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Gamify your experience


 Based on two rich posts 1 2
   by @TomHumbarger
  Summary by @leosorge
INTRODUCTION




               2
A definition of Gamification

(Gamification is the process of using)
game thinking + game mechanics

to solve problems
to engage users.

According to Wikipedia
                                         3
A definition of Gamification

The applied use
of elements found in gaming
for non-game consumer
applications, products and other
related services

According to Margaret Wallace

                                   4
The Gamification Explosion 2010-2011
Before August 2010, the term rarely appeared
in the Google search timeline.




Starting in January 2011, its popularity has
remained very high, including 2 big spikes
in January and August.                         5
Gamification examples
●   Foursquare
●   Shopkick
●   Recyclebank
●   CrowdTwist
●   Badgeville
●   Bunchball
●   Farmville (Facebook supported)
●   Mafia Wars (Facebook supported)
Real Vs. Virtual Rewards: The Battle Over Consumer Motivation
                                                                6
Gamification on the front-side burner
● M2 Research pegs the current gamification
  market at $100 million in 2011
● Client implementations in 2011 focus on:
    ○ user engagement, 47%
    ○ brand loyalty 22%
    ○ brand awareness 15%
● The market is estimated to grow
  to $2.8 billion by 2016

Nearly 400 attended the event on-site, while approximately 200 watched
sessions via live stream, at the second annual Gamification Summit September
15-16, 2011 in New York City                                                   7
Mechanics Vs. Primary human desires




Matching up game mechanics (points, challenges, etc.) with human desires.
Most of the mechanics also impact other areas of human desire (Bunchball).
                                                                             8
Four Players in the Mud of the '90s
Richard Bartles studied MUD player types
in the late 1990′s and came up with 4 types of players:


●   killers
●   achievers
●   socializers
●   explorers
which demonstrates the need to know your audience.
                                                          9
DESCRIPTION




              10
The 5 key points of Engagement #1
The five measures of engagement

●   recency
●   frequency
●   duration
●   virality
●   ratings
According to Gabe Zichermann        11
The 5 key points of Engagement #2


●   recency (When was his last visit?)
●   frequency (How often does he visit?)
●   duration (How long does he stay on the sight when he visits?)
●   virality (How often does he share content on the site?) (How much
    is his sharing amplified through their network?)

● ratings (how often does he rate content on the site?)
                                                                        12
The 5 key points of Engagement #3
The five key points:

● the five measures
● movitation drives engagement
● fun sells
● loyalty decisions are public today
● game designers motivate players

According to Gabe Zichermann           13
The 24 and the 47
●   The Gamification Wiki lists 24
    different game mechanics (as of Nov. 7, 2011)
●   SCVNGR's 47 unique game
    mechanics (as of Nov. 7, 2011)*

Both of these lists can be used to brainstorm on adding
new features and elements to any website or community

(*) based on an article published on TechCrunch by @erickschonfeld last year
                                                                               14
The flow zone for marketers
● the flow zone is the state between anxiety and boredom
● games cannot be ‘too easy’
  as they need friction to be fun
● people want status, access, power
  and/or free stuff
● virtual rewards are difficult to value
● (so) marketers should prefer status, access and power
● serendepity is bad, design is good




According to Gabe Zichermann                               15
Attaching a measure to anything
Turns it into a game
How do we get people to fall in love with our app?
How do we get people to stay in love with our app?
● By motivating consumer behavior
    through game mechanics
●   Mechanics to Psychology
●   Move beyond points & badge mechanics
●   Time tracking
●   Social proof (my sister uses it),
    stories (behind any achievement)

According to Stephen Anderson                        16
Mechanics to Psychology




According to Stephen Anderson
                                17
Gamification:
Gaming for non-game apps
The applied use of elements
found in gaming
for non-game consumer
applications, products
and other related services




According to Margaret Wallace
                                18
PLANNING




           19
(Community) Members' Game Needs
●   Reward
●   Status
●   Achievement
●   Recognition
●   Competition
●   Altruism
●   Self-expression
All gamification techniques should satisfy community and
non-community members’ human needs listed here             20
Mechanics: context, meaning
and overall progression
Underlying interlocking systems that form the engine
of an experience in order to communicate
a sense of context, meaning and overall progression

or

The sense of context, meaning and overall progression
communicated via an engine
formed by underlying interlocking systems

