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From virtual to real
world
Gamification world congresS
20th june, 2013
Prof. Richard A. Bartle
University of esSex
introduction

• so, this talk concerns adapting virtualworld concepts for the real world
– I guess i’m expected to mention player
types at some point, too...

• indeed, This is what gamification is about
– using game techniques for non-game purposes

• the thing is, games don’t actually mix
well with reality
• Designers even have a word for bringing
reality into games
• That word is “cheating”
Old man in park

• Here’s a picture of an old man in a
park
definition

• I expect you’ve aLl asked or been asked
the question “what is gamification?”
• Have you ever asked or been asked “what is
a game?”?
– [computer programmer punctuation]

• Believe it or not, there is no commonlyaccepted definition of the word “game” in
the academic discipline of game studies
• There are several good candidates, but
they all have flaws
My definition

• Here’s my own definition
• 1) play is what happens when you
freely and knowingly bound your
behaviour according to a set of rules in
the hope of gaining some benefit
• 2) games are play you can lose
• Part 1) encapsulates the magic circle
– A non-real space that players wiLl
themselves to treat as if it is real

• Part 2) adds a goal you can fail at
The magic circle

• Part 2) says lose rather than win
because some games you can’t win
– Tetris, space invaders, dungeons & dragons, ...

• The magic circle is the condition of believing
aLl the players are following the rules
• If the magic circle breaks, the game is
over
– “It’s all fun and games until someone loses an
eye. Then, it’s just fun”
–
Wednesday addams
breaking

• Obviously, If too many people don’t
follow the rules, the magic circle
breaks and the game ends
• Important: too much reality in a game
also breaks the magic circle
– The monopoly example
– The Mrs-peacock-loves-professor-plum example

• That’s why intruding reality into a
game is considered cheating
– it breaks the magic circle
Drinking water

• Here’s a picture of a man drinking
water
gamification

• Gamification isn’t games by definition, but
why isn’t it games?
• Let’s look at the components of the
definition of what a game is
• Well part 2 is satisfied for gamification
because there is the chance you can lose
– If you don’t collect all the packet tops, you
won’t get the fluffy toy
– This means it is properly gam(E)ification and
not playification
Part 1 - games

• FreEly, because you can’t play under duress
or obligation
– it’s too real
– Some national laws i only obey to avoid arrest

• Knowingly, because you can’t play if you
don’t know you’re playing
– You can be a token in someone else’s game

• Bound your behaviour, Because otherwise you
could do it
– I don’t shoot lasers from my eyes because i can’t
– I don’t move my rook diagonally in chess because i
choOse not to do so
Part 1 continued

• According to a set of rules, because play is
considered
– The earlier freEly implies that these rules are
artificial

• In the hope, Because there’s no guaranteed
outcome
• Of gaining some benefit, Because play is
purposeful
– To have fun is a perfectly acceptable benefit

• Summary: Players make a social contract
which, if they all adhere to it, leads to fun
Part 1 - gamification

• FreEly, ideally yes, but you can keep people
“playing” even if they don’t WANT TO
– DESIGNERS’ technical term: “cheap psychological tricks”

• Knowingly, again ideally yes, but you can
manipulate people to some extent
– All those points on your card stackING up...

• RULES, YES – FOR YOUR RULES
– BUT NOT ALL THE RULES ARE YOURS – SEE LATER

• HOPE, YES, BUT IT COULD BE CERTAINTY
• BENEFIT, YES, BUT LARGELY EXTRINSIC
(BRIBERY) RATHER THAN INTRINSIC (FUN)
BOUND

• I OMITTED BOUND THERE, BECAUSE THIS IS
WHERE GAMIFICATION DIFfERS FROM GAMES
– PLAYERS ARE BOUND BY LAWS OF THE LAND AND
OF NATURE, BUT THAT’S AlL

• THEY DON’T CHOOSE NOT TO DO THINGS AS
A CONDITION OF ENGAGEMENT
– THEY CAN IF THEY WANT A BETTER EXPERIENCE
• EG. NOT LOOKING UP SOME STORY ELEMENT EARLY

