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Gamifica'on	
  and	
  Audience	
  Engagement	
  
                          The	
  New	
  Normal	
  for	
  audience	
  par'cipa'on	
  
                                            August	
  2011	
  
                                                  Ver.	
  1.0	
  




LLBC,llc
http://www.RevolutionaryInnovator.com
excellence. perspective. innovation.
This	
  proposal	
  is	
  protected	
  under	
  the	
  copyright	
  laws	
  of	
  the	
  United	
  States	
  and	
  other	
  
countries	
  as	
  an	
  unpublished	
  work.	
  	
  This	
  proposal	
  contains	
  informa'on	
  that	
  is	
  
proprietary	
  and	
  confiden'al	
  to	
  LLBC,llc,	
  which	
  shall	
  not	
  be	
  disclosed	
  outside	
  the	
  
recipient’s	
  company	
  or	
  duplicated,	
  used	
  or	
  disclosed	
  in	
  whole	
  or	
  in	
  part	
  by	
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recipient	
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  purpose	
  other	
  than	
  to	
  evaluate	
  this	
  proposal.	
  	
  Any	
  other	
  use	
  or	
  
disclosure	
  in	
  whole	
  or	
  in	
  part	
  of	
  this	
  informa'on	
  without	
  the	
  express	
  wriNen	
  
permission	
  of	
  LLBC,llc	
  is	
  prohibited.	
  
	
  
2011	
  LLBC,llc	
  (unpublished).	
  	
  	
  
All	
  rights	
  reserved.	
  
	
  




                                              Privileged	
  and	
  Confiden'al	
  Informa'on	
                                    2	
  
LLBC,llc

        Got	
  Game?	
  
  Gamifica'on	
  is	
  the	
  use	
  of	
  game	
  techniques	
  to	
  encourage	
  audiences	
  to	
  adopt	
  behaviors,	
  generally,	
  for	
  consumer-­‐oriented	
  products	
  or	
  
  services.	
  	
  	
  Audiences	
  are	
  becoming	
  more	
  broad	
  everyday,	
  the	
  sponsor	
  of	
  the	
  games	
  become	
  more	
  diverse.	
  Techniques	
  used	
  encourage	
  
audiences	
  to	
  adopt	
  a	
  behavior	
  (keep	
  playing	
  to	
  achieve	
  some	
  goal,	
  try	
  to	
  have	
  “more”	
  than	
  other	
  compe'tors)	
  are	
  fun	
  oriented	
  and	
  usually	
  
 with	
  a	
  bit	
  of	
  compe''ve	
  edge.	
  Tradi'onal	
  examples	
  include	
  loyalty	
  programs	
  and	
  have	
  grown	
  to	
  include	
  the	
  use	
  of	
  mobile	
  devices	
  (e.g.,	
  
  “check	
  ins”	
  at	
  your	
  favorite	
  restaurant	
  to	
  become	
  the	
  highest	
  ranked	
  player)	
  and	
  reward	
  badges	
  (icons	
  associated	
  with	
  your	
  login)	
  for	
  
                                                                                       accomplishments.	
  	
  	
  
    Consider	
  it	
  entertainment	
  with	
  a	
  business	
  goal.	
  The	
  entertainment	
  must	
  be	
  relevant	
  to	
  the	
  user	
  and	
  the	
  goal	
  very	
  clearly	
  defined	
  and	
  
   focused.	
  The	
  goal	
  should	
  be	
  mutually	
  beneficial	
  as	
  it	
  plays	
  on	
  the	
  psychological	
  need	
  to	
  engage	
  in	
  gaming.	
  Games	
  that	
  we	
  never	
  win/
    achieve	
  something	
  are	
  no	
  fun	
  and	
  therefore	
  we	
  stop	
  playing.	
  Gamifica'on	
  can	
  be	
  applied	
  to	
  a	
  wide	
  variety	
  of	
  ac'vi'es	
  from	
  rewards	
  
   programs	
  to	
  diet/exercise	
  or	
  surveys	
  and	
  opinion	
  polls.	
  	
  	
  Retail	
  and	
  Consumer	
  products	
  benefit	
  from	
  gamifica'on	
  most	
  today	
  but	
  other	
  
                                                                                   industry	
  can	
  benefit	
  as	
  well.	
  
                                                                                   •       It’s	
  not	
  about	
  making	
  games,	
  it’s	
  about	
  human	
  behavior	
  and	
  the	
  behavioral	
  factors	
  that	
  
                                                                                           encourage	
  us	
  to	
  strive	
  for	
  a	
  goal	
  
                                                                                              –        You	
  can	
  compete	
  with	
  yourself	
  
                                                                                              –        You	
  can	
  compete	
  with	
  a	
  community	
  
                                                                                   •       It	
  is	
  about	
  the	
  game	
  mechanics	
  that	
  spur	
  and	
  mo'vate	
  human	
  (and	
  some	
  scien'st	
  will	
  tell	
  you,	
  all	
  
                                                                                           mammals	
  love	
  to	
  play	
  games)	
  	
  behavior	
  	
  
                                                                                   •       Much	
  of	
  the	
  terminology	
  came	
  from	
  fantasy	
  role	
  playing	
  games	
  (RPGs)	
  that	
  became	
  popular	
  in	
  
                                                                                           the	
  1980’s	
  
                                                                                   •       Those	
  games	
  have	
  since	
  evolved	
  from	
  board	
  games	
  to	
  single	
  player	
  video	
  games	
  to	
  online	
  to	
  
                                                                                           games	
  sponsored	
  or	
  enabled	
  by	
  social	
  media	
  networks	
  
                                                                                   •       What’s	
  old	
  is	
  new	
  again,	
  this	
  is	
  latest	
  itera'on	
  of	
  loyalty	
  and	
  affinity	
  programs	
  
                                                                                              –        Frequent	
  Flier	
  Miles,	
  
                                                                                              –        Hotel	
  Loyalty,	
  
                                                                                              –        Retail	
  Reward,	
  	
  
                                                                                              –        Cooking	
  contest	
  sponsored	
  by	
  Consumer	
  Product	
  Manufacturer,	
  
                                                                                              –        And	
  of	
  course	
  the	
  latest	
  trend	
  from	
  social	
  networks	
  such	
  as	
  Facebook,	
  Yelp,	
  Foursquare	
  

                                                                           Privileged	
  and	
  Confiden'al	
  Informa'on	
                                                                                                       3	
  
LLBC,llc

       Essen'als	
  of	
  the	
  Gamifica'on	
  Event	
  
       The	
  audience	
  and	
  the	
  sponsor	
  play	
  different	
  roles	
  in	
  the	
  gamifica'on	
  event.	
  	
  The	
  sponsor	
  may	
  be	
  
        the	
  party	
  that	
  derives	
  direct	
  benefit	
  from	
  par'cipa'on.	
  	
  Alterna'vely	
  the	
  sponsor	
  may	
  host	
  the	
  
                         game	
  (e.g.,	
  Bazaar	
  Voice,	
  Facebook)	
  and	
  their	
  customer	
  reap	
  the	
  benefits	
  
       Your	
  gamifica'on	
  is	
  a	
  series	
  of	
  discrete	
  events.	
  	
  Audience	
  par'cipate	
  and/or	
  “check	
  in”	
  at	
  'mes.	
  
       The	
  par'cipa'on	
  maybe	
  brief	
  (clicking	
  on	
  app	
  when	
  arriving	
  at	
  a	
  des'na'on)	
  or	
  lengthy	
  as	
  they	
  
                                        play	
  a	
  turn	
  based	
  game,	
  stay	
  at	
  a	
  hotel	
  or	
  take	
  trip.	
  
                        In	
  the	
  following	
  pages	
  we’ll	
  explore	
  each	
  of	
  the	
  following	
  six	
  areas	
  briefly.	
  
	
  
                                                             Audience	
                                                 Game	
  Sponsor	
  

       1 Role	
                    Player	
                                                            Game	
  Master/Host	
  

       2 Reward	
  Point	
         Des'na'on	
                                                         Journey	
  

       3 Mo'va'on	
                Fun/Reward/Sa'sfac'on	
  (of	
  a	
  need	
  or	
  want)	
          Market	
  Share,	
  Audience	
  Engagement	
  

       4 Commitment	
              Investment	
  of	
  'me	
                                           Investment	
  of	
  Resources	
  

       5 Social	
  Goal	
          Community	
                                                         Community	
  

       6 Orienta'on	
              Goals	
                                                             Tasks	
  




                                                           Privileged	
  and	
  Confiden'al	
  Informa'on	
                                                 4	
  
LLBC,llc

   Bartle’s	
  Four	
  Types	
  of	
  Game	
  Players	
  
    Before	
  we	
  can	
  understand	
  audiences,	
  we	
  want	
  to	
  set	
  some	
  context	
  and	
  give	
  some	
  names	
  to	
  the	
  archetypes	
  that	
  
   reside	
  within	
  each	
  type	
  of	
  audience.	
  	
