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DESPERATELY SEEKING THEORY Gamification, Theory, and the Promise of a Data/AI-Driven New Science of Design #GamifIR 2016 Sebastian Deterding @dingstweets

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DESPERATELY SEEKING THEORY

Gamification, Theory, and the Promise of a Data/AI-Driven New Science of Design

#GamifIR 2016 Sebastian Deterding @dingstweets

<1> the challenge

we are stuck in a groundhog day

“does gamification work?”

MU

http://www.flickr.com/photos/ewanrayment/1250158647

“does medicine work?”

some better questions

What active substance in what dosage affects what condition under what circumstances? How?

Do 500 mg of orally administered acetylsalicylic acid affect migraine in adult chronic migraine patients? How?

Do publicly displayed achievements linked to publicly known as hard-to-attain goals support goal-setting in achievement-oriented individuals? How?

To ask such questions, we need

theory

what is theory? (a quick refresh)

A theory is a set of statements expressing a nomological network of constructs and their relations. It is tied to observable phenomena through operationalisations.

Whitney, Kite & Adams, 2013; Cronbah & Meehl, 1955

why theory? (a quick refresh)

Whitney, Kite & Adams, 2013

• Allows to describe, explain, predict, and control reality

• Allows to systematically organise and extend knowledge

without theory, no science

how do cognitive states

affectbehaviour

affectdesign features

?

This is a

grand question inviting a new

science of design

the current basic mediation model

design element 2

magic motivation! behaviour

design element 1

design element 3

e.g. Hamari, Koivisto & Sarsa, 2014

the state of gamification theory

our biblical texts

So where is the

issue?

design element 2

magic motivation! behaviour

design element 1

design element 3

the issues with design elements

the state of gamification theory

“… a certain Chinese encyclopaedia entitled ‘Celestial Empire of benevolent Knowledge’. In its remote pages it is written that the animals are divided into: (a) belonging to the emperor, (b) embalmed, (c) tame, (d) sucking pigs (e) sirens, (f ) fabulous, (g) stray dogs, (h) included in the present classification, (i) frenzied, (j) innumerable, (k) drawn with a very fine camelhair brush, (l) et cetera, (m) having just broken the water pitcher, (n) that from a long way off look like flies.”

issue

#1

we have chinese encyclopaedias

badges

points

leader boards

levels

feedbackcl

ear

goal

s

reward

progress

challe

nge

story/theme

when is “a badge” a badge?

issue

#2

all exegesis, no discovery of new species

issue

#3

we’re stuck on low-level design features

issue

#3a

Deterding et al., 2011

where the action is

we need a linné

an empirically grounded, well-operationalised, well-formed taxonomy of design elements

this is a massive undertaking

design element 2

magic motivation! behaviour

design element 1

design element 3

the issues with motivational processes

issue

#1

motives are multiple

johnmarshall reeve

»Motivation’s new paradigm is one in which behavior is energized and directed not by a single grand cause but, instead, by a multitude of multilevel and coacting influences.«

understanding motivation & emotion (2009: 45)

gaming motives Competence Autonomy Relatedness Meaning Curiosity Absorption (»flow«) Control beliefs Goal-setting Recognition, belonging, power Identity/Self Emotions Habituation …

design element 1

design element 2

design element 3

behaviour

competence

autonomy

relatedness

meaning

curiosity

...

Aparicio et al., 2012

Sailer et al., 2013 Zhang, 2008

Zic

herm

ann

&

Cun

ning

ham

, 20

11

none of this is empirically tested

issue

#2

(Another massive undertaking)

Elements are multi-functionalAntin & Churchill 2011

goal-settinginstruction

group identification

status

reputation

issue

#3

design element 1

design element 2

design element 3

behaviour

competence

autonomy

relatedness

meaning

curiosity

...

feedback

appraised as

controllingthwarts

autonomy

motivation

appraised as

informingsupports

competence

+

motivational function is an appraisal

issue

#4

Deci & Ryan 2001

design element 1

design element 2

design element 3

behaviour

competence

autonomy

relatedness

meaning

curiosity

...

appraisal

motivation and appraisal are contextual

issue

#5

Reeve, 2006

license to reconfigure & leaveDeterding, 2016

minimised consequenceDeterding, 2016

situation element 1-n

design element 1

design element 2

behaviour

competence

autonomy

relatedness

meaning

curiosity

...

appraisal

situation

different people, different motives

issue

#6

trait levelCroson & Gneezy, 2000

state levelBowman & Tamborini, 2013

situation element 1-n

design element 1

design element 2

behaviour

competence

autonomy

relatedness

meaning

curiosity

...

appraisal

situation

person

http://www.flickr.com/photos/8147452@N05/2913356030/sizes/o/

motivational function is systemic-dynamic

issue

#7

AestheticsMechanics Dynamics

Hunicke, LeBlanc & Zubekmda: a formal approach to game design (2004)