– THEY WILL IF THEY HAVE A SENSE OF WHAT THE
ACTIVITY IS ABOUT AND WHY THEY’RE DOING IT
• EG. LOSING WEIGHT
SO FAR

• GAMIFICATION ISN’T PLAY, BECAUSE PEOPLE
DON’T AGREE TO BOUND THEIR BEHAVIOUR
– THIS IS WHERE THE GAME/REALITY BOUNDARY
BREAKS DOWN
– THE RELAXED ATTITUDES TO PLAYING FReELY AND
KNOWINGLY ARE ALSO FACTORS

• Breaking the magic circle iS CHEATING
IN GAMES, BECAUSE it BREAKs TRUST
• IT’S PERFECTLY FINE IN GAMIFICATION because
you didn’t sign up to a social contract
MORE CHEATING

• People ACTUALLY PLAY BY THREE SETS OF rules:
– PHYSICALLY UNBREAKABLE RULES
• I CAN’T KICK THIS BALL THROUGH THE GOALKEEPER

– WRITtEN RULES
• IF THE REFEREE AWARDS A FOUL, THERE’S A FREE KICK

– UNWRItTEN RULES
• “UNGENTLEMANLY CONDUCT”
• CATCH-ALL FOR ACTIONS AGAINST THE “SPIRIT OF THE GAME”

• UNWRITTEN RULES ARE MOST AT RISK of being
gamed
– PICKING UP LITTER AT SCHOOL
– LOSE WEIGHT BY DRINKING WATER
Player types

• Hooray! It’s time for player types!
personal

• Here’s a pair of special, personalised
shoes
Player types!

• Different players have different ideas
of what the unwritten rules are
• These tend to clump around player
types
• Breaking the rules of one player type is
cheating, but only to that player type
– Other types will not see it as cheating, or
even understand why it might be cheating!

• This can cause friction between players
of different types
Example 1

• Every pair of shoes you buy gets you a
shoe point. 50 shoe points gets you the
special, personalised shoes
• Achievers see those shoes as a
trophy that the player has won
– They would be horRified if cheats could
buy shoe points
– It’s like buying a phd or a world record

• Other players see nothing wrong with it
– They don’t regard this as a competition
Example 2

• If you buy a combination of six secretlyrelated pairs of shoes, you qualify for
the special, personalised shoes
• Explorers would love figuring out
what the common features might be
– They would be hoRrified if cheats could
find solutions on the internet
– It’s like giving away the ending of a movie

• Other players see nothing wrong with it
– They could solve the puzzle, so why bother?
Example 3

• If 50 people like your comments in the
shoe forum, you qualify for the
special, personalised shoes
• Socialisers would enjoy critiquing
shoes and making wisecracks
– They would be horRified if players swapped
likes regardless of actual merit
– It would be like buying a reputation

• Other players see nothing wrong with it
– If they want the shoes, they want the shoes...
Example 4

• Here’s a photo of me kicking a bEercan
in my special, personalised shoes
– Here’s a video of me burning them later
– I bought the special shoes you want and I
ruined them just to anNoy you

• Killers would be hoRrified if they were
banNed from the shoe forum
– It’s restricting freE spEech

• Other players see nothing wrong with it
– Those who live by the sword die by the sword
more

• There are other forms of cheating that
don’t fit here
– AcCidental – you didn’t know the rules
– Frustration – the mechanic is too hard
so you cheat to make it easier
– Boredom – the mechanic is too easy so you
cheat to make it more interesting

• Meta-gaming, which would be cheating
in games, is not cheating in gamification
– Reality is not meta with respect to reality
Virtual and real

• The virtual/real boundary is both a
problem and an opportunity
– a problem, because things that work in the
virtual may not work in reality
– an opportunity, because things that don’t
work in the virtual may work in reality

• Players occupy both the virtual and the
real worlds
– they bring reality to virtuality – cheating
– They bring virtuality to reality – magic circles
conclusion

• Gamification comes with unwritTen rules,
just as do games
• These rules exist only in players’ heads
• Be aware of and acCount for them
– Player type models aren’t only “these people like
this”
– they’re also “these people don’t like this”