  In	
  1990	
  Richard	
  Bartle	
  wrote	
  a	
  paper	
  that	
  came	
  out	
  of	
  a	
  series	
  of	
  discussions	
  
       between	
  online	
  gamers.	
  	
  The	
  paper	
  was	
  not	
  meant	
  to	
  be	
  scien'fic	
  but	
  did	
  create	
  some	
  commonly	
  accepted	
  
        archetypes	
  for	
  describing	
  gamers,	
  their	
  mo'va'ons	
  and	
  social	
  interac'ons	
  in	
  the	
  online	
  (gamified)	
  world.	
  
 We’ve	
  adopted	
  and	
  modified	
  his	
  defini'ons	
  a	
  bit	
  to	
  provide	
  a	
  common	
  frame	
  of	
  reference	
  and	
  terminology.	
  	
  Future	
  
 versions	
  of	
  this	
  paper	
  will	
  have	
  new	
  archetypes.	
  Each	
  of	
  these	
  archetypes	
  are	
  found	
  in	
  a	
  gamified	
  environment.	
  	
  Do	
  
you	
  have	
  a	
  friend	
  on	
  Facebook	
  who	
  posts	
  ten	
  'mes	
  an	
  hour?	
  Ever	
  read	
  a	
  review	
  from	
  someone	
  who	
  has	
  been	
  to	
  every	
  
                                       restaurant	
  in	
  your	
  neighborhood	
  and	
  knows	
  the	
  owners	
  “personally?”	
  
                                                                             	
  
• There	
  are	
  four	
  basic	
  reasons	
  people	
  par'cipate	
  in	
  these	
  interac've	
  gamified	
  environments.	
  	
  Based	
  
  on	
  our	
  experience	
  these	
  hold	
  true	
  in	
  the	
  modern	
  environment	
  though	
  there	
  are	
  no	
  absolutes.	
  	
  The	
  
  reasons	
  people	
  par'cipate	
  are:	
  
       1.  Achievement	
  within	
  the	
  game	
  context	
  –	
  What	
  benefit	
  does	
  your	
  audience	
  find	
  from	
  play?	
  
       2.  Explora<on	
  of	
  the	
  game	
  –	
  What	
  can	
  they	
  discover	
  or	
  unlock?	
  	
  Does	
  it	
  become	
  progressively	
  more	
  
           interes'ng/challenging	
  to	
  keep	
  them	
  coming	
  back?	
  
       3.  Socializing	
  with	
  others	
  –	
  Are	
  there	
  social	
  rewards/recogni'on	
  and	
  the	
  ability	
  to	
  communicate	
  and	
  
           collaborate	
  with	
  others?	
  
       4.  Imposi<on	
  upon	
  others	
  –	
  This	
  sounds	
  ominous	
  and	
  it	
  happens	
  in	
  the	
  real	
  world	
  and	
  ofen	
  uninten'onally.	
  	
  
           One	
  person’s	
  helpful,	
  is	
  another’s	
  intrusion.	
  	
  However	
  in	
  a	
  review	
  oriented	
  environment	
  (e.g.,	
  Yelp)	
  this	
  is	
  
           where	
  experts	
  or	
  people	
  who	
  feel	
  they	
  are	
  experts	
  impose	
  points	
  of	
  view	
  on	
  others.	
  	
  Like	
  it	
  or	
  not,	
  this	
  is	
  part	
  
           of	
  human	
  behavior	
  so	
  we	
  want	
  you	
  to	
  be	
  prepared	
  for	
  it	
  

                                                                  Privileged	
  and	
  Confiden'al	
  Informa'on	
                                                                       5	
  
LLBC,llc
    Bartle’s	
  Four	
  Types	
  of	
  Game	
  Players	
  (con'nued)	
  
 The	
  four	
  archetypes	
  are:	
  
1.  Achievers	
  -­‐	
  regard	
  badge/reward-­‐gathering	
  and	
  rising	
  in	
  levels	
  as	
  their	
  main	
  goal,	
  and	
  all	
  is	
  ul'mately	
  subservient	
  to	
  this.	
  Explora'on	
  is	
  necessary	
  
    only	
  to	
  find	
  new	
  sources	
  praise	
  or	
  badges.	
  Socializing	
  is	
  a	
  relaxing	
  method	
  of	
  discovering	
  what	
  other	
  players	
  know	
  about	
  the	
  business	
  of	
  
    accumula'ng	
  of	
  more	
  accolades.	
  	
  They	
  are	
  genuinely	
  interested	
  in	
  what	
  others	
  have	
  to	
  say	
  but	
  it’s	
  a	
  means	
  to	
  an	
  end.	
  “Killing”	
  is	
  only	
  necessary	
  to	
  
    when	
  having	
  the	
  most	
  check-­‐ins	
  gives	
  you	
  status	
  above	
  others	
  
2.  Explorers	
  -­‐	
  delight	
  in	
  having	
  the	
  game	
  expose	
  its	
  internal	
  machina'ons	
  to	
  them.	
  They	
  try	
  progressively	
  esoteric	
  ac'ons	
  in	
  wild,	
  out-­‐of-­‐the-­‐way	
  
    places,	
  looking	
  for	
  interes'ng	
  features	
  (i.e.	
  bugs)	
  and	
  figuring	
  out	
  how	
  things	
  work.	
  Scoring	
  points	
  may	
  be	
  necessary	
  to	
  enter	
  some	
  next	
  phase	
  of	
  
    explora'on,	
  but	
  it's	
  tedious,	
  and	
  anyone	
  can	
  do	
  it.	
  	
  They	
  tend	
  to	
  try	
  every	
  feature	
  at	
  least	
  once	
  but	
  there	
  may	
  not	
  be	
  a	
  lot	
  of	
  depth.	
  	
  “Killing”	
  other	
  
    gamers	
  is	
  quick	
  but	
  they	
  are	
  not	
  looking	
  to	
  burn	
  any	
  bridges	
  on	
  the	
  social	
  aspects.	
  Socializing	
  can	
  be	
  informa've	
  as	
  a	
  source	
  of	
  new	
  ideas	
  to	
  try	
  
    out,	
  but	
  most	
  of	
  what	
  people	
  say	
  is	
  something	
  they’ve	
  tried.	
  	
  They	
  will	
  gravitate	
  to	
  more	
  experienced	
  explorers.	
  	
  These	
  archetypes	
  are	
  your	
  best	
  
    beta-­‐testers	
  and	
  will	
  be	
  more	
  forgiving	
  of	
  bugs	
  or	
  issues	
  they	
  discover	
  in	
  your	
  product	
  or	
  service	
  
3.  Killers	
  –	
  get	
  their	
  kicks	
  from	
  imposing	
  themselves	
  on	
  others.	
  This	
  may	
  be	
  "nice",	
  i.e..	
  busybody	
  do-­‐gooding,	
  but	
  few	
  people	
  prac'ce	
  such	
  an	
  
    approach	
  because	
  the	
  rewards	
  (a	
  warm,	
  cozy	
  inner	
  glow,	
  apparently)	
  aren't	
  very	
  substan'al.	
  Much	
  more	
  commonly,	
  audience	
  members	
  may	
  
    “aNack”	
  others	
  for	
  the	
  personal	
  gra'fica'on	
  of	
  demonstra'ng	
  some	
  type	
  of	
  game	
  superiority.	
  The	
  more	
  massive	
  the	
  distress	
  caused,	
  the	
  greater	
  
    the	
  killer's	
  joy	
  at	
  having	
  caused	
  it.	
  Normal	
  points-­‐scoring	
  is	
  usually	
  required	
  so	
  as	
  to	
  become	
  powerful	
  enough	
  to	
  begin	
  causing	
  havoc	
  in	
  earnest,	
  
    and	
  explora'on	
  of	
  a	
  kind	
  is	
  necessary	
  to	
  discover	
  new	
  and	
  ingenious	
  ways	
  to	
  ”kill”	
  or	
  be	
  the	
  known	
  expert	
  to	
  other	
  people.	
  Even	
  socializing	
  is	
  
    some'mes	
  worthwhile	
  beyond	
  taun'ng	
  a	
  recent	
  vic'm,	
  for	
  example	
  in	
  finding	
  out	
  someone's	
  playing	
  habits,	
  or	
  discussing	
  tac'cs	
  with	
  fellow	
  
    killers.	
  They're	
  all	
  just	
  means	
  to	
  an	
  end,	
  though;	
  only	
  in	
  the	
  knowledge	
  that	
  a	
  real	
  person,	
  somewhere,	
  is	
  very	
  upset	
  by	
  what	
  you've	
  just	
  done,	
  yet	
  
    can	
  themselves	
  do	
  nothing	
  about	
  it,	
  is	
  there	
  any	
  true	
  adrenalin-­‐shoo'ng,	
  juicy	
  fun.	
  
