gamification: will it yield an epic win?

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GAMIFICATION WILL IT YIELD AN EPIC WIN? Dr Paul Coulton Wednesday, 8 June 2011

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GAMIFICATIONWILL IT YIELD AN EPIC WIN?

Dr Paul Coulton

Wednesday, 8 June 2011

GAMIFICATIONWILL IT YIELD AN EPIC WIN?

Dr Paul Coulton

Wednesday, 8 June 2011

GAMIFICATION ?

Wednesday, 8 June 2011

GAMIFICATION ?

Use of game mechanics to encourage

engagement in an activity that

otherwise might be considered a chore

or boring

Wednesday, 8 June 2011

GAMIFICATION ?

Use of game mechanics to encourage

engagement in an activity that

otherwise might be considered a chore

or boring

Encouraging certain user behaviour

using Games as a Lens

Wednesday, 8 June 2011

TWO TRIBES?Game Designers Vs Game Based Marketers

Wednesday, 8 June 2011

GAMFICATION CONTINUUM

Wednesday, 8 June 2011

GAMFICATION CONTINUUM

Wednesday, 8 June 2011

GAMFICATION CONTINUUM

Wednesday, 8 June 2011

GAMFICATION CONTINUUM

Wednesday, 8 June 2011

GAMFICATION CONTINUUM

Wednesday, 8 June 2011

GAMFICATION CONTINUUM

Wednesday, 8 June 2011

WHAT ARE GAMES?

To play a game is to engage in activity directed towards bringing

about a specific state of affairs, using only means permitted by rules, where the rules prohibit more

efficient in favour of less efficient means, and where such rules are accepted just because they make

possible such activity…playing a game is the voluntary attempt to overcome

unnecessary obstacles.”

Wednesday, 8 June 2011

WHATS IS A GAME

MECHANIC?“Game mechanics are rule based systems / simulations

that facilitate and encourage a user to explore and learn the properties of their possibility

space through the use of feedback mechanisms”

Wednesday, 8 June 2011

HIGH SATISFACTION

LOW SATISFACTION

NOT (OR POORLY)IMPLEMENTED

FULLYIMPLEMENTED

BASIC NEEDSOnly noticed if missing

DELIGHTERSNot required but when

added brings value

NEUTRAL

ZONE

PERFORMANCE PAYOFFS

KANO MODEL

Wednesday, 8 June 2011

HIGH SATISFACTION

LOW SATISFACTION

NOT (OR POORLY)IMPLEMENTED

FULLYIMPLEMENTED

BASIC NEEDSOnly noticed if missing

DELIGHTERSNot required but when

added brings value

NEUTRAL

ZONE

PERFORMANCE PAYOFFS

KANO MODEL

Wednesday, 8 June 2011

PLAYER TYPES

Players World

Interacting

Acting

Killers

Killers

Acheivers

Acheivers

Socialisers

Socialisers

Explorers

Explorers

From Richard Bartle’s Classification of MUD Players (1996)

Approximately 25% of players

Wednesday, 8 June 2011

PLAYER TYPES

Players World

Interacting

Acting

Killers

Killers

Acheivers

Acheivers

Socialisers

Socialisers

Explorers

Explorers

From Richard Bartle’s Classification of MUD Players (1996)

main goals points gathering and raising

levels

Approximately 25% of players

Wednesday, 8 June 2011

PLAYER TYPES

Players World

Interacting

Acting

Killers

Killers

Acheivers

Acheivers

Socialisers

Socialisers

Explorers

Explorers

From Richard Bartle’s Classification of MUD Players (1996)

like to fully explore game world and its

limits

main goals points gathering and raising

levels

Approximately 25% of players

Wednesday, 8 June 2011

PLAYER TYPES

Players World

Interacting

Acting

Killers

Killers

Acheivers

Acheivers

Socialisers

Socialisers

Explorers

Explorers

From Richard Bartle’s Classification of MUD Players (1996)

The game is essentially and

backdrop to socilasing with other players

like to fully explore game world and its

limits

main goals points gathering and raising

levels

Approximately 25% of players

Wednesday, 8 June 2011

PLAYER TYPES

Players World

Interacting

Acting

Killers

Killers

Acheivers

Acheivers

Socialisers

Socialisers

Explorers

Explorers

From Richard Bartle’s Classification of MUD Players (1996)

Like to impose themselves on others

The game is essentially and

backdrop to socilasing with other players

like to fully explore game world and its

limits

main goals points gathering and raising

levels

Approximately 25% of players

Wednesday, 8 June 2011

PLAYER TYPES

Players World

Interacting

Acting

Killers

Killers

Acheivers

Acheivers

Socialisers

Socialisers

Explorers

Explorers

From Richard Bartle’s Classification of MUD Players (1996)