• Don’t just use models, understand them
• The key point in Successful Gamification is
the same as for successful game design

• Know your players

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GWC2013 - Richard Bartle - From Virtual to Real World

  • 1. From virtual to real world Gamification world congresS 20th june, 2013 Prof. Richard A. Bartle University of esSex
  • 2. introduction • so, this talk concerns adapting virtualworld concepts for the real world – I guess i’m expected to mention player types at some point, too... • indeed, This is what gamification is about – using game techniques for non-game purposes • the thing is, games don’t actually mix well with reality • Designers even have a word for bringing reality into games • That word is “cheating”
  • 3. Old man in park • Here’s a picture of an old man in a park
  • 4. definition • I expect you’ve aLl asked or been asked the question “what is gamification?” • Have you ever asked or been asked “what is a game?”? – [computer programmer punctuation] • Believe it or not, there is no commonlyaccepted definition of the word “game” in the academic discipline of game studies • There are several good candidates, but they all have flaws
  • 5. My definition • Here’s my own definition • 1) play is what happens when you freely and knowingly bound your behaviour according to a set of rules in the hope of gaining some benefit • 2) games are play you can lose • Part 1) encapsulates the magic circle – A non-real space that players wiLl themselves to treat as if it is real • Part 2) adds a goal you can fail at
  • 6. The magic circle • Part 2) says lose rather than win because some games you can’t win – Tetris, space invaders, dungeons & dragons, ... • The magic circle is the condition of believing aLl the players are following the rules • If the magic circle breaks, the game is over – “It’s all fun and games until someone loses an eye. Then, it’s just fun” – Wednesday addams
  • 7. breaking • Obviously, If too many people don’t follow the rules, the magic circle breaks and the game ends • Important: too much reality in a game also breaks the magic circle – The monopoly example – The Mrs-peacock-loves-professor-plum example • That’s why intruding reality into a game is considered cheating – it breaks the magic circle
  • 8. Drinking water • Here’s a picture of a man drinking water
  • 9. gamification • Gamification isn’t games by definition, but why isn’t it games? • Let’s look at the components of the definition of what a game is • Well part 2 is satisfied for gamification because there is the chance you can lose – If you don’t collect all the packet tops, you won’t get the fluffy toy – This means it is properly gam(E)ification and not playification
  • 10. Part 1 - games • FreEly, because you can’t play under duress or obligation – it’s too real – Some national laws i only obey to avoid arrest • Knowingly, because you can’t play if you don’t know you’re playing – You can be a token in someone else’s game • Bound your behaviour, Because otherwise you could do it – I don’t shoot lasers from my eyes because i can’t – I don’t move my rook diagonally in chess because i choOse not to do so
  • 11. Part 1 continued • According to a set of rules, because play is considered – The earlier freEly implies that these rules are artificial • In the hope, Because there’s no guaranteed outcome • Of gaining some benefit, Because play is purposeful – To have fun is a perfectly acceptable benefit • Summary: Players make a social contract which, if they all adhere to it, leads to fun
  • 12. Part 1 - gamification • FreEly, ideally yes, but you can keep people “playing” even if they don’t WANT TO – DESIGNERS’ technical term: “cheap psychological tricks” • Knowingly, again ideally yes, but you can manipulate people to some extent – All those points on your card stackING up... • RULES, YES – FOR YOUR RULES – BUT NOT ALL THE RULES ARE YOURS – SEE LATER • HOPE, YES, BUT IT COULD BE CERTAINTY • BENEFIT, YES, BUT LARGELY EXTRINSIC (BRIBERY) RATHER THAN INTRINSIC (FUN)
