spreadsheet provided to the speakers and then Twitter was used on the day for asking the questions. I used Tweetdeck to manage the different streams - watching the game hashtag to score responses, replies to my tweets as well as the main conference tag.
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| Managing the game through Tweetdeck |
My colleague
Marion captured the scores and recorded everything in a pre-prepared Google spreadsheet which totalled the players points across the various elements of the game. The comments feature on the spreadsheet also gave us a simple chat system to discuss any questions.
Then, my favourite element was the use of
Leaderboarded.com to pull all the scores and Twitter usernames from the google spreadsheet into the
playfote12 leaderboard. It's a simple way to create your own professional looking leaderboard.
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| Configuring the link between the spreadsheet and leaderboarded - easy! |
Leaderboarded also lets you customise and style your leaderboard. So I swapped in some great Tour de France jersey graphics (thanks again
Marion) so we could show them on the board and also have physical stickers the players could wear to match their rank.
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| The leaders showing off their accumulated stickers |
10 Hints and Tips for running a twitter leaderboard game at a conference:
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| The giant leaderboard and me with the matching stickers |
1. Expect 10%* of the delegates to actively join in with the game (35 out of 350), of which a few (3 in this case) will get completely immersed.
2. Screensavers! Your leaderboard is beautifully projected but next time you check it's all gone black. It's not very green, but for the duration of the event tell the screen to stay on. Even worse if you have to enter a password to unlock the screen and it isn't your laptop...
3. Transparent scoring, people pretend to be cool and casual but are actually miffed when you didn't explain things. Of course I was caught on the hop a few times, I hadn't thought about how to score if someone RT'd someone else's answer, or if bonuses reset. Also make sure points are not so big a leader can't be caught but are big enough points mean movement in the ranks (see 10.)
4. Decide if the prizes are an incentive, and if so, let people know what they are playing for. I didn't, but once handed out people said they would have played if they knew there was a £50 top prize.
5. Too many gimmicks? I don't think I needed the stickers. I wanted to match the virtual leader board with physical badges, but players weren't that fussed about collecting them and I found it hard to give out stickers to people I didn't know as twitter avatars aren't much to go on.
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| Potatoes in the slides |
6. Presenters are game for a laugh. Nearly all the presenters put at least one potato (/chips/potato head) into their slides. It got non-players really curious too. Fun to see the cameras pop out in the audience whenever one appeared. I think you could use the presenters and their slides more with little effort on their part.
7. Having an assistant was brilliant. I could concentrate on the tweeting and thinking up questions and challenges, while she dealt with the responses and recording scores. It also gave us both someone to double check things with when questions/responses came up we hadn't anticipated.
8. Insist on the hashtag. The main stream is moving too fast to watch and too fast to rewind and look for answers that didn't include the tag. Using the wrong hashtag didn't help either!
9. Write off the conference for yourself. Theres too much to do to try and also follow the content of the sessions well, I was there all day, but don't quiz me on the sessions, I'll have to watch the recordings later.
10. Don't publish too often. I wanted to build suspense - especially at the end, so by publishing updates every 20 mins it gave the leaderboard more interest. I do admit to massaging the scores slightly, as I didn't like the appearance when there were loads of 'no change' ranks, the graphics were nicer when people moved up and down the rankings. So accumulate changes with big enough scores that people move about.
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| An exciting end game tweeted by the winner @julievoce |
Future Research
I asked around during drinks at the end to get some feedback from non-players. They all knew about the game, it had been highly visible, but their reasons for not playing were:
- Following conference and twitter is already too much, adding a game layer on top of that is just ridiculous!
- Some don't tweet.
- Some think it's silly/unprofessional to get involved
I think it achieved high visibility even if people chose not to join in:
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| Example tweet from @ChrisParrTHE on the game impact |
From those I spoke to who played, their reasons for playing were all the same - because they could, because it was a bit of fun.
And finally...
*Why only 10% who play? Why only 1% who obsessively play? We've seen this breakdown before in other games, and it's the 90-9-1 principle that governs so much of
internet culture. Does it govern culture in general? Does it apply to all games or just internet based games? Can it be changed? I will try to find out.