introduction to gamification
TRANSCRIPT
― What is Gamification?
― Psychology and motivation of
Gamification
― History
― Best Practices
― Gamification Theory
― Game Mechanics and Components
― A fly in the ointment
― Conclusion
Agenda
Gamification is the use of game thinking and game
mechanics in non-game contexts to engage users in
solving problems MOTIVATE them to certain
behavior.
Nick Pelling coined the term “gamification” in
2002, meaning “applying game-like
accelerated user interface design to make
electronic transactions both enjoyable and
fast.”
PavlovClassical conditioning
Motivation theories
SkinnerOperant conditioning
MaslovMaslow hierarchy of needs
Richard Ryan & Edward Deci
Self-determination theory (SDT)
Dopamine is the primary neurotransmitter involved in the brain’s Limbic “reward” system
Dopamine, Motivation, and Your Brain
Gamification is about figuring out what makes games so engaging, then applying those principles to work, education, etc.
The history of gamification
S&H Green StampsAnd so it began. Marketers sold stamps to retailers who used them to reward loyal customers
The history of gamification
Charles CoonradtFounds a consulting firm called “The game of work”, and brings feedback loops found in sports into the workplace
The history of gamification
MUD1Is created by Roy Trubshaw at Essex university. It was the first multi-user virtual world game
The history of gamification
Thomas MalonePublishes “What Makes Things Fun to Learn: a Study of Intrinsically Motivating Computer Games”
The history of gamification
American AirlinesIntroduces AAdvantage, the first frequent flyer program
The history of gamification
Richard BartlePublishes “Who Plays MUAs”, which divides video game players into four unique types
The history of gamification
Quest to learnAccepts a class of 6th graders into a game-based learning environment
The history of gamification
DevHubAdds a Points system to its website, and increases user engagement by 70%
Gamification Co.Holds the first Gamification Summit in San Francisco, CA
The history of gamification
45 000 peopleEnroll Coursera online Gamification course
Mozilla open BadgesInitiative is launched. The open source badges can be used to mark accomplishments online
The history of gamification
M2 ResearchPredicts that gamification will be a 2.8 billion dollar industry by 2016
Puzzle Game Foldit
(Washington’s Center for Game
Science) made breakthrough in
AIDS Research that Scientists
couldn’t solve for 15 years
15 Years vs 10 Days?
RPG Diary Game Pain Squad helps
Patients Combat Cancer by providing
both Purpose and Data
Combat Cancer
Ananth Pai has incorporated games
to teach his students about reading
and mathematics. The result is that
within 4.5 months Mr. Pai's class
went from being a below average
3rd grade class to a mid level 4th
grade class
Mr Pai’s Class
Kevin Richardson, game designer at
MTV’s San Francisco office, re-
imagined the speed cameras
experience using game thinking.
When tested at a checkpoint in
Stockholm, average driver speed
was reduced by 20%.
Speed camera lottery
70% of NextJump employees
exercise regularly — enough to
save the company millions in work
attendance and insurance costs
over the medium term — all the
while making the workplace
healthier and happier
Get Fit: NextJump
Game theory - MDA framework
MechanicsFunctioning components
The particular components of the game at the level of data representation and algorithms
DynamicsInteractions
A game dynamics can be defined as a pattern of loops that turns them into a large sequence of play
AestheticsFun parts
Is all about making games “fun”, desirable emotional responses evoked in the player
Game theory - the Elemental Tetrad (Schell 2008)
Mechanicsthe procedures and rules of your game (“space”, “objects”, “actions”, “rules”, “skill”and “chance”)
Aestheticsdescribes “how your game looks, sounds, smells, tastes, and feels”
StoryNarrative aspect of the game
Technologyrefers to the tools and systems used to implement or deliver the gameplay (e.g. cardboard game board, mobile phone screen, game console).
