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Play
NYU I M.S. in Integrated Marketing I Digital Marketing I Prof. Camilo La Cruz I Spring 2012
Play is the free space of movement
  within a more rigid structure.
         Katie Salen and Eric Zimmerman
              via Aaron Dignan’s Game Frame
...a stepping out of real life into a temporary sphere
        of activity with a disposition all its own.

                        Johan Huizinga
                     via Aaron Dignan’s Game Frame
Facebook – Palo Alto, CA
understanding human motivation is
essential to design behavioral games
Social Value Orientation (social psychology):
1. Altruistic: Desire to maximize the welfare of others
2. Cooperative: Desire to maximize joint outcomes
3. Individualistic: Desire to maximize own welfare
4. Competitive: Desire to maximize own welfare relative to others
5. Aggressive: Desire to maximize the welfare of the other
                                                               P2P Foundation
If a reward --money, awards, praise, or winning a contest-- comes
    to be seen as the reason one is engaging in an activity, that
      activity will be viewed as less enjoyable in its own right.

                               Alfred Kohn
                         via Aaron Dignan’s Game Frame
Extrinsic versus Intrinsic motivation
(someone wants you to do it)    (you want to do it)



                               positivesharing.com
What Enhances Intrinsic Motivation:
1. Challenge: Being able to challenge yourself and accomplish new tasks
2. Control: Having choice over what to do
3. Cooperation: Being able to work with and help others
4. Recognition: Getting meaningful, positive recognition for your work

                                                              P2P Foundation
Play
  Games
          photo by Solo
Applied Games
designed to help us engage and achieve in our real lives

                        Aaron Dignan
via The Lounge Group
Apply game design
thinking when:
1. The activity can be learned
2. The player can be measured
3. The play can be rewarded real time
                      Daniel Cook
                      (Spry Fox co-founder)

                 via Aaron Dignan’s Game Frame
Good behavioral games, then, should reveal
something fundamental about the underlying activities
they re built around. Achieving this requires examining
the structure of our own activities and experiences in
more depth than ever before. This process of
observation and inquiry is the precursor to design.
Indeed, to reshape the world around us--our
workplace, our schools, our homes--we must become
behavioral game designers.
                                                  Aaron Dignan
The Building Blocks of
Behavioral Games
1. Targets: Benchmark, Bulls-eye, Quota
2. Competition: Rivalry, Opponent, Adversary
3. Chance: Randomness, Fortune, Luck
4. Time Pressure: Urgency, Countdown, Timer
5. Scarcity: Limited, Collectible, Rare
6. Puzzles: Mysteries, Patterns, Hints
7. Novelty: Surprises, Changes, Curiosity
8. Levels: Stages, Areas, Domains
9. Social Pressure: Peer Pressure, Obligation, Conformity
10. Teamwork: Collaboration, Cooperation, Co-Creation
11. Currency: Economy, Marketplace, Exchange
12. Renewal: Regeneration, Iteration, Boost
13. Forced Decisions: Choice, Preference, Judgement
14. Data: Information, Results, Indicators
15. Progress: Steps, Meters, Percentages
16. Points: Scores, Ratings, Grades
17. Recognition: Achievements, Badges, Awards
18. Sensation: Stimulation, Motion, Touch
19. Status: Rank, Class, Reputation
                                                       Aaron Dignan
1. Targets: Benchmark, Bulls-eye, Quota
2. Competition: Rivalry, Opponent, Adversary
3. Time Pressure: Urgency, Countdown, Timer
4. Puzzles: Mysteries, Patterns, Hints
5. Novelty: Surprises, Changes, Curiosity
                                                            These are 12
6. Levels: Stages, Areas, Domains
                                                            I encounter
7. Social Pressure: Peer Pressure, Obligation, Conformity
8. Teamwork: Collaboration, Cooperation, Co-Creation
                                                            frequently
9. Currency: Economy, Marketplace, Exchange                 at work
10. Data: Information, Results, Indicators
11. Recognition: Achievements, Badges, Awards
12. Status: Rank, Class, Reputation
   Aaron Dignan
3 all-time favorites
Competition, Levels, Data, Recognition
Puzzles, Social Pressure, Competition, Levels, Data, Status
Time Pressure, Data, Targets, Novelty, Recognition
thank you
  @akaJuanSmith

