4. Use of game
mechanics to
encourage
engagement in an
activity that
otherwise might be
considered a chore
or boring
GAMIFICATION ?
Wednesday, 8 June 2011
5. Use of game
Encouraging certain
mechanics to
user behaviour
encourage
using Games as a
engagement in an
Lens
activity that
otherwise might be
considered a chore
or boring
GAMIFICATION ?
Wednesday, 8 June 2011
6. TWO TRIBES?
Game Designers Vs Game Based Marketers
Wednesday, 8 June 2011
13. To play a game is to engage in
activity directed towards bringing
about a speciļ¬c state of affairs, using
only means permitted by rules,
where the rules prohibit more
efļ¬cient in favour of less efļ¬cient
means, and where such rules are
accepted just because they make
possible such activityā¦playing a
game is the voluntary
attempt to overcome
unnecessary obstacles.ā
WHAT ARE GAMES?
Wednesday, 8 June 2011
14. WHATS IS A
GAME
MECHANIC?
āGame mechanics are rule
based systems / simulations
that facilitate and encourage a
user to explore and learn the
properties of their possibility
space through the use of
feedback mechanismsā
Wednesday, 8 June 2011
15. HIGH SATISFACTION
PERFORMANCE
PAYOFFS
DELIGHTERS
Not required but when
added brings value
NEUTRAL
ZONE
FULLY
NOT (OR POORLY) IMPLEMENTED
IMPLEMENTED
BASIC NEEDS
Only noticed if missing
LOW SATISFACTION
KANO MODEL
Wednesday, 8 June 2011
16. HIGH SATISFACTION
PERFORMANCE
PAYOFFS
DELIGHTERS
Not required but when
added brings value
NEUTRAL
ZONE
FULLY
NOT (OR POORLY) IMPLEMENTED
IMPLEMENTED
BASIC NEEDS
Only noticed if missing
LOW SATISFACTION
KANO MODEL
Wednesday, 8 June 2011
17. Acting
Killers Acheivers Approximately
25% of players
Killers Acheivers
Players World
Socialisers Explorers
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartleās Classiļ¬cation of MUD Players (1996)
Wednesday, 8 June 2011
18. Acting
Killers Acheivers Approximately
25% of players
main goals points
gathering and raising
Killers Acheivers
levels
Players World
Socialisers Explorers
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartleās Classiļ¬cation of MUD Players (1996)
Wednesday, 8 June 2011
19. Acting
Killers Acheivers Approximately
25% of players
main goals points
gathering and raising
Killers Acheivers
levels
Players World
Socialisers Explorers
like to fully explore
game world and its
limits
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartleās Classiļ¬cation of MUD Players (1996)
Wednesday, 8 June 2011
20. Acting
Killers Acheivers Approximately
25% of players
main goals points
gathering and raising
Killers Acheivers
levels
Players World
The game is Socialisers Explorers
like to fully explore
essentially and
game world and its
backdrop to socilasing
limits
with other players
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartleās Classiļ¬cation of MUD Players (1996)
Wednesday, 8 June 2011
21. Acting
Killers Acheivers Approximately
25% of players
Like to impose main goals points
themselves on others gathering and raising
Killers Acheivers
levels
Players World
The game is Socialisers Explorers
like to fully explore
essentially and
game world and its
backdrop to socilasing
limits
with other players
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartleās Classiļ¬cation of MUD Players (1996)
Wednesday, 8 June 2011
22. Acting
Killers Acheivers Approximately
25% of players
Like to impose main goals points
themselves on others gathering and raising
Killers Acheivers
levels
Players World
The game is Socialisers Explorers
like to fully explore
essentially and
game world and its
backdrop to socilasing
limits
with other players
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartleās Classiļ¬cation of MUD Players (1996)
Wednesday, 8 June 2011
23. PossibiltyNaches
Humour
Puriļ¬cation
Mark LeBlanc Gifting
Surprise
Expression Schadenfreude
Discovery Masochism
Thrill
Sensation
Anticipation
Fellowship
Wonder
Nuturing
Challenge Fantasy
DestructionFiero
Narrative Jesse Schell
MISSING MOTIVATIONS
Wednesday, 8 June 2011
24. HARD FUN EASY FUN
Fiero Curiosity
N
O
M
I
AS
AT
THERE ARE
IN
TE
AG
RY
IM
Uncertainty
Obstacles
Nicole Lazzaro
ALL TYPES
ity
St
tiv
ra
te
a
re
gy
C
Detail
OF FUN!
Goals
Emotion<Choice<Mechanic>Choice>Emotion
Player Interaction Stimulation
NPC Interaction
e
iz
Pr
al
ac
on
Rhythm
tic
rs
e
Pe
S
IP
SH
VA
N
L
O
U
TI
ES
LA
RE
SERIOUS
PEOPLE FUN
FUN
Amusement Relaxation
Wednesday, 8 June 2011
31. Fixed Interval
User gets points every
time they login
REINFORCEMENT SCHEDULES
Wednesday, 8 June 2011
32. Variable Interval
Fixed Interval
User gets points every
time they login
10-15 games
REINFORCEMENT SCHEDULES
Wednesday, 8 June 2011
33. Variable Ratio
Fixed Interval
Fixed Interval
User gets points every
User gets trophy after
winning 50 games
time they login
10-15 games
REINFORCEMENT SCHEDULES
Wednesday, 8 June 2011
34. ContinuousIntervalRatio
Variable Fixed
Fixed Ratio
Fixed Interval
User gets points every
User gets trophy after
time they games
winning 50 games
time they login
10-15 check-in
REINFORCEMENT SCHEDULES
Wednesday, 8 June 2011
35. Variable Ratio
ContinuousIntervalRatio
Variable Fixed
Fixed Ratio
Fixed Interval
On average every 3
User gets points every
User gets trophy after
games user gets some
time they games
winning 50 games
time they login
10-15 check-in
points
REINFORCEMENT SCHEDULES
Wednesday, 8 June 2011
36. 20
15
Time in Seconds
10
5
0
0 1 2 3 4 5
Sections of Run
GOAL GRADIENT EFFECT
Even The Illusion Of Progress Is Motivating!