According to Margaret Wallace
                                                        21
Four Key Engagement Styles




According to Margaret Wallace
                                22
Timing: moment-by-moment
interactions
● What is the pacing
  of the game?
● What are
  the major milestones
  of the game?
● Is the game
  driven by results?
According to Margaret Wallace
                                23
COMMUNITY




            24
1 Community Gamification

1.1 Robust profile system
1.2 Point system
1.3 Leaderboards
1.4 Badges
1.5 Content rating & sharing



                               25
Presentation Flux

If you already have an idea about gamification,
   please proceed to the next slide
then after slide #27go to the final slide

If you DON'T have an idea about gamification,
      please jump to slides 28-35
        then read slides 21-27.

                                                  26
1.1 Robust profile system

 ●   self-expression
 ●   status
 ●   achievement
Robust with the option to upload a picture and have free form bio
descriptive fields.

Ability to link my profile to my Twitter, Facebook and LinkedIn
profiles and possibly use single-sign-on use those services.

Keeping a history of a user’s activity, badges and points.

Creation of virtual friendships or groups within the community site.
                                                                   27
1.2 Point system

 ●   competition
 ●   achievement
 ●   reward
 ●   status
Customizable point tracking and calculation.
Experimenting rewarding members for recentness, frequency
and duration of their visits,
Experimenting creating, rating, sharing of content (discussion is
a content) on the site or in their social networks
                                                                    28
1.3 Leaderboards

 ●   reward
 ●   status
 ●   achievement
 ●   recognition
 ●   competition
Customization in the leaderboards.
Multiple leaderboard; for example, I may want a weekly, monthly
and all-time versions of the leaderboard to post in different parts
of the community site.                                              29
1.4 Badges

 ●   status
 ●   achievement
 ●   reward
 ●   recognition
 ●   competition
 ●   self-expression
Recognition to members through badges to display.
Community managers can create different badges, including   30
limited edition or special occasion badges.
1.5 Content rating & sharing

 ●   altruism
 ●   self-expression

Content ratings. Making it easier for users to share them and to
search for content based on the rating.
Content sharing. Members must be able to easily share content
they like within their social networks, via bookmarking sites and
by email.



                                                                    31
Future Challenges

 ●   competition
 ●   reward
 ●   achievement

As a phase 2 implementation, start thinking about how to
incorporate challenges while implementing the other elements
noted above.




                                                               32
2. Community Gamification Process

2.1 Audience Questions
2.2 Goals
2.3 Measures of Engagement
2.4 Suggestions




                                    33
2.1 Community Audience Questions

2.1.1 community
2.1.2 members
2.1.3 profiles
2.1.4 sharing


Before you can add gamification, you need to really understand
your community, members, profiles, and sharing model.

                                                                 34
2.1 Community

 ●   Open or closed?
 ●   Professional, social, support,
     informational, hybrid
     or something else?
 ●   How do you want members to use it?


Before you can add gamification, you need to really understand
your community, members, profiles and sharing model.
                                                                 35
2.2 Members

● How many do you have?
● How many do you add in a wk/mth?
● What is the typical profile?
● How engaged are your members?
● How do you measure engagement?
● What motivates to join, participate
   and stay engaged?
Before you can add gamification, you need to really understand 36
your community, members, profiles, and sharing model.
2.3 Profiles

● Do you have robust profiles?
● Are member profiles searchable?
● Do you have a way for members
   to add their Twitter or Facebook
   accounts to their profiles?


Before you can add gamification, you need to really understand
your community, members, profiles, and sharing model.
                                                                 37
2.4 Sharing

● Can members ‘friend’ or message
  other members?
● How easy is it to share content on
  other sites?



Before you can add gamification, you need to really understand
your community, members, profiles, and sharing model.
                                                                 38
2.2 Community Goals

2.2.1 What Goals?
2.2.2 What Measures?
2.2 3 What measure tracking?
2.2.4 Any Gamification elements today?
2.2.5 Any support for
gamification elements?


                                     39
Community Engagement


Measures of Engagement
   for a Community
   Go back to slide 9




                         40
Free Additional Resources
●   Gamification Wiki
●   Gamification Blog
●   Digest of Gamification
●   Gamification Research Network
●   Gamification 101
●   Gamification in real time from Twitter
●   What is Gamification Really?
●   The Gamification Backlash
●   Gamification Research Network
●   Gamasutra
●   Semantic Foundry Survey of Gamification...