4.  Socializers	
  -­‐	
  are	
  interested	
  in	
  people,	
  and	
  what	
  they	
  have	
  to	
  say.	
  The	
  game	
  is	
  merely	
  a	
  backdrop,	
  a	
  common	
  ground	
  where	
  things	
  happen	
  to	
  
    players.	
  Inter-­‐audience	
  rela'onships	
  are	
  important:	
  empathizing	
  with	
  people,	
  sympathizing,	
  joking,	
  entertaining,	
  listening;	
  even	
  merely	
  observing	
  
    people	
  play	
  can	
  be	
  rewarding	
  -­‐	
  seeing	
  them	
  grow	
  as	
  individuals,	
  maturing	
  over	
  'me.	
  Some	
  explora'on	
  may	
  be	
  necessary	
  so	
  as	
  to	
  understand	
  
    what	
  everyone	
  else	
  is	
  talking	
  about,	
  and	
  points-­‐scoring	
  could	
  be	
  required	
  to	
  gain	
  access	
  to	
  neat	
  communica've	
  spells	
  available	
  only	
  to	
  higher	
  
    levels	
  (as	
  well	
  as	
  to	
  obtain	
  a	
  certain	
  status	
  in	
  the	
  community).	
  “Killing”	
  (wri'ng	
  some	
  scathing	
  retort)	
  is	
  only	
  perpetrated	
  upon	
  someone	
  who	
  has	
  
    caused	
  intolerable	
  pain	
  to	
  a	
  dear	
  friend.	
  The	
  only	
  ul'mately	
  fulfilling	
  thing	
  is	
  not	
  how	
  to	
  rise	
  levels	
  or	
  kill	
  hapless	
  drips;	
  it's	
  gepng	
  to	
  know	
  people,	
  
    to	
  understand	
  them,	
  and	
  to	
  form	
  beau'ful,	
  las'ng	
  rela'onships.	
  




                                                                                      Privileged	
  and	
  Confiden'al	
  Informa'on	
                                                                                                         6	
  
LLBC,llc

      1.	
  Role	
  -­‐	
  Audiences	
  and	
  Sponsors	
  
             Choosing	
  your	
  sponsor	
  is	
  easy.	
  	
  It’s	
  you	
  and	
  you’ve	
  decided	
  to	
  engage	
  with	
  an	
  audience	
  for	
  some	
  value	
  added	
  purpose.	
  	
  We	
  won’t	
  explore	
  the	
  value	
  
                         proposi'on	
  here.	
  	
  You	
  may	
  choose	
  a	
  third	
  party	
  to	
  host	
  your	
  gamifica'on	
  event.	
  	
  They	
  act	
  as	
  a	
  proxy	
  for	
  your	
  needs	
  and	
  wants.	
  
  Audiences	
  are	
  more	
  complex.	
  	
  There	
  is	
  a	
  broad	
  category	
  that	
  are	
  oYen	
  called	
  personas	
  which	
  represent	
  market	
  segments	
  you	
  are	
  trying	
  to	
  aZract	
  or	
  appeal	
  
 to.	
  	
  Development	
  of	
  personas	
  is	
  a	
  topic	
  for	
  another	
  presenta'on.	
  	
  We’ll	
  discuss	
  it	
  a	
  high	
  level	
  here.	
  	
  Development	
  of	
  your	
  community	
  must	
  be	
  tailored	
  to	
  your	
  
                                                                                                                  audience.	
  
   Each	
  persona	
  represents	
  a	
  group	
  of	
  like-­‐minded	
  individuals	
  that	
  come	
  to	
  your	
  community	
  for	
  shared	
  goals	
  or	
  interests.	
  	
  Your	
  ac'vi'es	
  and	
  rewards	
  must	
  
  appeal	
  to	
  them.	
  	
  As	
  you	
  develop	
  the	
  audience	
  a	
  picture	
  helps	
  to	
  ground	
  you	
  as	
  you	
  think	
  about	
  them.	
  	
  Your	
  events	
  and	
  rewards	
  must	
  match	
  their	
  social	
  style	
  
  and	
  par'cular	
  mo'va'ons.	
  	
  Some	
  you	
  may	
  actually	
  wish	
  to	
  discourage	
  while	
  others,	
  such	
  as	
  Explorers	
  you	
  may	
  wish	
  to	
  emphasize.	
  Emphasize	
  the	
  explorers	
  
                                                                     when	
  you	
  want	
  to	
  expand	
  the	
  boundaries	
  of	
  your	
  product	
  or	
  service.	
  
  Within	
  each	
  group	
  are	
  the	
  arch-­‐types	
  we	
  previously	
  discussed.	
  	
  The	
  following	
  example	
  gives	
  you	
  an	
  idea	
  of	
  the	
  types	
  of	
  behaviors	
  each	
  will	
  exhibit.	
  	
  How	
  will	
  
   you	
  mo'vate	
  each?	
  Each	
  of	
  these	
  archetypes	
  are	
  found	
  in	
  a	
  gamified	
  environment.	
  	
  Do	
  you	
  have	
  a	
  friend	
  on	
  Facebook	
  who	
  posts	
  ten	
  'mes	
  an	
  hour?	
  Ever	
  
                        read	
  a	
  review	
  from	
  someone	
  who	
  has	
  been	
  to	
  every	
  restaurant	
  in	
  your	
  neighborhood	
  and	
  knows	
  the	
  owners	
  “personally?”	
  

                             Foodie	
                                           Networker	
                                    	
  

Achiever	
                   Well	
  wriNen	
  reviews	
  of	
  high	
          Lots	
  of	
  connec'ons	
  and	
  well	
  wriNen	
  recommenda'ons.	
  	
  Would	
  
                             end	
  food	
  items.	
  	
  They	
  love	
        love	
  the	
  term	
  “Professional	
  Networker”	
  
                             flaNery	
                                                                                                                                                                                               Art
                                                                                                                                                                                                                                   Lover
Explorer	
                   Reviews	
  of	
  “off	
  the	
  beaten”	
           Every	
  feature	
  of	
  the	
  system	
  will	
  be	
  exercised	
  to	
  a	
  moderate	
  or	
  
                             path	
  restaurants	
                              high	
  degree,	
  once	
  and	
  perhaps	
  a	
  few	
  many	
  'mes.	
  You’re	
  best	
             Foodie
                                                                                beta	
  testers.	
  	
  Would	
  be	
  offended	
  by	
  “Professional	
  Networker”	
  


Killer	
                     What’s	
  bad	
  (and	
  good)	
  about	
          A	
  lot	
  of	
  high	
  profile	
  connec'ons	
  but	
  likely	
  held	
  private.	
  	
  
                             the	
  owners	
  of	
  a	
  gourmet	
  shop	
      However	
  once	
  you’re	
  in	
  their	
  network,	
  you’re	
  in	
  for	
  life.	
  Scoffs	
  
                             or	
  restaurant	
                                 at	
  “Professional	
  Networkers”	
  
                                                                                                                                                                                      Dad                                       Video Game
Socializers	
                Favorite	
  food	
  for	
  par'es	
  or	
          Poten'ally	
  thousands	
  of	
  connec'ons	
  and	
  have	
  the	
  badges	
  to	
  
                             best	
  places	
  to	
  hang	
  out	
  with	
      prove	
  it.	
  Would	
  look	
  at	
  the	
  term	
  “Professional	
  Networker”	
  as	
                                                      Addict
                             interes'ng	
  cuisine.	
  The	
  local	
           too	
  formal	
  but	
  would	
  accept	
  it	
  
                             fondue	
  place	
  



                                                                                         Privileged	
  and	
  Confiden'al	
  Informa'on	
                                                                                                    7	
  
LLBC,llc
   2.	
  Reward	
  Point	
  -­‐	
  A	
  Journey	
  leads	
  to	
  a	
  Des'na'on	
  
 Audiences	
  “arrive”	
  at	
  your	
  gamifica'on	
  event	
  because	
  of	
  a	
  number	
  of	
  factors.	
  	
