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Gamification
 Features
     4
  FitCity
        Paolo Massa
          I3 - FBK
 http://www.gnuband.org
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1. I show gamification features
2. We decide which ones we will
use in FitCity project
“By 2020, anyone who ever used the
term ‘gamification’ will be embarrassed
to admit it.”
    Alex Halavais, associate professor,
                   Quinnipiac University




The Future of Gamification. May 18, 2012. Pew Internet Report
“(Gamification)’s a modern-day form of
manipulation. And like all cognitive
manipulation, it can help people and it
can hurt people. And we will see both.”
 danah boyd, researcher, Microsoft and
             Harvard’s Berkman Center




The Future of Gamification. May 18, 2012. Pew Internet Report
Gamification is the use
of game mechanics in
non-game contexts in
order to engage users
THERE IS ALREADY ABUNDANCE OF CHOICES!!!!




http://www.slideshare.net/amyjokim/gamification-101-design-the-player-journey
Gamification Features (and related
            research )
●   Badges
●   Virtual goods
●   Quests/missions/challenges
●   Points
●   Levels
●   Progress bar
●   Onboarding tutorial (for new user)
●   Leaderboard (global, local, social)
Warning: all gamification features
       are extrinsic rewards
Hamari, Juho; Eranti, Veikko (2011).
"Framework for Designing and Evaluating Game
Achievements". Proceedings of Digra 2011
Conference: Think Design Play
Literature on intrinsic motivation would indeed
seem to doom expected extrinsic rewards as
detrimental to intrinsic motivation, via diminishing
the perceived autonomy of the individual to carry
out given activities (see e.g. Deci, Koester &
Ryan 1999 for a comprehensive meta-review of
intrinsic and extrinsic rewards)
Disclaimer
●   Not a lot of research yet
    (gamification is a new word ;)
●   Workshop at CHI (Conference on
    Human-computer Interaction) 2012
●   Workshop at CHI 2013
●   Some books (reality is broken,
    gamification by design)
Badges … nothing new actually ...
Roman warriors
Romans warriors       Boy scouts
Badges
●   examples
Badges (Monti?!?)
5 functions of badges
Antin, J., & Churchill, E. (2011). Badges in social media: A social
psychological perspective. Gamification workshop at CHI
1. Goal setting: goal given by the system (getting the badge becomes
the goal, I.e. intrinsic again, but not towards the original goal, an
healthy lifestyle)
●   Simply engaging students is not enough. They need to be engaged for the right
    reasons. - Mitchel Resnick (Many students corrupt their learning in attempt to gain
    a badge) http://www.andrea-zellner.com/archives/917

