What gamification is and is not, and how understanding and leveraging game mechanics can affect all aspects of a business, from marketing to management all the way through recruitment and sales.
6. WHAT IT'S NOT!
GAMIFICATION
• Throwing scores and badges around without any consistent
design
• Using game metaphors all over the place
• Using a game to advertise or market a certain product
• A quickfix for a bad system
• A way to make something boring more "fun"
• A gadget gimmick that can only have marginal effects
7. THE PROCESS OF GAME-THINKING AND
GAME MECHANICS TO ENGAGE PEOPLE
AND SOLVE PROBLEMS
WHAT IS GAMIFICATION?
14. BARTLE PLAYER TYPES
5% exclusive
20% non-exclusive
10% exclusive
40% non-exclusive
10% exclusive
50% non-exclusive
75% exclusive
80% non-exclusive
You have to identify your own proportions and adapt your game design accordingly
Acting
Interacting
EnvironmentPeople
Killers Achievers
Socializers Explorers
18. THERE ARE A MANY!
POINT SYSTEMS
• Experience points (XP)
• Redeemable points (RP)
• Skill points
• Karma points
• Reputation points
• Life points
19. LEVELS
• Levels indicate progress on the path to mastery
• Sticky because there is no shortcut
• Must be more and more difficult (number of points to get to a
level is not linear)
• Using a progress bar or percentage can be a good idea
• You can use metaphors like colors, precious metals or traveler
types (tourist, explorer, adventurer, roamer, backpacker)
• Make it visual
20. LEADERBOARDS
• Really speaks to killers and achievers
• Show ranking in context (player in the middle)
• Slice it socially (amongst friends), geographically
(by city) or globally, over time (eg last week), or
even by skill score
• Make interactions easier between players at the
same level since they are playing the same game
• If possible give hints as to how the player can
move up one rank
• Be careful about privacy and safety
• Keep it positive: no public shaming for bad scores
• Make it social, easily shareable
22. BADGES
• Used to brag about achievements to other players
• Allow you to create challenges for players
• Can add an element of surprise (Foursquare badges)
• Can be used as milestones for progress
• Encourage social promotion (make it shareable)
• Can be used instead of levels
• Too many badges kill badges
• Can be used as a sign of belonging (eg sticker on a laptop, branded
mug or suitcase, etc.)
23. ONBOARDING
• Insist heavily on the first few minutes
• Give points right away
• Don't force people to register to enter the game
• Give them a taste of what the game will be about from a get go
• Give information and rules progressively, not all at once
• Make your players win directly
• Design a very clear path at the beginning: action, reward, action,
action, reward, register, action, action, share, …
24. CHALLENGES AND QUESTS
• Fluctuations in the game
• Compensate seasonality
• For special events (eg launching a new city)
• Break the monotonous nature, the routine of the game
• Better specific to given group of players at a certain level
• Encourage cooperation and/or competition
• Let players join if they want, or leave them alone if they won't
27. LIST ALL THE ACTIONS YOU WANT TO ENCOURAGE IN
PLAYERS
STEP 1
• Show up to my talk
• Stay awake and vigilant
• Ask questions
• Give me feedback about my presentation
• Post about my talk on social media
• Laugh at my jokes
• Ask me questions later
• Answer my questions
28. RANK THOSE PLAYER ACTIONS
STEP 2
• Place those five top actions on the Bartle quadrant
SHOW UP
AWAKE
ASK QUESTIONS
GIVE FEEDBACK
POST ON SOCIAL MEDIA
29. PLACE YOUR ACTIONS ON THE SCALE OF MASTERY
STEP 3
SHOW UP
AWAKE
ASK QUESTIONS
GIVE FEEDBACK
POST ON SOCIAL MEDIA
30. ASSIGN A VALUE IN POINTS TO EACH ACTION
STEP 4
Experience Redeemable
Skill
eg reliability
Karma Life
Show up 1000 100
Stay awake
3 - 1 à zone
out
Ask
questions
2000 100
Give
feedback
500 500 10
Post on social
media
100 10
Reputation points are usually given by others
31. DESIGN BADGE SYSTEM
STEP 5
• Think of a badge series to guide people to reaching each level
(trainee, apprentice, jedi, jedi master, sith lord)
• Think of a series of badges to show community belonging
• Think of a few surprise badges that people only discover when
they get them
• Identify a logo for each badge
• Make those badges visual, give out personalized laptop stickers
or merch (think Youtube buttons)
32. DESIGN YOUR ONBOARDING EXPERIENCE
STEP 6
• What questions will you ask your players first?
• What actions will they be able to perform even before they
register?
• How many points will you give them right away?
• Which rules are you going to reveal at each step of the
onboarding process?
• Which opportunities to fail can you remove at the beginning?
• Design a first challenge for newbies
33. DEFINE A SOCIAL ENGAGEMENT LOOP FOR EACH LEVEL
STEP 7
• What is the motivating
emotion? (curiosity)
• What's the social call to action?
(show up)
• How do you reengage players?
(ask questions)
• How do you make progress
and rewards visible? (…)
34. STEP 8
• Decouple the game implementation from the business
implementation in order to be able to change them independently
• While making the overall experience as integrated as possible
• Even better if you combine game mechanics and dynamics with
the basic features of a social network:
• User profiles
• Connections between players
• Action feed for each user
IMPLEMENT A BASIC GAME