                                                 41

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The Thrones of Game

  • 1. Gamify your experience Based on two rich posts 1 2 by @TomHumbarger Summary by @leosorge
  • 3. A definition of Gamification (Gamification is the process of using) game thinking + game mechanics to solve problems to engage users. According to Wikipedia 3
  • 4. A definition of Gamification The applied use of elements found in gaming for non-game consumer applications, products and other related services According to Margaret Wallace 4
  • 5. The Gamification Explosion 2010-2011 Before August 2010, the term rarely appeared in the Google search timeline. Starting in January 2011, its popularity has remained very high, including 2 big spikes in January and August. 5
  • 6. Gamification examples ● Foursquare ● Shopkick ● Recyclebank ● CrowdTwist ● Badgeville ● Bunchball ● Farmville (Facebook supported) ● Mafia Wars (Facebook supported) Real Vs. Virtual Rewards: The Battle Over Consumer Motivation 6
  • 7. Gamification on the front-side burner ● M2 Research pegs the current gamification market at $100 million in 2011 ● Client implementations in 2011 focus on: ○ user engagement, 47% ○ brand loyalty 22% ○ brand awareness 15% ● The market is estimated to grow to $2.8 billion by 2016 Nearly 400 attended the event on-site, while approximately 200 watched sessions via live stream, at the second annual Gamification Summit September 15-16, 2011 in New York City 7
  • 8. Mechanics Vs. Primary human desires Matching up game mechanics (points, challenges, etc.) with human desires. Most of the mechanics also impact other areas of human desire (Bunchball). 8
  • 9. Four Players in the Mud of the '90s Richard Bartles studied MUD player types in the late 1990′s and came up with 4 types of players: ● killers ● achievers ● socializers ● explorers which demonstrates the need to know your audience. 9
  • 11. The 5 key points of Engagement #1 The five measures of engagement ● recency ● frequency ● duration ● virality ● ratings According to Gabe Zichermann 11
  • 12. The 5 key points of Engagement #2 ● recency (When was his last visit?) ● frequency (How often does he visit?) ● duration (How long does he stay on the sight when he visits?) ● virality (How often does he share content on the site?) (How much is his sharing amplified through their network?) ● ratings (how often does he rate content on the site?) 12
  • 13. The 5 key points of Engagement #3 The five key points: ● the five measures ● movitation drives engagement ● fun sells ● loyalty decisions are public today ● game designers motivate players According to Gabe Zichermann 13
  • 14. The 24 and the 47 ● The Gamification Wiki lists 24 different game mechanics (as of Nov. 7, 2011) ● SCVNGR's 47 unique game mechanics (as of Nov. 7, 2011)* Both of these lists can be used to brainstorm on adding new features and elements to any website or community (*) based on an article published on TechCrunch by @erickschonfeld last year 14
  • 15. The flow zone for marketers ● the flow zone is the state between anxiety and boredom ● games cannot be ‘too easy’ as they need friction to be fun ● people want status, access, power and/or free stuff ● virtual rewards are difficult to value ● (so) marketers should prefer status, access and power ● serendepity is bad, design is good According to Gabe Zichermann 15
  • 16. Attaching a measure to anything Turns it into a game How do we get people to fall in love with our app? How do we get people to stay in love with our app? ● By motivating consumer behavior through game mechanics ● Mechanics to Psychology ● Move beyond points & badge mechanics ● Time tracking ● Social proof (my sister uses it), stories (behind any achievement) According to Stephen Anderson 16
  • 17. Mechanics to Psychology According to Stephen Anderson 17
  • 18. Gamification: Gaming for non-game apps The applied use of elements found in gaming for non-game consumer applications, products and other related services According to Margaret Wallace 18
  • 19. PLANNING 19
  • 20. (Community) Members' Game Needs ● Reward ● Status ● Achievement ● Recognition ● Competition ● Altruism ● Self-expression All gamification techniques should satisfy community and non-community members’ human needs listed here 20
  • 21. Mechanics: context, meaning and overall progression Underlying interlocking systems that form the engine of an experience in order to communicate a sense of context, meaning and overall progression or The sense of context, meaning and overall progression communicated via an engine formed by underlying interlocking systems According to Margaret Wallace 21