  Your	
  ability	
  to	
  “market”,	
  buzz	
  factor	
  (the	
  latest	
  hot	
  social	
  
network),	
  peer	
  group	
  and	
  of	
  course	
  interest	
  in	
  the	
  topic.	
  	
  Don’t	
  rely	
  on	
  audiences	
  “stumbling	
  upon”	
  your	
  site	
  or	
  event.	
  	
  Marke'ng	
  must	
  be	
  
   “in	
  context”	
  (adver'sing	
  frequent	
  flier	
  miles	
  on	
  a	
  flight)	
  and	
  have	
  the	
  “minimum	
  barrier	
  to	
  entry.”	
  	
  The	
  MBE	
  depends	
  on	
  the	
  level	
  of	
  
      exclusively	
  you	
  need	
  for	
  your	
  business.	
  	
  An	
  event	
  designed	
  to	
  aZract	
  fisherman	
  to	
  a	
  boa'ng	
  magazine	
  should	
  be	
  a	
  few	
  lines	
  of	
  
 informa'on.	
  	
  An	
  event	
  designed	
  to	
  aZract	
  extreme	
  athletes	
  to	
  remote	
  loca'ons	
  may	
  require	
  valida'on	
  of	
  previously	
  completed	
  athle'c	
  
                                                                                                        events	
  
 For	
  your	
  audience,	
  it’s	
  the	
  reward	
  they	
  receive	
  at	
  the	
  des'na'on.	
  	
  Des'na'ons	
  can	
  be	
  stops	
  along	
  the	
  way	
  (think	
  'ers	
  of	
  membership	
  or	
  
elite	
  status)	
  and	
  the	
  journey	
  should	
  never	
  end.	
  For	
  you	
  it’s	
  the	
  journey.	
  	
  Audiences	
  may	
  contribute	
  to	
  your	
  cause	
  or	
  consume	
  your	
  product.	
  	
  
                                      The	
  journey	
  itself	
  must	
  have	
  challenges	
  to	
  con'nue	
  to	
  engage	
  and	
  delight	
  your	
  audience	
  	
  

   •  Start	
  with	
  the	
  on-­‐boarding	
  experience	
  
               –  In	
  any	
  type	
  of	
  customer	
  service,	
  the	
  first	
  ten	
  minutes	
  and	
  last	
  ten	
  are	
  what	
  audiences	
  
                  remember	
  best.	
  	
  Make	
  it	
  simple	
  with	
  a	
  minimum	
  barrier	
  to	
  entry.	
  	
  That	
  is,	
  something	
  
                  that	
  is	
  easy	
  for	
  the	
  audience	
  or	
  player	
  to	
  do	
  in	
  the	
  context	
  of	
  their	
  need.	
  	
  The	
  more	
  
                  experienced	
  your	
  audience	
  is,	
  the	
  more	
  exclusivity	
  they	
  will	
  need	
  to	
  make/keep	
  them	
  
                  interested	
  
   •  Challenge	
  each	
  of	
  the	
  four	
  archetypes,	
  iden'fy	
  what	
  is	
  going	
  to	
  appeal	
  to	
  them	
  
      during	
  the	
  journey	
  and	
  how	
  will	
  you	
  reward	
  them	
  once	
  they	
  get	
  where	
  you	
  want	
  
      them	
  to	
  go	
  
   •  Once	
  they	
  have	
  made	
  it	
  to	
  a	
  Point	
  of	
  Arrival,	
  make	
  it	
  important	
  and	
  make	
  it	
  
      personal	
  
   •  For	
  the	
  sponsor	
  it’s	
  incremental	
  value	
  that	
  the	
  audience	
  provides	
  by	
  par'cipa'on	
  
      or	
  ac'ons	
  	
  

                                                                          Privileged	
  and	
  Confiden'al	
  Informa'on	
                                                                                   8	
  
LLBC,llc

         3.	
  Mo'va'on	
  -­‐	
  Movement	
  
     It’s	
  been	
  speculated	
  that	
  earliest	
  known	
  board	
  games	
  came	
  from	
  the	
  
     Mancala	
  family	
  of	
  “Count	
  and	
  Capture”	
  games.	
  	
  Mancala	
  type	
  boards	
  
                           have	
  been	
  iden'fied	
  in	
  ancient	
  tombs.	
  
 The	
  word	
  Mancala	
  is	
  thought	
  to	
  come	
  from	
  Arabic	
  “naqala”	
  meaning	
  to	
  
  to	
  move	
  or	
  transfer.	
  	
  Gamifica'on	
  is	
  about	
  moving	
  or	
  mo'va'ng	
  your	
  
                                              audience.	
  
•        The	
  theories	
  behind	
  gamifica'on	
  come	
  from	
  Behavioral	
  Sciences	
  
•        Mo'va'ons	
  and	
  aNrac'ons	
  of	
  a	
  cause,	
  your	
  cause,	
  be	
  they	
  	
  
            –        Restaurant	
  reviews	
  
            –        Managed	
  outcomes	
  used	
  by	
  Healthcare	
  professional	
  to	
  encourage	
  pa'ent	
  behaviors	
                                            Modern	
  Mancala	
  Type	
  Board	
  
            –        Poli'cal	
  agendas	
  
            –        Consumer	
  products	
  or	
  services	
  
            –        Hotel	
  programs	
  are	
  all	
  supported	
  by	
  the	
  process	
  
                                                                                                                                                                                                         First
            –        It’s	
  a	
  call	
  to	
  ac'on,	
  but	
  those	
  ac'ons	
  must	
  be	
  acceptable	
  to	
  your	
  audience	
  before	
  
                                                                                                                                                                                                           to
                     decide	
  to	
  engage	
  
                                                                                                                                                                                                         Visit!
•        Audiences	
  want	
  to	
  belong	
  to	
  communi'es	
  of	
  like	
  minded	
  individuals.	
  	
  You	
  must	
  create	
  the	
                                  100
         community	
  and	
  develop	
  relevance	
  to	
  your	
  audience	
                                                                                               Reviews!
•        It’s	
  the	
  journey	
  as	
  well	
  as	
  the	
  des'na'on.	
  	
  Mo'va'ng	
  your	
  audience	
  by	
  archetype	
  is	
  key	
  to	
  their	
  
         social	
  experience.	
  	
  Why	
  are	
  they	
  here?	
  	
  Have	
  you	
  tailored	
  the	
  game	
  to	
  their	
  level	
  of	
  experience?	
  

•        Mo'va'ons	
  vary	
  based	
  in	
  age,	
  interests	
  and	
  context	
  (what	
  you	
  do	
  for	
  fun	
  vs.	
  what	
  you	
  do	
  for	
  work).	
  	
  
         They	
  are	
  powerful,	
  it	
  can	
  spur	
  large	
  groups	
  to	
  ac'on	
  
•        Nearly	
  any	
  set	
  of	
  ac'vi'es	
  can	
  be	
  gamified	
  and	
  in	
  any	
  industry	
  	
  
•        Rewards	
  range	
  from	
  badges	
  to	
  elite	
  status	
  and	
  exclusive	
  entry	
  (virtual	
  or	
  real)	
  to	
  rooms	
  or	
  clubs	
  
                                                                                                                                                                                          Top Dog!
•        The	
  key	
  is	
  mo'va'on	
  in	
  context	
  of	
  the	
  gamified	
  event	
  


                                                                                                 Privileged	
  and	
  Confiden'al	
  Informa'on	
                                                                     9	
  
LLBC,llc

4.	
  Commitment	
  –	
  Time	
  and	
  Resources	
  
•    Audiences	
  are	
  very	
  smart	
  and	
  increasingly	
  savvy.	
  	
  There	
  is	
  now	
  a	
  whole	
  genera'on	
  of	
  consumers	
  (business	
  and	
  
     individual)	
  growing	
  up	
  with	
  social	
  networks.	
  	
  They	
  know	
  the	
  price	
  of	
  their	
  'me	
  and	
  commitment	
  to	
  your	
  event	
  
•    The	
  judgment	
  is	
  qualita've	
  but	
  audiences	
  are	
  looking	
  for	
  what	
  they	
  consider	
  to	
  be	
  “fair	
  trade”	
  
•    A	
  sponsor’s	
  commitment	
  is	
  to	
  building	
  against	
  the	
  four	
  mo'va'on	
  
       –     Achievement	
  –	
  What	
  and	
  where	
  are	
  the	
  rewards?	
  Are	
  they	
  visible	
  in	
  a	
  meaningful	
  and	
  relevant	
  way?	
  
       –     Explora'on	
  –	
  Can	
  the	
  audience	
  find	
  meaningful	
  and	
  relevant	
  items	
  of	
  value?	
  	