Gamification elements
ComponentsSpecific installations (nouns)
AchievementsAvatarsBadgesCollectionsCombatContent unlockingGiftingLeaderboardsLevelsPointsQuestsGoods
MechanicsProcesses, that drive action forward (verbs)
ChallengesChanceCompetitionFeedbackResource AcquisitionRewardsTransactionsTurnsWin states
AestheticsBig-picture aspects (Grammar)
ConstraintsNarrativeProgressionRelationships
How Gamification Taps Into Your Motivation
Motivators Possible Supporters
Autonomy Customisation, Сhoice, Freedom
Mastery Levels, Challenges
Purpose Giving / Altruism, Narrative, Greater Meaning
Status Leaderboards, Achievements,
Social Connections Suggest similar users, Cooperative “play”
Rewards Points, Badges, Achievements, Real stuff, Lotteries
Peer Pressure Peer review / feedback / grading systems, Boasting /Bragging system, Competitive “play”
Avoidance Lose Points, Lose Status, Game Over
Scarcity Exclusive / Unique Reward, Reward Schedules
Main gamification components
Game components are utilized to reward activity among customers, employees, or other users.
The five most commonly used components are: Points, Badges, Levels, Leaderboards, and Challenges.
Other components:
Achievements, Appointments, Behavioral Momentum, Blissful Productivity, Bonuses,
Cascading Information Theory, Combos, Community Collaboration, Countdown, Discovery, Epic Meaning, Free Lunch, Infinite Gameplay, Levels, Loss Aversion, Lottery, Ownership, Points, Progression, Quests, Reward Schedules, Status, Urgent Optimism, Virality...
Points
Increases the running numerical value of users work.
Points are a basic, simple way to obtain feedback on the things we do, and they motivate us because they provide immediate feedback.
Badges
Badges can perform a number of functions for gamified design, but mostly they are used to demonstrate consumer status and progress.
Levels
Ramp up and unlock content.
Levels allow to quickly identify various involvement levels, as well as to create different challengers for users. Users in the higher levels can be shown more features , and given much more complex challenges.
Leaderboards, Ratings
Public recognition, status
We all like to win: we all like to be among the most relevant, influential, “cool” people, or else among the strongest, the most intelligent, etc.
Challenges
A challenge is a call to engage in a difficult, but achievable task.
Uncertain outcomes are challenging because of the variability depending on the user’s actions, multiple goals, hidden information and randomness
User types (by Richard Bartle)
KillerDefined by:A focus on winning, rank different peer-to-peer competition
Engaged by:Leaderboards, Ranks
ExplorerDefined by:A focus on exploring and a drive to discover the unknown
Engaged by:Obfuscated achievements
AchieverDefined by:A focus on status, achieving preset goals quickly and/or completely
Engaged by:Achievements
SocializerDefined by:A focus on socializing and a drive to develop a network of friends
Engaged by:Newsfeeds, Friends list, Chat
Flow theory
Ten factors of flow:• Clear goals
• A high degree of concentration
• A loss of the feeling of self-consciousness
• Distorted sense of time, one’s subjective experience of time is altered
• Direct and immediate feedback
• Balance between ability level and challenge
• A sense of personal control over the situation or activity
• The activity is intrinsically rewarding
• A lack of awareness of bodily needs
• Absorption into the activity
Questions to ask yourself before gamifying your product/service
• What is your main reason for gamifying your product/service?
• Is your product ready for Gamification?
• What are your goals?
• What are your users goals? What motivates them?
• What are the main benefits you expect to achieve?
Questions to ask yourself during gamifying your product/service
• Do you have Achievements a player would be proud of or share?
• Do you have the right analytics tools and goals set?
• Do you know where players drop out, where do they lose interest?
• What are the challenges? Do they require skill or luck?
• Have you thoroughly thought about your game design from a cheater's perspective to see possible exploits they would see?
Questions to ask yourself during gamifying your product/service
• Do you give players meaningful choices? Would you benefit from making them more or less frequent?
• How can you give your players more ways to contact or interact with one another?
• Have you spent enough time on your User Interface and insuring players really enjoy the graphical elements of the Gamification?
• Do players value their virtual currency or goods?
• …