  • 22. Four Key Engagement Styles According to Margaret Wallace 22
  • 23. Timing: moment-by-moment interactions ● What is the pacing of the game? ● What are the major milestones of the game? ● Is the game driven by results? According to Margaret Wallace 23
  • 24. COMMUNITY 24
  • 25. 1 Community Gamification 1.1 Robust profile system 1.2 Point system 1.3 Leaderboards 1.4 Badges 1.5 Content rating & sharing 25
  • 26. Presentation Flux If you already have an idea about gamification, please proceed to the next slide then after slide #27go to the final slide If you DON'T have an idea about gamification, please jump to slides 28-35 then read slides 21-27. 26
  • 27. 1.1 Robust profile system ● self-expression ● status ● achievement Robust with the option to upload a picture and have free form bio descriptive fields. Ability to link my profile to my Twitter, Facebook and LinkedIn profiles and possibly use single-sign-on use those services. Keeping a history of a user’s activity, badges and points. Creation of virtual friendships or groups within the community site. 27
  • 28. 1.2 Point system ● competition ● achievement ● reward ● status Customizable point tracking and calculation. Experimenting rewarding members for recentness, frequency and duration of their visits, Experimenting creating, rating, sharing of content (discussion is a content) on the site or in their social networks 28
  • 29. 1.3 Leaderboards ● reward ● status ● achievement ● recognition ● competition Customization in the leaderboards. Multiple leaderboard; for example, I may want a weekly, monthly and all-time versions of the leaderboard to post in different parts of the community site. 29
  • 30. 1.4 Badges ● status ● achievement ● reward ● recognition ● competition ● self-expression Recognition to members through badges to display. Community managers can create different badges, including 30 limited edition or special occasion badges.
  • 31. 1.5 Content rating & sharing ● altruism ● self-expression Content ratings. Making it easier for users to share them and to search for content based on the rating. Content sharing. Members must be able to easily share content they like within their social networks, via bookmarking sites and by email. 31
  • 32. Future Challenges ● competition ● reward ● achievement As a phase 2 implementation, start thinking about how to incorporate challenges while implementing the other elements noted above. 32
  • 33. 2. Community Gamification Process 2.1 Audience Questions 2.2 Goals 2.3 Measures of Engagement 2.4 Suggestions 33
  • 34. 2.1 Community Audience Questions 2.1.1 community 2.1.2 members 2.1.3 profiles 2.1.4 sharing Before you can add gamification, you need to really understand your community, members, profiles, and sharing model. 34
  • 35. 2.1 Community ● Open or closed? ● Professional, social, support, informational, hybrid or something else? ● How do you want members to use it? Before you can add gamification, you need to really understand your community, members, profiles and sharing model. 35
  • 36. 2.2 Members ● How many do you have? ● How many do you add in a wk/mth? ● What is the typical profile? ● How engaged are your members? ● How do you measure engagement? ● What motivates to join, participate and stay engaged? Before you can add gamification, you need to really understand 36 your community, members, profiles, and sharing model.
  • 37. 2.3 Profiles ● Do you have robust profiles? ● Are member profiles searchable? ● Do you have a way for members to add their Twitter or Facebook accounts to their profiles? Before you can add gamification, you need to really understand your community, members, profiles, and sharing model. 37
  • 38. 2.4 Sharing ● Can members ‘friend’ or message other members? ● How easy is it to share content on other sites? Before you can add gamification, you need to really understand your community, members, profiles, and sharing model. 38
  • 39. 2.2 Community Goals 2.2.1 What Goals? 2.2.2 What Measures? 2.2 3 What measure tracking? 2.2.4 Any Gamification elements today? 2.2.5 Any support for gamification elements? 39
  • 40. Community Engagement Measures of Engagement for a Community Go back to slide 9 40
  • 41. Free Additional Resources ● Gamification Wiki ● Gamification Blog ● Digest of Gamification ● Gamification Research Network ● Gamification 101 ● Gamification in real time from Twitter ● What is Gamification Really? ● The Gamification Backlash ● Gamification Research Network ● Gamasutra ● Semantic Foundry Survey of Gamification... 41