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Play

  • 1. Play NYU I M.S. in Integrated Marketing I Digital Marketing I Prof. Camilo La Cruz I Spring 2012
  • 2. Play is the free space of movement within a more rigid structure. Katie Salen and Eric Zimmerman via Aaron Dignan’s Game Frame
  • 3. ...a stepping out of real life into a temporary sphere of activity with a disposition all its own. Johan Huizinga via Aaron Dignan’s Game Frame
  • 4. Facebook – Palo Alto, CA
  • 5. understanding human motivation is essential to design behavioral games
  • 6. Social Value Orientation (social psychology): 1. Altruistic: Desire to maximize the welfare of others 2. Cooperative: Desire to maximize joint outcomes 3. Individualistic: Desire to maximize own welfare 4. Competitive: Desire to maximize own welfare relative to others 5. Aggressive: Desire to maximize the welfare of the other P2P Foundation
  • 7.
  • 8.
  • 9. If a reward --money, awards, praise, or winning a contest-- comes to be seen as the reason one is engaging in an activity, that activity will be viewed as less enjoyable in its own right. Alfred Kohn via Aaron Dignan’s Game Frame
  • 10. Extrinsic versus Intrinsic motivation (someone wants you to do it) (you want to do it) positivesharing.com
  • 11. What Enhances Intrinsic Motivation: 1. Challenge: Being able to challenge yourself and accomplish new tasks 2. Control: Having choice over what to do 3. Cooperation: Being able to work with and help others 4. Recognition: Getting meaningful, positive recognition for your work P2P Foundation
  • 12.
  • 13. Play Games photo by Solo
  • 14. Applied Games designed to help us engage and achieve in our real lives Aaron Dignan
  • 15.
  • 16.
  • 17. via The Lounge Group
  • 18. Apply game design thinking when: 1. The activity can be learned 2. The player can be measured 3. The play can be rewarded real time Daniel Cook (Spry Fox co-founder) via Aaron Dignan’s Game Frame
  • 19. Good behavioral games, then, should reveal something fundamental about the underlying activities they re built around. Achieving this requires examining the structure of our own activities and experiences in more depth than ever before. This process of observation and inquiry is the precursor to design. Indeed, to reshape the world around us--our workplace, our schools, our homes--we must become behavioral game designers. Aaron Dignan
  • 20.
  • 21.
  • 22. The Building Blocks of Behavioral Games
  • 23. 1. Targets: Benchmark, Bulls-eye, Quota 2. Competition: Rivalry, Opponent, Adversary 3. Chance: Randomness, Fortune, Luck 4. Time Pressure: Urgency, Countdown, Timer 5. Scarcity: Limited, Collectible, Rare 6. Puzzles: Mysteries, Patterns, Hints 7. Novelty: Surprises, Changes, Curiosity 8. Levels: Stages, Areas, Domains 9. Social Pressure: Peer Pressure, Obligation, Conformity 10. Teamwork: Collaboration, Cooperation, Co-Creation 11. Currency: Economy, Marketplace, Exchange 12. Renewal: Regeneration, Iteration, Boost 13. Forced Decisions: Choice, Preference, Judgement 14. Data: Information, Results, Indicators 15. Progress: Steps, Meters, Percentages 16. Points: Scores, Ratings, Grades 17. Recognition: Achievements, Badges, Awards 18. Sensation: Stimulation, Motion, Touch 19. Status: Rank, Class, Reputation Aaron Dignan
  • 24. 1. Targets: Benchmark, Bulls-eye, Quota 2. Competition: Rivalry, Opponent, Adversary 3. Time Pressure: Urgency, Countdown, Timer 4. Puzzles: Mysteries, Patterns, Hints 5. Novelty: Surprises, Changes, Curiosity These are 12 6. Levels: Stages, Areas, Domains I encounter 7. Social Pressure: Peer Pressure, Obligation, Conformity 8. Teamwork: Collaboration, Cooperation, Co-Creation frequently 9. Currency: Economy, Marketplace, Exchange at work 10. Data: Information, Results, Indicators 11. Recognition: Achievements, Badges, Awards 12. Status: Rank, Class, Reputation Aaron Dignan
  • 26.
  • 28.
  • 29. Puzzles, Social Pressure, Competition, Levels, Data, Status
  • 30.
  • 31. Time Pressure, Data, Targets, Novelty, Recognition
  • 32. thank you @akaJuanSmith