2. Instruction: understand what is valued by the community
3. Evaluate reputation: users judged based on badges
4. Status symbol: Badges advertise one’s achievements without explicit
bragging.
5. Group identification: shared activities bind users together, increase
group identification, promotes increased cooperation
Badges
●   Trophy case always growing, i.e. when you
    get a badge, you never lose it!
Badges
Warning: they require some editorial work, clever
content/storytelling creators that can create
"clever" badges for different activities (checked
50 profiles, explored X, ...)
Badges can be created by users!
Wikipedia barnstars!
(research on) Badges
●   Badges in Social Media: A Social Psychological Perspective. Antin, J.; Churchill,
    E.F. CHI 2011
●   Halavais, Alexander M. C. “A Genealogy of Badges: Inherited Meaning and
    Monstrous Moral Hybrids.” Information, Communication, and Society, 2012
●   Hamari, J., & Koivisto, J. (2013). Social Motivations to Use Gamification: An
    Empirical Study of Gamifying Exercise. (Subm.)The 21st European Conf.
    Information Systems.
●   We don't need no stinkin' badges: examining the social role of badges in the
    huffington post. Nathan Altadonna, Julie Jones CSCW, 2012 Vol. (), p.249-252
●   Stefano De Paoli, Nicolò De Uffici, and Vincenzo D'Andrea. 2012. Designing
    badges for a civic media platform: reputation and named levels. In Proceedings of
    the 26th Annual BCS Interaction Specialist Group Conference on People and
    Computers
●   Carlo Maiolini, Stefano De Paoli, Maurizio Teli. Digital games and the
    communication of health problems. A review of games against the concept of
    procedural rhetoric. G|A|M|E, Italian Journal of Game Studies.
Virtual goods
●   They can be traded, gifted … sold (create a
    parallel economy, if someone cares...)
●   NO: implementing exchange of virtual goods
    can create social and legal issues, better to
    avoid them.
●   “Chinese online gamer killed for selling virtual
    sword” (2005)
Quests / Missions / Challenges
●   Quest/Missions
    similar to badges
●   Badge is the final
    certification of a
    quest/mission
●   But points can be
    awarded as well
    (and real world gift?)
Set your challenge
Badges are challenges given by system
Alternative: you can set your own challenges
Pro: You have a commitment (forge motivation) and the interface
can use them as a reminder (keep motivation).
Cons: if this is totally free, the system cannot “measure” if the
challenge is surpassed or not and how much.
 If this is not free, it can be basically a badge
Ex: “I'll run the half marathon in 3 months time”
“Flow in sport” Psychologists who study happiness find that people
who only set themselves long- term goals (such as making a million
dollars 20 years hence or retiring to Florida when they turn 65) are
in general less happy than people who set goals that can be
reached next mont, next year — or later the same day
Set your challenge – set a goal
Points
XP=experience points
Your XP always increases! Most actions in app
increase XP.
Map a fit tool = +250 XP
Log a run = +50 XP
Invite a friend = +1000 XP
...
Levels
Going over X points = reaching Y level
Progress bar
Visually show how
much is missing before
next level.
Shall be always visible
in the interface.
Increase stickiness
(research on) Points and Levels
Optimizing Adaptivity in Educational Games. Erik
Andersen, Center for Game Science
Automatic generation of levels in an educational
game for teaching fractions
However I would suggest hardcoded
levels/points, e.g.
15000 points = level 10
18000 points = level 11 ...
Points and levels
Shall they “encode”
      –   your activity on application or
      –   your real fitness level?
Let's choose! (I vote for “activity” on app)
Focuses on the positive things (whatever you do,
it grows). Always grow, never decrease.
Your fitness status (not a
 gamification feature but important)
Not the level and
XP!
Public or private?
Levels unlock abilities?
Often features or abilities are unlocked as
players progress to higher levels.
Shall we do this so that users remain sticky
because they want to reach level X in which they
can use feature/ability Y?
No: requires too much editorial work in inventing
(non-essential) abilities
Are points redeemable?
Gifts (t-shirt, pedometer, …)
Points are a virtual currency and you create a
virtual economy: opportunity for business but
very difficult to manage (require dedicated,
clever person)
I suggest NO
Points/Levels vs Badges/Quests
●   Points/Levels focus the player
       –   In a linear, predictable way
       –   Towards the main goal
            (exercise/stay fit)
●   Badges/Quests allow the player
       –   To get alternative/parallel
            experiences
       –   Can also be “certifying” moments
            for the main goal
Badges and points for which
                     activities?
Points:                                                     We'll decide which
     Login once a day
                                                            activities give
 ●




     Share on facebook
                                                            points/badges later on
 ●




 ●   Invite X friends to play

 ●   Create route / tag route

 ●   Upload/track an activity

 ●   Create a new exercise (with burned calories...)

 ●   Place fit tool on map

 ●   Run on route X                                         Badges
 ●   View video of fitness exercise                         ●   Performed an action X times
 ●   Read text “doing X makes you more fit because ...”
     (motivational)
                                                            ●   visited 50 other users profile
 ●   Badges                                                 ●   Check-in in a certain location, …
     Performed an action X times
                                                                Performed activity 5 times overall, 3 times
 ●
                                                            ●

 ●   visited 50 other users profile                             in 1 day
 ●   Check-in in a certain location, …