  Is	
  there	
  exclusivity	
  for	
  experienced	
  members?	
  
       –     Socializa'on	
  –	
  Can	
  users	
  find	
  friends/peers	
  quickly?	
  	
  Can	
  they	
  import	
  them	
  easily	
  from	
  social	
  networks	
  or	
  their	
  personal	
  
             contacts?	
  
       –     Imposi'on	
  –	
  The	
  two	
  edged	
  sword.	
  	
  Your	
  gamified	
  system	
  must	
  be	
  balanced	
  to	
  allow	
  for	
  players	
  to	
  achieve	
  but	
  also	
  to	
  prevent	
  
             the	
  system	
  from	
  being	
  taken	
  advantage	
  of.	
  	
  Make	
  the	
  rules	
  clear	
  and	
  transparent	
  




                                                                    Privileged	
  and	
  Confiden'al	
  Informa'on	
                                                                                        10	
  
LLBC,llc

5.	
  Social	
  Goals	
  –	
  Communi'es	
  of	
  Interest	
  




                                Audiences	
  are	
  made	
  up	
  of	
  individuals	
  but	
  sharing	
  is	
  in	
  our	
  nature	
  

 •    Commitment	
  to	
  a	
  community	
  from	
  both	
  the	
  audience	
  and	
  sponsor	
  are	
  generally	
  the	
  same.	
  	
  
      Mo'va'on	
  may	
  differ	
  but	
  for	
  the	
  commitments	
  made	
  by	
  each	
  run	
  deep	
  and	
  have	
  an	
  
      emo'onal	
  engagement	
  
 •    Community	
  development	
  should	
  be	
  done	
  with	
  a	
  good	
  amount	
  of	
  research	
  and	
  forethought.	
  	
  
      Understanding	
  of	
  your	
  audience	
  and	
  the	
  community	
  will	
  make	
  or	
  break	
  adop'on	
  very	
  quickly	
  
       –  Have	
  “experts”	
  on	
  hand	
  or	
  interview	
  them	
  
       –  Understand	
  the	
  context	
  of	
  current	
  trends	
  and	
  interests	
  
       –  Know	
  what’s	
  important	
  now	
  and	
  be	
  ready	
  to	
  provide	
  a	
  way	
  for	
  that	
  to	
  “bubble	
  up”	
  
       –  Develop	
  depth	
  into	
  your	
  experience.	
  	
  You	
  cannot	
  fool	
  your	
  audiences	
  with	
  superficial	
  knowledge	
  

                                                     Privileged	
  and	
  Confiden'al	
  Informa'on	
                                                 11	
  
LLBC,llc

6.	
  Task	
  vs.	
  Goal	
  Orienta'on	
  
•    Goals	
  must	
  be	
  relevant	
  to	
  the	
  community	
  
•    Tasks	
  must	
  be	
  realis'c	
  and	
  achievable	
  yet	
  provide	
  value	
  to	
  the	
  Sponsor	
  
       –  It	
  goes	
  without	
  saying	
  the	
  reward	
  for	
  the	
  task	
  must	
  be	
  propor'onate	
  but	
  the	
  audience	
  doesn’t	
  like	
  to	
  
          feel	
  as	
  if	
  it	
  is	
  being	
  taken	
  advantage	
  of	
  
•    Create	
  the	
  tasks	
  to	
  build	
  on	
  one	
  another.	
  	
  Progressive	
  levels	
  of	
  difficulty	
  are	
  fine	
  as	
  long	
  as	
  
     there	
  is	
  transparency	
  
•    Your	
  audience	
  is	
  concern	
  about	
  the	
  goal	
  so	
  you	
  need	
  to	
  make	
  the	
  tasks	
  as	
  simple	
  and	
  
     engaging	
  as	
  possible	
  
       –  When	
  wri'ng	
  up	
  text,	
  does	
  the	
  browser	
  lend	
  itself	
  to	
  simple,	
  yet	
  complete	
  edi'ng?	
  	
  
       –  Do	
  the	
  puzzles	
  or	
  ac'vi'es	
  depend	
  or	
  something	
  that	
  the	
  user	
  does	
  not	
  readily	
  or	
  easily	
  have	
  at	
  
          hand?	
  
       –  Are	
  the	
  number	
  of	
  tasks	
  propor'onate	
  to	
  the	
  goal?	
  
       –  Are	
  you	
  ac'vely	
  engaged?	
  	
  Audiences	
  love	
  to	
  par'cipate	
  with	
  their	
  favorite	
  stars	
  or	
  events	
  
                •    Consider	
  the	
  “Wave”	
  at	
  spor'ng	
  events	
  
                •    TwiNer	
  feeds	
  that	
  run	
  across	
  live	
  broadcasts	
  
                •    Special	
  “appearances”	
  by	
  celebri'es	
  or	
  sponsors	
  
                •    Consider	
  running	
  surveys	
  and	
  live	
  feedback	
  sessions.	
  Your	
  audience	
  wants	
  to	
  talk	
  to	
  you,	
  they	
  will	
  be	
  
                     disappointed	
  if	
  you	
  don’t	
  engage	
  but	
  it	
  must	
  be	
  tasteful	
  



                                                             Privileged	
  and	
  Confiden'al	
  Informa'on	
                                                                     12	
  
LLBC,llc

Some	
  further	
  thoughts	
  
•    Goals	
  and	
  rewards	
  lead	
  the	
  way	
  
•    The	
  game	
  that	
  never	
  ends	
  –	
  Make	
  	
  
•    Master	
  this,	
  master	
  that	
  
•    Be	
  King	
  of	
  the	
  mountain	
  –	
  Who	
  has	
  the	
  most	
  of	
  “…?”	
  Friendly	
  
     compe''ons	
  
      –  Who	
  will	
  take	
  you	
  down?	
  
•  Create	
  Emo'onal	
  ANachment	
  and	
  value	
  to	
  your	
  game	
  
•  The	
  Social	
  Network	
  –	
  What’s	
  social	
  and	
  special	
  about	
  yours?	
  
•  Encourage	
  “test	
  players”	
  




                                           Privileged	
  and	
  Confiden'al	
  Informa'on	
                 13	
  
LLBC,llc

Some	
  Star'ng	
  Points	
  
•  What’s	
  your	
  goal	
  and	
  why	
  is	
  that	
  compelling	
  to	
  the	
  
   communi'es	
  you	
  are	
  trying	
  to	
  involve	
  
      –  Don’t	
  be	
  afraid	
  to	
  have	
  more	
  than	
  one	
  (or	
  many!)	
  
         communi'es	
  
•    Defining	
  Communi'es,	
  audiences	
  and	
  par'cipa'on	
  goals	
  
•    Audience	
  delight	
  
•    Make	
  the	
  discovery	
  process	
  engaging	
  
•    Don’t	
  over	
  complicate	
  it.	
  	
  One	
  goal	
  per	
  challenge	
  	
  
•    Making	
  those	
  unseen	
  connec'ons	
  clear	
  
•    What’s	
  your	
  goal?	
  
•    Challenges	
  must	
  keep	
  changing	
  
                                                                    You met 50
•    Reward	
  people	
  for	
  being	
  social	
                  new people!




                                             Privileged	
  and	
  Confiden'al	
  Informa'on	
     14	
  
LLBC,llc

        Gamifica'on	
  Strategy	
  Worksheet	
  
                                                                      <<Overarching	
  Value	
  Proposi'on	
  –	
  One	
  Liner>>	
  
                            Archetypes	
            Journey	
                        Reward	
                   Mo<va<on	
                Community	
                 Tasks	
  
                                             1.    Achievement	
          1.        Achievement	
         1.     Achievement	
      1.     Achievement	
      1.    Achievement	
  
                                             2.    Explora'on	
           2.        Explora'on	
          2.     Explora'on	
       2.     Explora'on	
       2.    Explora'on	
  
                                             3.    Socializa'on	
         3.        Socializa'on	
        3.     Socializa'on	
     3.     Socializa'on	
     3.    Socializa'on	
  
                                             4.    Imposi'on	
            4.        Imposi'on	
           4.     Imposi'on	
        4.     Imposi'on	
        4.    Imposi'on	
  




                           Explorer	
  
<<Your	
  Audience>>	
  




                           Achiever	
  




                           Killer	
  




                           Socializer	
  




                                                                                Privileged	
  and	
  Confiden'al	
  Informa'on	
                                                15	
  
Thank	
  you	
  for	
  taking	
  the	
  'me	
  to	
  read	
  our	
  
materials.	
  There	
  is	
  much	
  more	
  material	
  than	
  could	
  
               be	
  covered	
  in	
  this	
  presenta'on.	
  