Wednesday, 8 June 2011
37. 20
InfoBucks Virtual Coffe Shop
15
Time in Seconds
10
5 InfoBucks Virtual Coffe Shop
0
0 1 2 3 4 5
Sections of Run
GOAL GRADIENT EFFECT
Even The Illusion Of Progress Is Motivating!
Wednesday, 8 June 2011
41. Heidegger
ENFRAMING & TIME CRUSH
Enframing in that they take a concept and formalise it with a
particular apparatus and excerpt time crush.
Wednesday, 8 June 2011
42. FLAVOURS OF
GAMIFICATION
Badgiļ¬cation: the boy scout
reward
Wednesday, 8 June 2011
43. MINDING THE
GAPS
Completing the missing
elements of a set is strong
motivator for many people
and is the basis of what many
of these systems try to exploit
Wednesday, 8 June 2011
44. FLAVOURS OF
GAMIFICATION
Pointsiļ¬cation: Accumulate
points for repeated activity.
Wednesday, 8 June 2011
45. BADGES AND
POINTS ARE
FEEDBACK
Most implementations of
badges and points reward
repetition not achievements
Wednesday, 8 June 2011
46. BADGES AND
POINTS ARE
FEEDBACK
Most implementations of
badges and points reward
repetition not achievements
Wednesday, 8 June 2011
47. Challenge
ie ty
A nx
l ow
F
d om
e
B or
Abilities
Csikszentmihalyi
New Player Design
Mechanic Learns Grokked
PROGRESSIVE GROKKING
āPlaying video games is fun because it provides experiences of
competence, self-efļ¬cacy, masteryā - Ralph Koster
Wednesday, 8 June 2011
48. Long Term Short Term
Intrinsic Extrinsic
Autonomy
Mastery
Love
Fun
Meaning
Power
Group
Identity
> Points
Badges
Leader
Boards
Rewards
Levels
Punishments
MOTIVATIONS
Wednesday, 8 June 2011
49. r
ye
Pla
er
lay
gle
iP
Sin
lt
Mu
Maslowās Hierarchy of Needs
CO-OP VS DEATH MATCH
Wednesday, 8 June 2011
50. ME
o n
la ti n
Is o
ti o
r a
b e
L i i ty
C o fo rm
on
C
WE
DEKOVENāS CO-LIBERATION
Wednesday, 8 June 2011
51. ALL GAMES
ARENāT FUN
āAsking me which Elf Bowling 1 or
2 is better is like me asking you if
you'd rather eat a spoonful of rat
turds or hamster turdsā IGN
Review 2005
Wednesday, 8 June 2011
52. āGames are not fun
ALL GAMES because theyāre
games, but when
ARENāT FUN they are well-
āAsking me which Elf Bowling 1 or
2 is better is like me asking you if designedā- Sebastian
you'd rather eat a spoonful of rat
turds or hamster turdsā IGN Deterding
Review 2005
Wednesday, 8 June 2011
54. Fun is a
means not
the end
WHERES THE FUN?
Wednesday, 8 June 2011
55. WHATS MY
MOTIVATION?
āGame elements aren't the
monosodium glutamate of fun that
you can simply add to an activity to
make motivating and engagingā -
Will Wright
Wednesday, 8 June 2011
56. WHATS MY
MOTIVATION?
āGame elements aren't the
monosodium glutamate of fun that
you can simply add to an activity to
make motivating and engagingā -
Will Wright
Wednesday, 8 June 2011
57. WHATS MY
MOTIVATION?
āGame elements aren't the
monosodium glutamate of fun that
you can simply add to an activity to
make motivating and engagingā -
Will Wright
Wednesday, 8 June 2011
58. GLITCHES IN THE MATRIX
Games get gamed!
Wednesday, 8 June 2011
59. RECOMMENDATIONS
ā¢ Gamiļ¬cation does not necessarily mean you make a game
ā¢ Ask yourself what do I want to achieve? then decide is
gamiļ¬cation the answer.
ā¢ Is there a skill to be learned? If not Gamiļ¬cation wont help
ā¢ Try to ensure you provide intrinsic rather than extrinsic
rewards. Make sure the game is meaningful to the players.
ā¢ Make sure you understand your players before you create the
game. Make it appropriate for the audience.
ā¢ Donāt over emphasise operant conditioning your brand will
often stick if the game is fun enough.
ā¢ Discuss ideas with game designers as well as game based
marketers if you really want to make a game.
ā¢ Make sure you know what youāll end up revealing.
Wednesday, 8 June 2011
60. GAME OVER
Congratulations you just unlocked
@mysticmobiles gamification badge
Wednesday, 8 June 2011