Transcript
Page 1: All the Web's a Game

All The Web’s A Game

Game mechanics and cognitive psychology

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Yes, the whole web is a game

Even if not explicitly a game,it’s a meta game

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What is a game?A system in which players engage in an

artificial conflict defined by rules that results in a quantifiable outcome

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Doesn’t work here

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Practically speaking...

A structured experience with rules, goals and fun.

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Games tap into our most primal

instinctsYou can see the same response patterns in

chickens, mice, monkeys and people

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Push lever, get pellet

Most people are familiar with operant conditioning and consistent reinforcement

schedules

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Variable, intermittent

reinforcement

The most powerful way to manipulate behavior.Set small or large outcomes without being able to

predict what action will cause that outcome.

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So many possible outcomes

You’re not even sure how you win, just that you have a great chance of winning something.

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Old-style slot machine

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Updating your status without being able to predict what action will cause that outcome.

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Games engage us in flow

• Just the right level of challenge

• Not too much to discourage you

• Or too little challenge to create apathy

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Good games unfold

challenges over time

in conjunction with your evolving mastery

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What are game mechanics?

The systems and features that make games fun, compelling, addictive

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5 game mechanics for social media

• Collecting

• Points

• Feedback

• Exchanges

• Customization

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Collecting

• Show me your stuff!

• What matters to you

• Display of your time and effort

• Comparable with others

• Bragging rights, social hierarchy

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Ebay

Baseball Cards Coupons

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Completion Sets

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emotionally-driven completion sets rock

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System Points

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Social Points

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Redeemable points

I’m not wasting my time, I’m earning points

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Redeemable pointsI’m not spending too much, I’m earning points

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Leaderboards, levels

• Leaderboards

• Usually not a great idea

• Levels

• Shorthand for how many points you have

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FeedbackFrequent feedback accelerates mastery

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Feedback adds fun

Cooking Mama was only available for the Nintendo DS and sold 1.6 million units the first

nine months in the US.

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Feedback creates flow

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Social Feedback Drives Engagement

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Exchanges

• Structured social interaction

• Very primal form of interaction in every game with >2 players

• Call and response, taking turns

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Explicit Exchange

• Facebook friends

• Gifting

Words don’t always work as expression

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Implicit Exchange

• You don’t “have to” do it

• The sociality of the public determines if you really have to.

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Character Customization

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Character Customization

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Interface Customization

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Progressive comparison game

Set up on TV signals variable rewardA game you know you’ll win

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Where have I seen this?

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Progressive comparison game

Reinforced in hero section of the site

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Progressive splash page

scrolling, variablereinforcement

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Wait a sec...

This information is completely unreliableDoes it matter?

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Progressive splash

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What happens next?

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Beware!You must make sure that the game increases mastery of the user, and moves them through

the system

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How to make it practical

• Find the completion sets and collections the audience already makes

• Where can we turn ambiguous value exchange into the possibility of winning?

• Look for the games that already exist.

• How can we increase systematic feedback?

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Have a lucky day!

Michael Leisx6487

@mleisblog.michaelleis.com


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