 ●   Performed activity 5 times overall, 3 times in 1 day
Tutorial (step by step)
First steps = forced actions (that also gives you
your first points, level 1 and first badge!!!)
Goal: onboarding/avoid user gets lost and leave
(research on) tutorial
The impact of tutorials on games of varying complexity. Erik Andersen,
Eleanor O'Rourke, Yun-En Liu, Richard Snider, Jeff Lowdermilk, David
Truong, Seth Cooper and Zoran Popović Proceedings of ACM CHI, 2012
 ●   # unique levels each player completes
 ●   # time they played
 ●   return rate=# times players loaded the game web page
45,000 (new) players (!!!!)
 ●   Context-sensitivity of help
 ●   Tutorial freedom (can skip?)
 ●   On-demand help
Usefulness depends on game complexity: play time increase by 29% in
complex game but no increase in two simpler games
NO for games with mechanics that can be discovered through
experimentation.
Appointment
Appointment Dynamics are game dynamics in
which at a predetermined times/place a user
must log-in or participate in game, for positive
effect.
Ex: Farmville cropping, bar happy hours
NO: it requires tons of users and lot of real-time
preparation and management
Countdown
The dynamic in which players are only given a
certain amount of time to do something. This will
create an activity graph that causes increased
initial activity increasing frenetically until time
runs out, which is a forced extinction.
Ex: you shall run 10 km before midnight today
NO: it requires real-time management and can
be risky
Multiple players
    You can play this part only together with X
    other players: they could be online at same
    time or even physically close (close GPS
    coordinates)
●   NO: requires presence in time (and space),
    i.e. requires lots of users
User profile
                                    Endomondo
      Runkeeper




We'll decide later on, for now we
focus on individual motivation and how
to exploit gamification to be persuasive
and addictive for the single user.
Avatar (customizable?)
No: it requires good graphic designer
So what? Just the photo uploaded by the user as
in Facebook
           Stanford University’s Virtual Human Interaction Lab (VHIL), researchers demonstrated that watching
           customized, look-alike avatars lose or gain weight as we do exercise makes us work out longer and
           harder. Participants who received “vicarious reinforcement” from their avatars volunteered to do on average
           eight times more exercise repetitions than participants without avatar feedback. That bodes well for the
           potential use of Mini-like avatars at home or at gyms, where people are more likely to work out in front of
           screens. (And, in fact, many home fitness games, including Wii Fit and EA Sports Active, use avatar feedback
           to engage players in harder workouts.)
           Another experiment at Stanford University’s Virtual Human Interaction Lab (VHIL): simply showing
           subjects a short animation of their look-alike avatar running in the laboratory inspired subjects to spend
           on average an hour more running in the first twenty-four hours after they left the laboratory. (There was no
           motivation effect watching a random avatar; it worked only when the avatar was highly customized to look
           like the subject.)
           Fox, Jesse, and Jeremy N. Bailenson. “Virtual Self-Modeling: The Effects of Vicarious Reinforcement
           and Identification on Exercise Behaviors.” Media Psychology, 2009, 12: 1–25.
Comparison with others?
What is seen on other
users' profile? Can they
set visibility for different
features?
Can you directly
compare with other
users?
We'll decide later on, for now we focus on
individual motivation and how to exploit
gamification to be persuasive and addictive for
the single user.
Global leaderboard
UHM, often counterproductive
The main goal becomes being in the
leaderboard and the main emphasis is on fierce
competition for being there (fight for
staying/entering for a small portion of users,
incentive to try to game the system, see Digg)
(and envy/disinterest for most users)
If we put it, better to have a weekly leaderboard,
I.e. always refreshing (even if app-holic will
try/succeed in staying on leaderboard every
week...)
Digg Top users list – REMOVED!
2007 - Kevin Rose: “Some of our top users – the
people that have spent hundreds if not
thousands of hours finding and digging the best
stuff – are being blamed by some outlets as
leading efforts to manipulate Digg.”
So, in response to the increased criticism and an
ever increasing amount of “noise around this
topic,” Digg “decided to remove the list beginning
tomorrow” and true to their word, replaced the
list with a link to their blog.
Social leaderboard
shows you versus your friends. I may be the
475,296th best player in the world at X – but I’m
number 5 among my friends…
Social leaderboard: Bragging/trash-
           taking friends
Local leaderboard/players
●   Better just to suggest nearby players as in
    runkeeper
Social appreciation != gamification
                            Noom
Post on facebook,
twitter, runkeeper, …
So that your friends
can support/trash talk
you
●   What to post?
●   When?
We'll decide later on
Gamification: how long?
●   Can gamification features “resist” for 1 year?
    10 years?
●   Shall they be designed just for the beginning?
Gamification Features
●   Badges: YES
●   Virtual goods: NO
●   Quests/missions/challenges: YES
●   Points + Levels + Progress bar: YES
●   Onboarding tutorial (for new user): YES
●   Leaderboard (global, local, social): MAYBE