We	
  hope	
  it’s	
  been	
  able	
  to	
  expand	
  your	
  perspec've.	
  	
  	
  
 We	
  look	
  forward	
  to	
  con'nuing	
  the	
  conversa'on	
  
                          Lawrence	
  I	
  Lerner	
  
                          President	
  LLBC,llc	
  
                lawrence@Revolu'onaryInnovator.com	
  
                       Direct:	
  +1.630.248.0663	
  
          HNp://www.Revolu'onaryInnovator.com/Consul'ng	
  	
  

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Gamification 08 2011

  • 1. Gamifica'on  and  Audience  Engagement   The  New  Normal  for  audience  par'cipa'on   August  2011   Ver.  1.0   LLBC,llc http://www.RevolutionaryInnovator.com excellence. perspective. innovation.
  • 2. This  proposal  is  protected  under  the  copyright  laws  of  the  United  States  and  other   countries  as  an  unpublished  work.    This  proposal  contains  informa'on  that  is   proprietary  and  confiden'al  to  LLBC,llc,  which  shall  not  be  disclosed  outside  the   recipient’s  company  or  duplicated,  used  or  disclosed  in  whole  or  in  part  by  the   recipient  of  any  purpose  other  than  to  evaluate  this  proposal.    Any  other  use  or   disclosure  in  whole  or  in  part  of  this  informa'on  without  the  express  wriNen   permission  of  LLBC,llc  is  prohibited.     2011  LLBC,llc  (unpublished).       All  rights  reserved.     Privileged  and  Confiden'al  Informa'on   2  
  • 3. LLBC,llc Got  Game?   Gamifica'on  is  the  use  of  game  techniques  to  encourage  audiences  to  adopt  behaviors,  generally,  for  consumer-­‐oriented  products  or   services.      Audiences  are  becoming  more  broad  everyday,  the  sponsor  of  the  games  become  more  diverse.  Techniques  used  encourage   audiences  to  adopt  a  behavior  (keep  playing  to  achieve  some  goal,  try  to  have  “more”  than  other  compe'tors)  are  fun  oriented  and  usually   with  a  bit  of  compe''ve  edge.  Tradi'onal  examples  include  loyalty  programs  and  have  grown  to  include  the  use  of  mobile  devices  (e.g.,   “check  ins”  at  your  favorite  restaurant  to  become  the  highest  ranked  player)  and  reward  badges  (icons  associated  with  your  login)  for   accomplishments.       Consider  it  entertainment  with  a  business  goal.  The  entertainment  must  be  relevant  to  the  user  and  the  goal  very  clearly  defined  and   focused.  The  goal  should  be  mutually  beneficial  as  it  plays  on  the  psychological  need  to  engage  in  gaming.  Games  that  we  never  win/ achieve  something  are  no  fun  and  therefore  we  stop  playing.  Gamifica'on  can  be  applied  to  a  wide  variety  of  ac'vi'es  from  rewards   programs  to  diet/exercise  or  surveys  and  opinion  polls.      Retail  and  Consumer  products  benefit  from  gamifica'on  most  today  but  other   industry  can  benefit  as  well.   •  It’s  not  about  making  games,  it’s  about  human  behavior  and  the  behavioral  factors  that   encourage  us  to  strive  for  a  goal   –  You  can  compete  with  yourself   –  You  can  compete  with  a  community   •  It  is  about  the  game  mechanics  that  spur  and  mo'vate  human  (and  some  scien'st  will  tell  you,  all   mammals  love  to  play  games)    behavior     •  Much  of  the  terminology  came  from  fantasy  role  playing  games  (RPGs)  that  became  popular  in   the  1980’s   •  Those  games  have  since  evolved  from  board  games  to  single  player  video  games  to  online  to   games  sponsored  or  enabled  by  social  media  networks   •  What’s  old  is  new  again,  this  is  latest  itera'on  of  loyalty  and  affinity  programs   –  Frequent  Flier  Miles,   –  Hotel  Loyalty,   –  Retail  Reward,     –  Cooking  contest  sponsored  by  Consumer  Product  Manufacturer,   –  And  of  course  the  latest  trend  from  social  networks  such  as  Facebook,  Yelp,  Foursquare   Privileged  and  Confiden'al  Informa'on   3  
  • 4. LLBC,llc Essen'als  of  the  Gamifica'on  Event   The  audience  and  the  sponsor  play  different  roles  in  the  gamifica'on  event.    The  sponsor  may  be   the  party  that  derives  direct  benefit  from  par'cipa'on.    Alterna'vely  the  sponsor  may  host  the   game  (e.g.,  Bazaar  Voice,  Facebook)  and  their  customer  reap  the  benefits   Your  gamifica'on  is  a  series  of  discrete  events.    Audience  par'cipate  and/or  “check  in”  at  'mes.   The  par'cipa'on  maybe  brief  (clicking  on  app  when  arriving  at  a  des'na'on)  or  lengthy  as  they   play  a  turn  based  game,  stay  at  a  hotel  or  take  trip.   In  the  following  pages  we’ll  explore  each  of  the  following  six  areas  briefly.     Audience   Game  Sponsor   1 Role   Player   Game  Master/Host   2 Reward  Point   Des'na'on   Journey   3 Mo'va'on   Fun/Reward/Sa'sfac'on  (of  a  need  or  want)   Market  Share,  Audience  Engagement   4 Commitment   Investment  of  'me   Investment  of  Resources   5 Social  Goal   Community   Community   6 Orienta'on   Goals   Tasks   Privileged  and  Confiden'al  Informa'on   4  
  • 5. LLBC,llc Bartle’s  Four  Types  of  Game  Players   Before  we  can  understand  audiences,  we  want  to  set  some  context  and  give  some  names  to  the  archetypes  that   reside  within  each  type  of  audience.    In  1990  Richard  Bartle  wrote  a  paper  that  came  out  of  a  series  of  discussions   between  online  gamers.    The  paper  was  not  meant  to  be  scien'fic  but  did  create  some  commonly  accepted   archetypes  for  describing  gamers,  their  mo'va'ons  and  social  interac'ons  in  the  online  (gamified)  world.   We’ve  adopted  and  modified  his  defini'ons  a  bit  to  provide  a  common  frame  of  reference  and  terminology.    Future   versions  of  this  paper  will  have  new  archetypes.  Each  of  these  archetypes  are  found  in  a  gamified  environment.    Do   you  have  a  friend  on  Facebook  who  posts  ten  'mes  an  hour?  Ever  read  a  review  from  someone  who  has  been  to  every   restaurant  in  your  neighborhood  and  knows  the  owners  “personally?”     • There  are  four  basic  reasons  people  par'cipate  in  these  interac've  gamified  environments.    Based   on  our  experience  these  hold  true  in  the  modern  environment  though  there  are  no  absolutes.    The   reasons  people  par'cipate  are:   1.  Achievement  within  the  game  context  –  What  benefit  does  your  audience  find  from  play?   2.  Explora<on  of  the  game  –  What  can  they  discover  or  unlock?    Does  it  become  progressively  more   interes'ng/challenging  to  keep  them  coming  back?   3.  Socializing  with  others  –  Are  there  social  rewards/recogni'on  and  the  ability  to  communicate  and   collaborate  with  others?   4.  Imposi<on  upon  others  –  This  sounds  ominous  and  it  happens  in  the  real  world  and  ofen  uninten'onally.     One  person’s  helpful,  is  another’s  intrusion.    However  in  a  review  oriented  environment  (e.g.,  Yelp)  this  is   where  experts  or  people  who  feel  they  are  experts  impose  points  of  view  on  others.    Like  it  or  not,  this  is  part   of  human  behavior  so  we  want  you  to  be  prepared  for  it   Privileged  and  Confiden'al  Informa'on   5  
