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GAMIFICATION
          WILL IT YIELD AN EPIC WIN?
                         Dr Paul Coulton




Wednesday, 8 June 2011
GAMIFICATION
          WILL IT YIELD AN EPIC WIN?
                         Dr Paul Coulton




Wednesday, 8 June 2011
GAMIFICATION ?
Wednesday, 8 June 2011
Use of game
                                        mechanics to
                                         encourage
                                      engagement in an
                                         activity that
                                     otherwise might be
                                     considered a chore
                                          or boring




                         GAMIFICATION ?
Wednesday, 8 June 2011
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
TWO TRIBES?
                         Game Designers Vs Game Based Marketers

Wednesday, 8 June 2011
GAMFICATION CONTINUUM
Wednesday, 8 June 2011
GAMFICATION CONTINUUM
Wednesday, 8 June 2011
GAMFICATION CONTINUUM
Wednesday, 8 June 2011
GAMFICATION CONTINUUM
Wednesday, 8 June 2011
GAMFICATION CONTINUUM
Wednesday, 8 June 2011
GAMFICATION CONTINUUM
Wednesday, 8 June 2011
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
WHATS IS A
            GAME
          MECHANIC?
       ā€œGame 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
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
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
Acting


                                    Killers                           Acheivers               Approximately
                                                                                              25% of players




                                              Killers                     Acheivers

                         Players                                                      World

                                    Socialisers                       Explorers




                                          Socialisers                     Explorers


                                                        Interacting


                                   PLAYER TYPES
          From Richard Bartleā€™s Classiļ¬cation of MUD Players (1996)

Wednesday, 8 June 2011
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 Bartleā€™s Classiļ¬cation of MUD Players (1996)

Wednesday, 8 June 2011
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 Bartleā€™s Classiļ¬cation of MUD Players (1996)

Wednesday, 8 June 2011
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 Bartleā€™s Classiļ¬cation of MUD Players (1996)

Wednesday, 8 June 2011
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 Bartleā€™s Classiļ¬cation of MUD Players (1996)

Wednesday, 8 June 2011
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 Bartleā€™s Classiļ¬cation of MUD Players (1996)

Wednesday, 8 June 2011
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
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
Self
                         Reward   Status   Achievements                Competition   Altruism
                                                          Expression
                           EPIC
                                   WIN          WIN                        WIN
       Points
                           WIN




                                   EPIC
                                                WIN                        WIN
       Levels
                                   WIN




                                               EPIC
                           WIN     WIN                                     WIN
    Challenges
                                               WIN




       Virtual             WIN     WIN
                                                             EPIC
                                                             WIN
                                                                           WIN


       Goods
       Leader                      WIN          WIN
                                                                           EPIC
                                                                           WIN

       Boards
                                                                                       EPIC
                                   WIN          WIN                        WIN
       Gifting
                                                                                       WIN




                    GAMIFIERS HANDBOOK
Wednesday, 8 June 2011
IS IT REALLY
               NEW?
Wednesday, 8 June 2011
IS IT REALLY
               NEW?
Wednesday, 8 June 2011
Amy Jo Kim




                                       Onboarding
                                        Newbies




                         GAMIFICATION LOOP
Wednesday, 8 June 2011
Outcome of Conditioning

                                      Increase            Reduce
                                     Behaviour           Behaviour

                         Positive       Positive
                                                          Response Cost
                                     Reinforcement
                         Stimulus    (add stimulus)
                                                        (remove stimulus)


                         Negative        Negative
                                                          Punishment
                                      Reinforcement
                         Stimulus   (remove stimulus)
                                                         (add stimulus)




           OPERANT CONDITIONING
Wednesday, 8 June 2011
REINFORCEMENT SCHEDULES
Wednesday, 8 June 2011
Fixed Interval
          User gets points every
             time they login




    REINFORCEMENT SCHEDULES
Wednesday, 8 June 2011
Variable Interval
              Fixed Interval
          User gets points every
             time they login
              10-15 games




    REINFORCEMENT SCHEDULES
Wednesday, 8 June 2011
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
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
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
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
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
Ebbinghaus Illusion




                         SIZE MATTERS!
Wednesday, 8 June 2011
Ebbinghaus Illusion




                         SIZE MATTERS!
Wednesday, 8 June 2011
Ebbinghaus Illusion




                         SIZE MATTERS!
Wednesday, 8 June 2011
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
FLAVOURS OF
   GAMIFICATION
       Badgiļ¬cation: the boy scout
                 reward




Wednesday, 8 June 2011
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
FLAVOURS OF
   GAMIFICATION
        Pointsiļ¬cation: Accumulate
        points for repeated activity.