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Gamification Features 4 Fitcity

  • 1. Gamification Features 4 FitCity Paolo Massa I3 - FBK http://www.gnuband.org
  • 2. Menu 1. I show gamification features 2. We decide which ones we will use in FitCity project
  • 3. “By 2020, anyone who ever used the term ‘gamification’ will be embarrassed to admit it.” Alex Halavais, associate professor, Quinnipiac University The Future of Gamification. May 18, 2012. Pew Internet Report
  • 4. “(Gamification)’s a modern-day form of manipulation. And like all cognitive manipulation, it can help people and it can hurt people. And we will see both.” danah boyd, researcher, Microsoft and Harvard’s Berkman Center The Future of Gamification. May 18, 2012. Pew Internet Report
  • 5. Gamification is the use of game mechanics in non-game contexts in order to engage users
  • 6.
  • 7. THERE IS ALREADY ABUNDANCE OF CHOICES!!!! http://www.slideshare.net/amyjokim/gamification-101-design-the-player-journey
  • 8. Gamification Features (and related research ) ● Badges ● Virtual goods ● Quests/missions/challenges ● Points ● Levels ● Progress bar ● Onboarding tutorial (for new user) ● Leaderboard (global, local, social)
  • 9. Warning: all gamification features are extrinsic rewards Hamari, Juho; Eranti, Veikko (2011). "Framework for Designing and Evaluating Game Achievements". Proceedings of Digra 2011 Conference: Think Design Play Literature on intrinsic motivation would indeed seem to doom expected extrinsic rewards as detrimental to intrinsic motivation, via diminishing the perceived autonomy of the individual to carry out given activities (see e.g. Deci, Koester & Ryan 1999 for a comprehensive meta-review of intrinsic and extrinsic rewards)
  • 10. Disclaimer ● Not a lot of research yet (gamification is a new word ;) ● Workshop at CHI (Conference on Human-computer Interaction) 2012 ● Workshop at CHI 2013 ● Some books (reality is broken, gamification by design)
  • 11. Badges … nothing new actually ... Roman warriors Romans warriors Boy scouts
  • 12. Badges ● examples
  • 14. 5 functions of badges Antin, J., & Churchill, E. (2011). Badges in social media: A social psychological perspective. Gamification workshop at CHI 1. Goal setting: goal given by the system (getting the badge becomes the goal, I.e. intrinsic again, but not towards the original goal, an healthy lifestyle) ● Simply engaging students is not enough. They need to be engaged for the right reasons. - Mitchel Resnick (Many students corrupt their learning in attempt to gain a badge) http://www.andrea-zellner.com/archives/917 2. Instruction: understand what is valued by the community 3. Evaluate reputation: users judged based on badges 4. Status symbol: Badges advertise one’s achievements without explicit bragging. 5. Group identification: shared activities bind users together, increase group identification, promotes increased cooperation
  • 15. Badges ● Trophy case always growing, i.e. when you get a badge, you never lose it!
  • 16. Badges Warning: they require some editorial work, clever content/storytelling creators that can create "clever" badges for different activities (checked 50 profiles, explored X, ...)
  • 17. Badges can be created by users! Wikipedia barnstars!
  • 18. (research on) Badges ● Badges in Social Media: A Social Psychological Perspective. Antin, J.; Churchill, E.F. CHI 2011 ● Halavais, Alexander M. C. “A Genealogy of Badges: Inherited Meaning and Monstrous Moral Hybrids.” Information, Communication, and Society, 2012 ● Hamari, J., & Koivisto, J. (2013). Social Motivations to Use Gamification: An Empirical Study of Gamifying Exercise. (Subm.)The 21st European Conf. Information Systems. ● We don't need no stinkin' badges: examining the social role of badges in the huffington post. Nathan Altadonna, Julie Jones CSCW, 2012 Vol. (), p.249-252 ● Stefano De Paoli, Nicolò De Uffici, and Vincenzo D'Andrea. 2012. Designing badges for a civic media platform: reputation and named levels. In Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers ● Carlo Maiolini, Stefano De Paoli, Maurizio Teli. Digital games and the communication of health problems. A review of games against the concept of procedural rhetoric. G|A|M|E, Italian Journal of Game Studies.