  • 6. LLBC,llc Bartle’s  Four  Types  of  Game  Players  (con'nued)   The  four  archetypes  are:   1.  Achievers  -­‐  regard  badge/reward-­‐gathering  and  rising  in  levels  as  their  main  goal,  and  all  is  ul'mately  subservient  to  this.  Explora'on  is  necessary   only  to  find  new  sources  praise  or  badges.  Socializing  is  a  relaxing  method  of  discovering  what  other  players  know  about  the  business  of   accumula'ng  of  more  accolades.    They  are  genuinely  interested  in  what  others  have  to  say  but  it’s  a  means  to  an  end.  “Killing”  is  only  necessary  to   when  having  the  most  check-­‐ins  gives  you  status  above  others   2.  Explorers  -­‐  delight  in  having  the  game  expose  its  internal  machina'ons  to  them.  They  try  progressively  esoteric  ac'ons  in  wild,  out-­‐of-­‐the-­‐way   places,  looking  for  interes'ng  features  (i.e.  bugs)  and  figuring  out  how  things  work.  Scoring  points  may  be  necessary  to  enter  some  next  phase  of   explora'on,  but  it's  tedious,  and  anyone  can  do  it.    They  tend  to  try  every  feature  at  least  once  but  there  may  not  be  a  lot  of  depth.    “Killing”  other   gamers  is  quick  but  they  are  not  looking  to  burn  any  bridges  on  the  social  aspects.  Socializing  can  be  informa've  as  a  source  of  new  ideas  to  try   out,  but  most  of  what  people  say  is  something  they’ve  tried.    They  will  gravitate  to  more  experienced  explorers.    These  archetypes  are  your  best   beta-­‐testers  and  will  be  more  forgiving  of  bugs  or  issues  they  discover  in  your  product  or  service   3.  Killers  –  get  their  kicks  from  imposing  themselves  on  others.  This  may  be  "nice",  i.e..  busybody  do-­‐gooding,  but  few  people  prac'ce  such  an   approach  because  the  rewards  (a  warm,  cozy  inner  glow,  apparently)  aren't  very  substan'al.  Much  more  commonly,  audience  members  may   “aNack”  others  for  the  personal  gra'fica'on  of  demonstra'ng  some  type  of  game  superiority.  The  more  massive  the  distress  caused,  the  greater   the  killer's  joy  at  having  caused  it.  Normal  points-­‐scoring  is  usually  required  so  as  to  become  powerful  enough  to  begin  causing  havoc  in  earnest,   and  explora'on  of  a  kind  is  necessary  to  discover  new  and  ingenious  ways  to  ”kill”  or  be  the  known  expert  to  other  people.  Even  socializing  is   some'mes  worthwhile  beyond  taun'ng  a  recent  vic'm,  for  example  in  finding  out  someone's  playing  habits,  or  discussing  tac'cs  with  fellow   killers.  They're  all  just  means  to  an  end,  though;  only  in  the  knowledge  that  a  real  person,  somewhere,  is  very  upset  by  what  you've  just  done,  yet   can  themselves  do  nothing  about  it,  is  there  any  true  adrenalin-­‐shoo'ng,  juicy  fun.   4.  Socializers  -­‐  are  interested  in  people,  and  what  they  have  to  say.  The  game  is  merely  a  backdrop,  a  common  ground  where  things  happen  to   players.  Inter-­‐audience  rela'onships  are  important:  empathizing  with  people,  sympathizing,  joking,  entertaining,  listening;  even  merely  observing   people  play  can  be  rewarding  -­‐  seeing  them  grow  as  individuals,  maturing  over  'me.  Some  explora'on  may  be  necessary  so  as  to  understand   what  everyone  else  is  talking  about,  and  points-­‐scoring  could  be  required  to  gain  access  to  neat  communica've  spells  available  only  to  higher   levels  (as  well  as  to  obtain  a  certain  status  in  the  community).  “Killing”  (wri'ng  some  scathing  retort)  is  only  perpetrated  upon  someone  who  has   caused  intolerable  pain  to  a  dear  friend.  The  only  ul'mately  fulfilling  thing  is  not  how  to  rise  levels  or  kill  hapless  drips;  it's  gepng  to  know  people,   to  understand  them,  and  to  form  beau'ful,  las'ng  rela'onships.   Privileged  and  Confiden'al  Informa'on   6  
  • 7. LLBC,llc 1.  Role  -­‐  Audiences  and  Sponsors   Choosing  your  sponsor  is  easy.    It’s  you  and  you’ve  decided  to  engage  with  an  audience  for  some  value  added  purpose.    We  won’t  explore  the  value   proposi'on  here.    You  may  choose  a  third  party  to  host  your  gamifica'on  event.    They  act  as  a  proxy  for  your  needs  and  wants.   Audiences  are  more  complex.    There  is  a  broad  category  that  are  oYen  called  personas  which  represent  market  segments  you  are  trying  to  aZract  or  appeal   to.    Development  of  personas  is  a  topic  for  another  presenta'on.    We’ll  discuss  it  a  high  level  here.    Development  of  your  community  must  be  tailored  to  your   audience.   Each  persona  represents  a  group  of  like-­‐minded  individuals  that  come  to  your  community  for  shared  goals  or  interests.    Your  ac'vi'es  and  rewards  must   appeal  to  them.    As  you  develop  the  audience  a  picture  helps  to  ground  you  as  you  think  about  them.    Your  events  and  rewards  must  match  their  social  style   and  par'cular  mo'va'ons.    Some  you  may  actually  wish  to  discourage  while  others,  such  as  Explorers  you  may  wish  to  emphasize.  Emphasize  the  explorers   when  you  want  to  expand  the  boundaries  of  your  product  or  service.   Within  each  group  are  the  arch-­‐types  we  previously  discussed.    The  following  example  gives  you  an  idea  of  the  types  of  behaviors  each  will  exhibit.    How  will   you  mo'vate  each?  Each  of  these  archetypes  are  found  in  a  gamified  environment.    Do  you  have  a  friend  on  Facebook  who  posts  ten  'mes  an  hour?  Ever   read  a  review  from  someone  who  has  been  to  every  restaurant  in  your  neighborhood  and  knows  the  owners  “personally?”   Foodie   Networker     Achiever   Well  wriNen  reviews  of  high   Lots  of  connec'ons  and  well  wriNen  recommenda'ons.    Would   end  food  items.    They  love   love  the  term  “Professional  Networker”   flaNery   Art Lover Explorer   Reviews  of  “off  the  beaten”   Every  feature  of  the  system  will  be  exercised  to  a  moderate  or   path  restaurants   high  degree,  once  and  perhaps  a  few  many  'mes.  You’re  best   Foodie beta  testers.    Would  be  offended  by  “Professional  Networker”   Killer   What’s  bad  (and  good)  about   A  lot  of  high  profile  connec'ons  but  likely  held  private.     the  owners  of  a  gourmet  shop   However  once  you’re  in  their  network,  you’re  in  for  life.  Scoffs   or  restaurant   at  “Professional  Networkers”   Dad Video Game Socializers   Favorite  food  for  par'es  or   Poten'ally  thousands  of  connec'ons  and  have  the  badges  to   best  places  to  hang  out  with   prove  it.  Would  look  at  the  term  “Professional  Networker”  as   Addict interes'ng  cuisine.  The  local   too  formal  but  would  accept  it   fondue  place   Privileged  and  Confiden'al  Informa'on   7  
  • 8. LLBC,llc 2.  Reward  Point  -­‐  A  Journey  leads  to  a  Des'na'on   Audiences  “arrive”  at  your  gamifica'on  event  because  of  a  number  of  factors.    Your  ability  to  “market”,  buzz  factor  (the  latest  hot  social   network),  peer  group  and  of  course  interest  in  the  topic.    Don’t  rely  on  audiences  “stumbling  upon”  your  site  or  event.    Marke'ng  must  be   “in  context”  (adver'sing  frequent  flier  miles  on  a  flight)  and  have  the  “minimum  barrier  to  entry.”    The  MBE  depends  on  the  level  of   exclusively  you  need  for  your  business.    An  event  designed  to  aZract  fisherman  to  a  boa'ng  magazine  should  be  a  few  lines  of   informa'on.    An  event  designed  to  aZract  extreme  athletes  to  remote  loca'ons  may  require  valida'on  of  previously  completed  athle'c   events   For  your  audience,  it’s  the  reward  they  receive  at  the  des'na'on.    Des'na'ons  can  be  stops  along  the  way  (think  'ers  of  membership  or   elite  status)  and  the  journey  should  never  end.  For  you  it’s  the  journey.    Audiences  may  contribute  to  your  cause  or  consume  your  product.     The  journey  itself  must  have  challenges  to  con'nue  to  engage  and  delight  your  audience     •  Start  with  the  on-­‐boarding  experience   –  In  any  type  of  customer  service,  the  first  ten  minutes  and  last  ten  are  what  audiences   remember  best.    Make  it  simple  with  a  minimum  barrier  to  entry.    That  is,  something   that  is  easy  for  the  audience  or  player  to  do  in  the  context  of  their  need.    The  more   experienced  your  audience  is,  the  more  exclusivity  they  will  need  to  make/keep  them   interested   •  Challenge  each  of  the  four  archetypes,  iden'fy  what  is  going  to  appeal  to  them   during  the  journey  and  how  will  you  reward  them  once  they  get  where  you  want   them  to  go   •  Once  they  have  made  it  to  a  Point  of  Arrival,  make  it  important  and  make  it   personal   •  For  the  sponsor  it’s  incremental  value  that  the  audience  provides  by  par'cipa'on   or  ac'ons     Privileged  and  Confiden'al  Informa'on   8  