Wednesday, 8 June 2011
BADGES AND
      POINTS ARE
       FEEDBACK
         Most implementations of
        badges and points reward
       repetition not achievements




Wednesday, 8 June 2011
BADGES AND
      POINTS ARE
       FEEDBACK
         Most implementations of
        badges and points reward
       repetition not achievements




Wednesday, 8 June 2011
Challenge




                                                              ie ty
                                                          A nx

                                                                      l ow
                                                                 F
                                                                             d om
                                                                            e
                                                                        B or
                                                                                    Abilities


                                                             Csikszentmihalyi




   New                   Player    Design
 Mechanic                Learns   Grokked

                 PROGRESSIVE GROKKING
      ā€œPlaying video games is fun because it provides experiences of
             competence, self-efļ¬cacy, masteryā€ - Ralph Koster

Wednesday, 8 June 2011
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
r
                                      ye
                                   Pla
                                   er
                               lay

                               gle
                            iP

                           Sin
                            lt
                         Mu




                                            Maslowā€™s Hierarchy of Needs


               CO-OP VS DEATH MATCH
Wednesday, 8 June 2011
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
         DEKOVENā€™S CO-LIBERATION
Wednesday, 8 June 2011
ALL GAMES
           ARENā€™T FUN
    ā€œAsking 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
ā€œGames are not fun
         ALL GAMES                          because theyā€˜re
                                           games, but when
        ARENā€™T FUN                           they are well-
    ā€œAsking 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
WHERES THE FUN?
Wednesday, 8 June 2011
Fun is a
                                     means not
                                      the end



                         WHERES THE FUN?
Wednesday, 8 June 2011
WHATS MY
        MOTIVATION?
        ā€œGame 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
WHATS MY
        MOTIVATION?
        ā€œGame 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
WHATS MY
        MOTIVATION?
        ā€œGame 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
GLITCHES IN THE MATRIX
                         Games get gamed!

Wednesday, 8 June 2011
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€¢ Donā€™t 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 youā€™ll end up revealing.
Wednesday, 8 June 2011
GAME OVER
                     Congratulations you just unlocked
                     @mysticmobiles gamification badge




Wednesday, 8 June 2011

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Gamification: Will It Yield an Epic Win

  • 1. GAMIFICATION WILL IT YIELD AN EPIC WIN? Dr Paul Coulton Wednesday, 8 June 2011
  • 2. GAMIFICATION WILL IT YIELD AN EPIC WIN? Dr Paul Coulton Wednesday, 8 June 2011
  • 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? ā€œGame 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 Bartleā€™s 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 Bartleā€™s 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 Bartleā€™s 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 Bartleā€™s 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 Bartleā€™s 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 Bartleā€™s 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
  • 25. Self Reward Status Achievements Competition Altruism Expression EPIC WIN WIN WIN Points WIN EPIC WIN WIN Levels WIN EPIC WIN WIN WIN Challenges WIN Virtual WIN WIN EPIC WIN WIN Goods Leader WIN WIN EPIC WIN Boards EPIC WIN WIN WIN Gifting WIN GAMIFIERS HANDBOOK Wednesday, 8 June 2011
  • 26. IS IT REALLY NEW? Wednesday, 8 June 2011
  • 27. IS IT REALLY NEW? Wednesday, 8 June 2011
  • 28. Amy Jo Kim Onboarding Newbies GAMIFICATION LOOP Wednesday, 8 June 2011
  • 29. Outcome of Conditioning Increase Reduce Behaviour Behaviour Positive Positive Response Cost Reinforcement Stimulus (add stimulus) (remove stimulus) Negative Negative Punishment Reinforcement Stimulus (remove stimulus) (add stimulus) OPERANT CONDITIONING 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
  • 38. Ebbinghaus Illusion SIZE MATTERS! Wednesday, 8 June 2011
  • 39. Ebbinghaus Illusion SIZE MATTERS! Wednesday, 8 June 2011
  • 40. Ebbinghaus Illusion SIZE MATTERS! 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 ā€œPlaying 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 Maslowā€™s 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 DEKOVENā€™S CO-LIBERATION Wednesday, 8 June 2011
  • 51. ALL GAMES ARENā€™T FUN ā€œAsking 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. ā€œGames are not fun ALL GAMES because theyā€˜re games, but when ARENā€™T FUN they are well- ā€œAsking 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? ā€œGame 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? ā€œGame 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? ā€œGame 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€¢ Donā€™t 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 youā€™ll end up revealing. Wednesday, 8 June 2011
  • 60. GAME OVER Congratulations you just unlocked @mysticmobiles gamification badge Wednesday, 8 June 2011