  • 19. Virtual goods ● They can be traded, gifted … sold (create a parallel economy, if someone cares...) ● NO: implementing exchange of virtual goods can create social and legal issues, better to avoid them. ● “Chinese online gamer killed for selling virtual sword” (2005)
  • 20. Quests / Missions / Challenges ● Quest/Missions similar to badges ● Badge is the final certification of a quest/mission ● But points can be awarded as well (and real world gift?)
  • 21. Set your challenge Badges are challenges given by system Alternative: you can set your own challenges Pro: You have a commitment (forge motivation) and the interface can use them as a reminder (keep motivation). Cons: if this is totally free, the system cannot “measure” if the challenge is surpassed or not and how much. If this is not free, it can be basically a badge Ex: “I'll run the half marathon in 3 months time” “Flow in sport” Psychologists who study happiness find that people who only set themselves long- term goals (such as making a million dollars 20 years hence or retiring to Florida when they turn 65) are in general less happy than people who set goals that can be reached next mont, next year — or later the same day
  • 22. Set your challenge – set a goal
  • 23.
  • 24. Points XP=experience points Your XP always increases! Most actions in app increase XP. Map a fit tool = +250 XP Log a run = +50 XP Invite a friend = +1000 XP ...
  • 25. Levels Going over X points = reaching Y level
  • 26. Progress bar Visually show how much is missing before next level. Shall be always visible in the interface. Increase stickiness
  • 27. (research on) Points and Levels Optimizing Adaptivity in Educational Games. Erik Andersen, Center for Game Science Automatic generation of levels in an educational game for teaching fractions However I would suggest hardcoded levels/points, e.g. 15000 points = level 10 18000 points = level 11 ...
  • 28. Points and levels Shall they “encode” – your activity on application or – your real fitness level? Let's choose! (I vote for “activity” on app) Focuses on the positive things (whatever you do, it grows). Always grow, never decrease.
  • 29. Your fitness status (not a gamification feature but important) Not the level and XP! Public or private?
  • 30. Levels unlock abilities? Often features or abilities are unlocked as players progress to higher levels. Shall we do this so that users remain sticky because they want to reach level X in which they can use feature/ability Y? No: requires too much editorial work in inventing (non-essential) abilities
  • 31. Are points redeemable? Gifts (t-shirt, pedometer, …) Points are a virtual currency and you create a virtual economy: opportunity for business but very difficult to manage (require dedicated, clever person) I suggest NO
  • 32. Points/Levels vs Badges/Quests ● Points/Levels focus the player – In a linear, predictable way – Towards the main goal (exercise/stay fit) ● Badges/Quests allow the player – To get alternative/parallel experiences – Can also be “certifying” moments for the main goal
  • 33. Badges and points for which activities? Points: We'll decide which Login once a day activities give ● Share on facebook points/badges later on ● ● Invite X friends to play ● Create route / tag route ● Upload/track an activity ● Create a new exercise (with burned calories...) ● Place fit tool on map ● Run on route X Badges ● View video of fitness exercise ● Performed an action X times ● Read text “doing X makes you more fit because ...” (motivational) ● visited 50 other users profile ● Badges ● Check-in in a certain location, … Performed an action X times Performed activity 5 times overall, 3 times ● ● ● visited 50 other users profile in 1 day ● Check-in in a certain location, … ● Performed activity 5 times overall, 3 times in 1 day
  • 34. Tutorial (step by step) First steps = forced actions (that also gives you your first points, level 1 and first badge!!!) Goal: onboarding/avoid user gets lost and leave
  • 35.
  • 36. (research on) tutorial The impact of tutorials on games of varying complexity. Erik Andersen, Eleanor O'Rourke, Yun-En Liu, Richard Snider, Jeff Lowdermilk, David Truong, Seth Cooper and Zoran Popović Proceedings of ACM CHI, 2012 ● # unique levels each player completes ● # time they played ● return rate=# times players loaded the game web page 45,000 (new) players (!!!!) ● Context-sensitivity of help ● Tutorial freedom (can skip?) ● On-demand help Usefulness depends on game complexity: play time increase by 29% in complex game but no increase in two simpler games NO for games with mechanics that can be discovered through experimentation.