  • 9. LLBC,llc 3.  Mo'va'on  -­‐  Movement   It’s  been  speculated  that  earliest  known  board  games  came  from  the   Mancala  family  of  “Count  and  Capture”  games.    Mancala  type  boards   have  been  iden'fied  in  ancient  tombs.   The  word  Mancala  is  thought  to  come  from  Arabic  “naqala”  meaning  to   to  move  or  transfer.    Gamifica'on  is  about  moving  or  mo'va'ng  your   audience.   •  The  theories  behind  gamifica'on  come  from  Behavioral  Sciences   •  Mo'va'ons  and  aNrac'ons  of  a  cause,  your  cause,  be  they     –  Restaurant  reviews   –  Managed  outcomes  used  by  Healthcare  professional  to  encourage  pa'ent  behaviors   Modern  Mancala  Type  Board   –  Poli'cal  agendas   –  Consumer  products  or  services   –  Hotel  programs  are  all  supported  by  the  process   First –  It’s  a  call  to  ac'on,  but  those  ac'ons  must  be  acceptable  to  your  audience  before   to decide  to  engage   Visit! •  Audiences  want  to  belong  to  communi'es  of  like  minded  individuals.    You  must  create  the   100 community  and  develop  relevance  to  your  audience   Reviews! •  It’s  the  journey  as  well  as  the  des'na'on.    Mo'va'ng  your  audience  by  archetype  is  key  to  their   social  experience.    Why  are  they  here?    Have  you  tailored  the  game  to  their  level  of  experience?   •  Mo'va'ons  vary  based  in  age,  interests  and  context  (what  you  do  for  fun  vs.  what  you  do  for  work).     They  are  powerful,  it  can  spur  large  groups  to  ac'on   •  Nearly  any  set  of  ac'vi'es  can  be  gamified  and  in  any  industry     •  Rewards  range  from  badges  to  elite  status  and  exclusive  entry  (virtual  or  real)  to  rooms  or  clubs   Top Dog! •  The  key  is  mo'va'on  in  context  of  the  gamified  event   Privileged  and  Confiden'al  Informa'on   9  
  • 10. LLBC,llc 4.  Commitment  –  Time  and  Resources   •  Audiences  are  very  smart  and  increasingly  savvy.    There  is  now  a  whole  genera'on  of  consumers  (business  and   individual)  growing  up  with  social  networks.    They  know  the  price  of  their  'me  and  commitment  to  your  event   •  The  judgment  is  qualita've  but  audiences  are  looking  for  what  they  consider  to  be  “fair  trade”   •  A  sponsor’s  commitment  is  to  building  against  the  four  mo'va'on   –  Achievement  –  What  and  where  are  the  rewards?  Are  they  visible  in  a  meaningful  and  relevant  way?   –  Explora'on  –  Can  the  audience  find  meaningful  and  relevant  items  of  value?    Is  there  exclusivity  for  experienced  members?   –  Socializa'on  –  Can  users  find  friends/peers  quickly?    Can  they  import  them  easily  from  social  networks  or  their  personal   contacts?   –  Imposi'on  –  The  two  edged  sword.    Your  gamified  system  must  be  balanced  to  allow  for  players  to  achieve  but  also  to  prevent   the  system  from  being  taken  advantage  of.    Make  the  rules  clear  and  transparent   Privileged  and  Confiden'al  Informa'on   10  
  • 11. LLBC,llc 5.  Social  Goals  –  Communi'es  of  Interest   Audiences  are  made  up  of  individuals  but  sharing  is  in  our  nature   •  Commitment  to  a  community  from  both  the  audience  and  sponsor  are  generally  the  same.     Mo'va'on  may  differ  but  for  the  commitments  made  by  each  run  deep  and  have  an   emo'onal  engagement   •  Community  development  should  be  done  with  a  good  amount  of  research  and  forethought.     Understanding  of  your  audience  and  the  community  will  make  or  break  adop'on  very  quickly   –  Have  “experts”  on  hand  or  interview  them   –  Understand  the  context  of  current  trends  and  interests   –  Know  what’s  important  now  and  be  ready  to  provide  a  way  for  that  to  “bubble  up”   –  Develop  depth  into  your  experience.    You  cannot  fool  your  audiences  with  superficial  knowledge   Privileged  and  Confiden'al  Informa'on   11  
  • 12. LLBC,llc 6.  Task  vs.  Goal  Orienta'on   •  Goals  must  be  relevant  to  the  community   •  Tasks  must  be  realis'c  and  achievable  yet  provide  value  to  the  Sponsor   –  It  goes  without  saying  the  reward  for  the  task  must  be  propor'onate  but  the  audience  doesn’t  like  to   feel  as  if  it  is  being  taken  advantage  of   •  Create  the  tasks  to  build  on  one  another.    Progressive  levels  of  difficulty  are  fine  as  long  as   there  is  transparency   •  Your  audience  is  concern  about  the  goal  so  you  need  to  make  the  tasks  as  simple  and   engaging  as  possible   –  When  wri'ng  up  text,  does  the  browser  lend  itself  to  simple,  yet  complete  edi'ng?     –  Do  the  puzzles  or  ac'vi'es  depend  or  something  that  the  user  does  not  readily  or  easily  have  at   hand?   –  Are  the  number  of  tasks  propor'onate  to  the  goal?   –  Are  you  ac'vely  engaged?    Audiences  love  to  par'cipate  with  their  favorite  stars  or  events   •  Consider  the  “Wave”  at  spor'ng  events   •  TwiNer  feeds  that  run  across  live  broadcasts   •  Special  “appearances”  by  celebri'es  or  sponsors   •  Consider  running  surveys  and  live  feedback  sessions.  Your  audience  wants  to  talk  to  you,  they  will  be   disappointed  if  you  don’t  engage  but  it  must  be  tasteful   Privileged  and  Confiden'al  Informa'on   12  
  • 13. LLBC,llc Some  further  thoughts   •  Goals  and  rewards  lead  the  way   •  The  game  that  never  ends  –  Make     •  Master  this,  master  that   •  Be  King  of  the  mountain  –  Who  has  the  most  of  “…?”  Friendly   compe''ons   –  Who  will  take  you  down?   •  Create  Emo'onal  ANachment  and  value  to  your  game   •  The  Social  Network  –  What’s  social  and  special  about  yours?   •  Encourage  “test  players”   Privileged  and  Confiden'al  Informa'on   13  
  • 14. LLBC,llc Some  Star'ng  Points   •  What’s  your  goal  and  why  is  that  compelling  to  the   communi'es  you  are  trying  to  involve   –  Don’t  be  afraid  to  have  more  than  one  (or  many!)   communi'es   •  Defining  Communi'es,  audiences  and  par'cipa'on  goals   •  Audience  delight   •  Make  the  discovery  process  engaging   •  Don’t  over  complicate  it.    One  goal  per  challenge     •  Making  those  unseen  connec'ons  clear   •  What’s  your  goal?   •  Challenges  must  keep  changing   You met 50 •  Reward  people  for  being  social   new people! Privileged  and  Confiden'al  Informa'on   14  
  • 15. LLBC,llc Gamifica'on  Strategy  Worksheet   <<Overarching  Value  Proposi'on  –  One  Liner>>   Archetypes   Journey   Reward   Mo<va<on   Community   Tasks   1.  Achievement   1.  Achievement   1.  Achievement   1.  Achievement   1.  Achievement   2.  Explora'on   2.  Explora'on   2.  Explora'on   2.  Explora'on   2.  Explora'on   3.  Socializa'on   3.  Socializa'on   3.  Socializa'on   3.  Socializa'on   3.  Socializa'on   4.  Imposi'on   4.  Imposi'on   4.  Imposi'on   4.  Imposi'on   4.  Imposi'on   Explorer   <<Your  Audience>>   Achiever   Killer   Socializer   Privileged  and  Confiden'al  Informa'on   15  
  • 16. Thank  you  for  taking  the  'me  to  read  our   materials.  There  is  much  more  material  than  could   be  covered  in  this  presenta'on.   We  hope  it’s  been  able  to  expand  your  perspec've.       We  look  forward  to  con'nuing  the  conversa'on   Lawrence  I  Lerner   President  LLBC,llc   lawrence@Revolu'onaryInnovator.com   Direct:  +1.630.248.0663   HNp://www.Revolu'onaryInnovator.com/Consul'ng