6. Used a Game Layer
/Layer of Abstraction
Playful Perception
Mind numbing jobs
Dating
Holding a conversation
Sales – Cold Calling
Raising Angel/VCMoney
Game layers worked.
Weren't manipulation
30. Copernican Turn
The Media/Brand set the terms of engagement
User
Viewer
Customer
Media/Brand
Viewer
Customer
User
31. Copernican Turn
New engagement methods are needed
User, Viewer,
Customer
Brand App
Property Media
Site Service
32. The Challenge
Great games are hard enough:
Only 4% of games that go into production are
profitable
Add a “real world” activity and you multiply
the difficulty of success
Often not enough just to have the “form of a
game”
34. “Playing a game is the voluntary attempt to overcome
unnecessary obstacles” – Bernard Suits
Rules
A Goal
Voluntary
Obstacles
A Feedback
System
Credit: Jane McGonigal:
Reality is Broken
35. Designing for Sustained Engagement
I. Establish a different user “contract”
A game is voluntary framework for the user experience
Obstacles desirable!
41. Designing for Sustained Engagement
III. Embrace the Domain; know the Audience
Corollary: Build the right team
42. Two Types of Motivation
Extrinsic Motivation – Behavior that is
motivated by contingencies (rewards,
punishments) that are separate from the
enjoyment of the activity itself
Intrinsic Motivation – The activity itself
is its own reward because it is inherently
satisfying. In particular, humans have
specific intrinsic needs that motivate.
43. 3 Drivers of Intrinsic Motivation
Scott Rigby - Immersyve
C COMPETENCE A AUTONOMY R RELATEDNESS
• Feeling “good at” • Freedom and agency • You matter to others ,they
• Exercising volition matter to you
• Expanding capability
• Meaningful connections
• Learning • Choosing
• Competitive, cooperative,
• Mastery • Many opportunities for
• Even removed: characters in
action
a book or movie, developers
of an app.
44. Competence, Autonomy & Relatedness: most
reliable predictors of engagement
(PENS) Methodology: Personal Experience of Needs Satisfaction
Approach uses statistical regression analysis to predict long-term engagement
• Multiple longitudinal studies with
20,000+ subjects PENS predicts
• Underlying psychological causality sustained engagement...
vs. solely outcome metrics (e.g.,
“clicks” or “fun”) “Fun” does not.
Competence, Autonomy,
Relatedness
Predictive power with
p values <.01
47. PENS design: Autonomy
Mechanics of Choice and Opportunity
Open Environment - Playground
Progression choices (focus, tree-structure)
Sense of purpose/volition
48. PENS design: Relatedness
You matter to others, they matter to you
Competitive cooperative
Reciprocity awesome; synchronicity, meh
Player to Player; P2NPCs; P2Dev; P2Brand
Clear effort applied on my behalf=Relatedness
“…Brave,
brave Sir
Hey! It’s the Robin…”
Hero of Kvatch!
I can’t believe it!
Wow!”
52. Effectively balancing user experiences across the motivation
continuum can further reinforce sustained engagement
Motivation Continuum
REGULATORY STYLES
Extrinsic Intrinsic
Amotivation
Motivation Motivation
External
Introjection Identification Integration
Regulation
ASSOCIATED PROCESSES:
• Perceived non- • Salience of • Ego • Conscious valuing • Hierarchical • Interest and
contingency extrinsic rewards • Involvement of activity synthesis of enjoyment
• Low perceived or punishments • Focus on approval • Self-endorsement goals • Inherent
competence • Compliance / from self and of goals • Congruence satisfaction
• Non-relevance reactance others
• Non-intentionality
PERCEIVED LOCUS OF CAUSALITY:
Impersonal External Somewhat Somewhat Internal Internal
External Internal
53. Autonomy supportive environments are consistently associated
with persistence over sustained periods of time
Case Examples: Coaching and Wall Street
Analysis of intrinsic-need-
Persistence as a satisfaction model of work
function of coaching performance and adjustment:
climate and motivation Even on Wall Street
Intrinsic
.44 Motivation
Manager’s Work
Autonomy .48 Autonomy Performance
Support .54 .43 Supportiveness Evaluation
.57
Identified .24
.28
Regulation Work-Related
-.41 Autonomy
.25 .35 Competence
Relatedness
.57
-.38 Introjected Persistence Persistence .14
Regulation 10 mo. 22 mo. Autonomy Orientation
.21 Well-Being
(Individual
Differences) and Mental
Health
-.28
.34 External (N=495; Baard, Deci & Ryan, 2004)
Regulation
Control -.67
-78
-.87
.28 Amotivation
54. How goal messages are framed – intrinsic vs. extrinsic – makes a significant difference
in desired outcome
Case Example: Healthy Behavior Change Impact
Interaction effect of Goal Framing (Intrinsic vs. Extrinsic) by Social Context
(Autonomy Support vs. Control) in the Prediction of Maintained Fruit Eating After
Controlling For Baseline Levels in Fruit Eating
• Controlling versus autonomy supportive language
20
Autonomy-
• Intrinsic versus extrinsic goal focus / framing 18 support
16
- Intrinsic Goal Frame: 14
Fruit Eating
12
“Adolescents who eat well, are more likely 10
to be fit and remain healthy at later age.”