  • 13. BOUND • I OMITTED BOUND THERE, BECAUSE THIS IS WHERE GAMIFICATION DIFfERS FROM GAMES – PLAYERS ARE BOUND BY LAWS OF THE LAND AND OF NATURE, BUT THAT’S AlL • THEY DON’T CHOOSE NOT TO DO THINGS AS A CONDITION OF ENGAGEMENT – THEY CAN IF THEY WANT A BETTER EXPERIENCE • EG. NOT LOOKING UP SOME STORY ELEMENT EARLY – THEY WILL IF THEY HAVE A SENSE OF WHAT THE ACTIVITY IS ABOUT AND WHY THEY’RE DOING IT • EG. LOSING WEIGHT
  • 14. SO FAR • GAMIFICATION ISN’T PLAY, BECAUSE PEOPLE DON’T AGREE TO BOUND THEIR BEHAVIOUR – THIS IS WHERE THE GAME/REALITY BOUNDARY BREAKS DOWN – THE RELAXED ATTITUDES TO PLAYING FReELY AND KNOWINGLY ARE ALSO FACTORS • Breaking the magic circle iS CHEATING IN GAMES, BECAUSE it BREAKs TRUST • IT’S PERFECTLY FINE IN GAMIFICATION because you didn’t sign up to a social contract
  • 15. MORE CHEATING • People ACTUALLY PLAY BY THREE SETS OF rules: – PHYSICALLY UNBREAKABLE RULES • I CAN’T KICK THIS BALL THROUGH THE GOALKEEPER – WRITtEN RULES • IF THE REFEREE AWARDS A FOUL, THERE’S A FREE KICK – UNWRItTEN RULES • “UNGENTLEMANLY CONDUCT” • CATCH-ALL FOR ACTIONS AGAINST THE “SPIRIT OF THE GAME” • UNWRITTEN RULES ARE MOST AT RISK of being gamed – PICKING UP LITTER AT SCHOOL – LOSE WEIGHT BY DRINKING WATER
  • 16. Player types • Hooray! It’s time for player types!
  • 17. personal • Here’s a pair of special, personalised shoes
  • 18. Player types! • Different players have different ideas of what the unwritten rules are • These tend to clump around player types • Breaking the rules of one player type is cheating, but only to that player type – Other types will not see it as cheating, or even understand why it might be cheating! • This can cause friction between players of different types
  • 19. Example 1 • Every pair of shoes you buy gets you a shoe point. 50 shoe points gets you the special, personalised shoes • Achievers see those shoes as a trophy that the player has won – They would be horRified if cheats could buy shoe points – It’s like buying a phd or a world record • Other players see nothing wrong with it – They don’t regard this as a competition
  • 20. Example 2 • If you buy a combination of six secretlyrelated pairs of shoes, you qualify for the special, personalised shoes • Explorers would love figuring out what the common features might be – They would be hoRrified if cheats could find solutions on the internet – It’s like giving away the ending of a movie • Other players see nothing wrong with it – They could solve the puzzle, so why bother?
  • 21. Example 3 • If 50 people like your comments in the shoe forum, you qualify for the special, personalised shoes • Socialisers would enjoy critiquing shoes and making wisecracks – They would be horRified if players swapped likes regardless of actual merit – It would be like buying a reputation • Other players see nothing wrong with it – If they want the shoes, they want the shoes...
  • 22. Example 4 • Here’s a photo of me kicking a bEercan in my special, personalised shoes – Here’s a video of me burning them later – I bought the special shoes you want and I ruined them just to anNoy you • Killers would be hoRrified if they were banNed from the shoe forum – It’s restricting freE spEech • Other players see nothing wrong with it – Those who live by the sword die by the sword
  • 23. more • There are other forms of cheating that don’t fit here – AcCidental – you didn’t know the rules – Frustration – the mechanic is too hard so you cheat to make it easier – Boredom – the mechanic is too easy so you cheat to make it more interesting • Meta-gaming, which would be cheating in games, is not cheating in gamification – Reality is not meta with respect to reality
  • 24. Virtual and real • The virtual/real boundary is both a problem and an opportunity – a problem, because things that work in the virtual may not work in reality – an opportunity, because things that don’t work in the virtual may work in reality • Players occupy both the virtual and the real worlds – they bring reality to virtuality – cheating – They bring virtuality to reality – magic circles
  • 25. conclusion • Gamification comes with unwritTen rules, just as do games • These rules exist only in players’ heads • Be aware of and acCount for them – Player type models aren’t only “these people like this” – they’re also “these people don’t like this” • Don’t just use models, understand them • The key point in Successful Gamification is the same as for successful game design • Know your players