  • 37. Appointment Appointment Dynamics are game dynamics in which at a predetermined times/place a user must log-in or participate in game, for positive effect. Ex: Farmville cropping, bar happy hours NO: it requires tons of users and lot of real-time preparation and management
  • 38. Countdown The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction. Ex: you shall run 10 km before midnight today NO: it requires real-time management and can be risky
  • 39. Multiple players You can play this part only together with X other players: they could be online at same time or even physically close (close GPS coordinates) ● NO: requires presence in time (and space), i.e. requires lots of users
  • 40. User profile Endomondo Runkeeper We'll decide later on, for now we focus on individual motivation and how to exploit gamification to be persuasive and addictive for the single user.
  • 41. Avatar (customizable?) No: it requires good graphic designer So what? Just the photo uploaded by the user as in Facebook Stanford University’s Virtual Human Interaction Lab (VHIL), researchers demonstrated that watching customized, look-alike avatars lose or gain weight as we do exercise makes us work out longer and harder. Participants who received “vicarious reinforcement” from their avatars volunteered to do on average eight times more exercise repetitions than participants without avatar feedback. That bodes well for the potential use of Mini-like avatars at home or at gyms, where people are more likely to work out in front of screens. (And, in fact, many home fitness games, including Wii Fit and EA Sports Active, use avatar feedback to engage players in harder workouts.) Another experiment at Stanford University’s Virtual Human Interaction Lab (VHIL): simply showing subjects a short animation of their look-alike avatar running in the laboratory inspired subjects to spend on average an hour more running in the first twenty-four hours after they left the laboratory. (There was no motivation effect watching a random avatar; it worked only when the avatar was highly customized to look like the subject.) Fox, Jesse, and Jeremy N. Bailenson. “Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors.” Media Psychology, 2009, 12: 1–25.
  • 42. Comparison with others? What is seen on other users' profile? Can they set visibility for different features? Can you directly compare with other users? We'll decide later on, for now we focus on individual motivation and how to exploit gamification to be persuasive and addictive for the single user.
  • 43. Global leaderboard UHM, often counterproductive The main goal becomes being in the leaderboard and the main emphasis is on fierce competition for being there (fight for staying/entering for a small portion of users, incentive to try to game the system, see Digg) (and envy/disinterest for most users) If we put it, better to have a weekly leaderboard, I.e. always refreshing (even if app-holic will try/succeed in staying on leaderboard every week...)
  • 44. Digg Top users list – REMOVED! 2007 - Kevin Rose: “Some of our top users – the people that have spent hundreds if not thousands of hours finding and digging the best stuff – are being blamed by some outlets as leading efforts to manipulate Digg.” So, in response to the increased criticism and an ever increasing amount of “noise around this topic,” Digg “decided to remove the list beginning tomorrow” and true to their word, replaced the list with a link to their blog.
  • 45. Social leaderboard shows you versus your friends. I may be the 475,296th best player in the world at X – but I’m number 5 among my friends…
  • 47. Local leaderboard/players ● Better just to suggest nearby players as in runkeeper
  • 48. Social appreciation != gamification Noom Post on facebook, twitter, runkeeper, … So that your friends can support/trash talk you ● What to post? ● When? We'll decide later on
  • 49. Gamification: how long? ● Can gamification features “resist” for 1 year? 10 years? ● Shall they be designed just for the beginning?
  • 50. Gamification Features ● Badges: YES ● Virtual goods: NO ● Quests/missions/challenges: YES ● Points + Levels + Progress bar: YES ● Onboarding tutorial (for new user): YES ● Leaderboard (global, local, social): MAYBE