8
6
- Extrinsic Goal Frame: Internal
4 control
“Adolescents who do eat well are more 2
likely to be physically appealing and look 0
younger at later age.” Extrinsic goal Intrinsic goal
55. Designing for Sustained Engagement
IV. Motivational Psychology
Intrinsic needs satisfaction
56. Summary for sustainability
I. Establish “Game” as the user framework (voluntary)
II. Design for Eustress & flow; segment the experience
III. Game designer must embrace the domain
IV. Focus on satisfying Intrinsic needs
59. Laughter
Discovery Thrill
Fantasy Story Triumph
Credit: Jesse Schell: The
Pleasure Revolution
Expression Challenge Sensation
60. You CAN make your experiences
better
Ask yourself these simple
questions:
Given what I know about my
guests…
Why will they like this
experience?
How can I get them to like it
more?
Credit: Jesse Schell: The
Pleasure Revolution
64. ROI- Broad Definition
Driving any metric the business or client is
willing to assign (or can calculate) a specific
monetary value
Challenges in calculating value:
Image Labeler (Google)
The Fun Theory (VW) ($250-$500K)
Bobber examples (401K provider, C.C. comp)
Goal is to understand and move critical
business metric(s)
Specific value calculation not in the scope of this
workshop
65. Value of Traffic
Page Views: how many people visited pages with
ads, and saw ads on them.
Page CTR: Clicks ÷ Page Views (%).
How good & well placed your ads
CPC/CPA: Avg. amount of money you are
earning (or paying) per click/action.
Page RPM : the average amount of money you
are earning per 1000 Page Views
$1.00 not bad. 1% conversion (10 clicks)*$0.10/click
66. CPC- Cost & Revenue
CPC : As cost: when trying to acquire users
Reducing CPC increases ROI
Increasing conversion (after click) increases ROI
CPC As revenue: Avg. amount of money you are
earning per click.
Increasing CPC increases ROI
So does increasing clicks- duh
Rates depend on what advertisers are paying.
Factors include:
○ Topic of your site
○ Demand
Sometimes goes up wildly, but only rarely.
69. Some simple calculations
High variance in Conversion metrics
Impact of relevance (site content & offers) is huge
Page Views & Time on site while not identical
track together (and have similar impact).
2X either (but only count one) ≈ 50%-100%
increase in conversion (don’t get full credit)
Virality “full credit” or better.
Peer recommendations much more effective
“Viral” users group together
30% virality ≈ 30%+ incremental revenue
30% virality = 43% more users for same cost
70. Implementations & Case Studies
Anybody?
LeaderBoarded
Bunchball
Big Door
Badgeville
LeaderBoarded
Bobber
79. Small Group Gamification Exercise
Gamify our TV & Web property “Agri-court” a
reality based show where residents of a rural
farming community get their disputes resolved
by a colorful mediator
Objectives
Drive viewership
Generate virality / sharing on social media
Deliverable:
Group lead will present one to three ideas for
implementation
Challenge: Curveballs Ahead!
80. Small Group Gamification Exercise
Curveball #1
“’Great News!’ We got a huge sponsor”
New Objective: Drive increased
pomegranate juice consumption & sales by
the viewers of the show
81. Small Group Gamification Exercise
Curveball #2
“Great News!”
“We’re getting a new “expert” to lead the
team!”
82. Thank You!
/scottcdodson
First Name at bobberinteractive.com
@Gamebiz
83. Credits
Scott Rigby- CEO Immersyve, author, Glued to Games (with Richard Ryan)
Jane McGonigal- Creative Director, Social Chocolate, author, Reality Is Broken, Ph.D. Berkeley
Sebastian Deterding-PhD at the Research Center for Media and Communication at Hamburg University
Mihaly Csikszentmihalyi, Claremont Graduate University, former head of psychology at the University of
Chicago
Amy Jo Kim- designer of social gaming systems, PHD University of Washington
Wanda Meloni, M2 Research: http://slidesha.re/gg49nb
Dr. Byron Reeves of the Department of Communication at Stanford &
J. Leighton Read, Executive Chairman, Seriosity, Inc., authors of Total Engagement
David Edery Principal, Fuzbi co-author with Ethan Mollick of Changing the Game: How Video Games Are
Transforming the Future of Business
Gabe Zichermann and Joselin Linder authors of Game Based Marketing http://gamebasedmarketing.com/
Chair of Gamification.co
James Currier of Ooga Labs who also credits Clay Shirky and Bret Terrill
Jesse Schell, Professor of Entertainment Technology CMU, CEO Schell Games. Jesse’s talk from DICE:
http://tiny.cc/TebRw The pleasure revolution: http://www.youtube.com/watch?v=4PkUgCiHuH8
Keith Smith, & Carrie Peters of BigDoor.
Rajat Paharia & Mike Earhart of Bunchball
Scott Schnaars & MattHart of Badgeville
Eric Eastman, John Bito, Nathan Affolter, Jason Griffith, Jimmer Sivertsen, Julie Hill & Mike Kerr of Bobber
My sincere apologies to anyone on this list or otherwise who feels they were not properly credited. Kindly
point out my error and I will edit accordingly.