Monopoly

aesthetic

Frustrating end game

mechanic dynamic

Slow poverty gap

+$ !+-$ !-

Diff

icul

ty

Skill/Time

frustration

boredom

function is a dynamic person-situation relation

»flow«

points badges leaderboards

Tracking, Feedback Goals, surprise Competition

we focus on features …

when we should look at how features in relation to dispositions afford motivational functions

Diff

icul

ty

Skill/Time

frustration

boredom

»flow«

e.g. balanced challengeCsikszentmihalyi, 1990

http://www.flickr.com/photos/amrufm/2593920251/sizes/z/in/photostream/

e.g. curiositySilva, 2006

http://www.flickr.com/photos/amrufm/2593920251/sizes/z/in/photostream/

e.g. MeaningfulnessWong, 2012

motivational affordance The complex of necessary and sufficient relations of actor dispositions and environment features that render an action or event functionally significant for a specific motive

Deterding, under review

competence

autonomy

relatedness

meaning

curiosity

...

appraisal

p/s relation affordance 1

p/s relation affordance 2

p/s relation affordance 3

behaviour

<2> the opportunity

Kra

mer

, Gui

llory

& H

anco

ck, 2

015

not that opportunity

jad abumrad

»Facebook has created a laboratory of human behavior the likes of which we’ve never seen.«

the trust engineers (2015)

At any moment, software companies are running

millions of a/B tests to optimise user engagement,

each of which is an experiment in waiting

the scale for a massive undertaking

design is being automated

But to know what to test & how to automate, you need …

theory

»Online hypothesis testing can accelerate both applied and basic Interaction Design Science by making it fast and easy to obtain ecologically-valid measures of the effects of designs on user behavior. Online controlled experiments can help build practical, generalizable, and scientifically-validated theories of how and why designs affect human interactions.«

derek Lomasoptimizing motivation and learning with large-scale game design experiments (2014: 7)

derek Lomasoptimizing motivation and learning with large-scale game design experiments (2014: 7)

Data, suggestions

Designs/tweaks

Theories, formalisations,

indicators

Data, indicators

researcher

designeruser

Adapted content & interface

Experience & behaviour data

data/ai

an example

»flow«

Diff

icul

ty

Skill/time

frustration

boredom

flow (1990)Mihaly Csikszentmihalyi

basic

theory

Difi

icul

ty

Skill/time

frustration

boredom

what’s the optimal curve?Alexander, Sear & Oikonomou, 2013; Sampayo-Vargas et al., 2013; Brazil & Blau, 2014

crowdsourcing

design

application

Diff

icul

ty

Skill/time

crowdsourcing tasks are predetermined

?

?

? ?

?

??

??

?

? ?

?

?

??

?

Diff

icul

ty

Skill/time

?

?

? ?

?

??

??

?

? ?

?

?

??

?

Difficulty is unknown; identification may obsolete crowdsourcing

crowdsourcing tasks are predetermined

Diff

icul

ty

Skill/time

?

?

? ?

?

??

??

?

? ?

?

?

??

?

… hence tasks are often randomly served

crowdsourcing tasks are predetermined

% P

laye

r re

tain

ed

Time/levels

* idealised

tutorial

actual tasks*

hence retention is very poor

Diff

icul

ty

Skill/time

How to order tasks w/o solving?

?

?

?

?

?

??

?

the

question

?

?

?

Diff

icul

ty

Skill/time

?

?

?

?

?

??

?

?

?

?

… which requires skill concepts & indicators

player x Pattern recognition: 7/10 Spatial rotation: 2/10

Diff

icul

ty

Skill/time

?

?

?

?

?

??

?

?

?

? player x Pattern recognition: 7/10 Spatial rotation: 2/10

… which requires difficulty concepts & indicators

task y Pattern recognition: 7/10 Spatial rotation: 2/10

Performance data Improvement suggestions

Task length design Task descriptions

Initial balancing theories Initial indicators of skill

Optimal difficulty curve Indicators for skill, difficulty

researcher

designeruser

Task sequence & task support & feedback

Engagement & performance data

data/ai

<3> summary

to get out of groundhog day …

we need to ask better questions …

to systematically build knowledge …

how do cognitive states

affectbehaviour

affectdesign features

?

… for a grand new science of design.

To ask such questions, we need

theory

and we must abandon scholasticism.

we need better, empirical taxonomies …

competence

autonomy

relatedness

meaning

curiosity

...

appraisal

p/s relation affordance 1

p/s relation affordance 2

p/s relation affordance 3

behaviour

… and better, empirical mechanistic models.

this is a massive undertaking …

with a matching massive opportunity.

we can be at the forefront of design evolution …

… if we loop research into the world’s largest design lab that is running every day.

Data, suggestions

Designs/tweaks

Theories, formalisations,

indicatorsData,

indicators

researcher

designeruser

Adapted content & interface

Experience & behaviour data

data/ai