Like to impose themselves on others

The game is essentially and

backdrop to socilasing with other players

like to fully explore game world and its

limits

main goals points gathering and raising

levels

Approximately 25% of players

Wednesday, 8 June 2011

MISSING MOTIVATIONS

DestructionNuturing

Anticipation

Schadenfreude

Gifting

HumourPossibiltyNaches

Purification

Surprise

Thrill

Wonder

FieroJesse Schell

Sensation

Fantasy

Narrative

Challenge

Fellowship

Discovery

Expression

Masochism

Mark LeBlanc

Wednesday, 8 June 2011

HARD FUNFiero

EASY FUNCuriosity

PEOPLE FUNAmusement

SERIOUS FUN

Relaxation

VALUES

Practice

Rhythm

Stimulation

IMAGIN

ATIO

N

Creat

ivity

Detail

Unc

erta

inty

RELATIO

NSHIPS

Perso

naliz

e

Player Interaction

NP

C In

tera

ctio

n

MASTERY

Strategy

Ob

stacles

Goals

Emotion<Choice<Mechanic>Choice>Emotion

THERE ARE ALL TYPES OF FUN!

Nicole Lazzaro

Wednesday, 8 June 2011

GAMIFIERS HANDBOOK

EPIC WIN WIN WIN WIN

EPIC WIN WIN WIN

WIN WIN EPIC WIN WIN

WIN WIN EPIC WIN WIN

WIN WIN EPIC WIN

WIN WIN WIN EPIC WIN

Reward Status AchievementsSelf

ExpressionCompetition Altruism

Points

Levels

Challenges

Virtual Goods

Leader Boards

Gifting

Wednesday, 8 June 2011

IS IT REALLY NEW?

Wednesday, 8 June 2011

IS IT REALLY NEW?

Wednesday, 8 June 2011

GAMIFICATION LOOP

OnboardingNewbies

Amy Jo Kim

Wednesday, 8 June 2011

OPERANT CONDITIONING

Outcome of ConditioningOutcome of Conditioning

Increase Behaviour

Reduce Behaviour

Positive Stimulus

Positive Reinforcement (add stimulus)

Response Cost(remove stimulus)

Negative Stimulus

Negative Reinforcement

(remove stimulus)

Punishment(add stimulus)

Wednesday, 8 June 2011

REINFORCEMENT SCHEDULES

Wednesday, 8 June 2011

REINFORCEMENT SCHEDULES

Fixed IntervalUser gets points every

time they login

Wednesday, 8 June 2011

REINFORCEMENT SCHEDULES

Fixed IntervalUser gets points every

time they login

Variable IntervalUser gets points every

10-15 games

Wednesday, 8 June 2011

REINFORCEMENT SCHEDULES

Fixed IntervalUser gets points every

time they login

Variable IntervalUser gets points every

10-15 games

Fixed RatioUser gets trophy after

winning 50 games

Wednesday, 8 June 2011

REINFORCEMENT SCHEDULES

Fixed IntervalUser gets points every

time they login

Variable IntervalUser gets points every

10-15 games

Fixed RatioUser gets trophy after

winning 50 games

Continuous Fixed RatioUser gets points every

time they check-in

Wednesday, 8 June 2011

REINFORCEMENT SCHEDULES

Fixed IntervalUser gets points every

time they login

Variable IntervalUser gets points every

10-15 games

Fixed RatioUser gets trophy after

winning 50 games

Continuous Fixed RatioUser gets points every

time they check-in

Variable RatioOn average every 3

games user gets some points

Wednesday, 8 June 2011

GOAL GRADIENT EFFECTEven The Illusion Of Progress Is Motivating!

0

5

10

15

20

0 1 2 3 4 5

Tim

e in

Sec

onds

Sections of Run

Wednesday, 8 June 2011

GOAL GRADIENT EFFECTEven The Illusion Of Progress Is Motivating!

0

5

10

15

20

0 1 2 3 4 5

Tim

e in

Sec

onds

Sections of Run

InfoBucks Virtual Coffe Shop

InfoBucks Virtual Coffe Shop

Wednesday, 8 June 2011

SIZE MATTERS!

Ebbinghaus Illusion

Wednesday, 8 June 2011

SIZE MATTERS!

Ebbinghaus Illusion

Wednesday, 8 June 2011

SIZE MATTERS!

Ebbinghaus Illusion

Wednesday, 8 June 2011

ENFRAMING & TIME CRUSH Enframing in that they take a concept and formalise it with a

particular apparatus and excerpt time crush.

Heidegger

Wednesday, 8 June 2011

FLAVOURS OF GAMIFICATION

Badgification: the boy scout reward

Wednesday, 8 June 2011

MINDING THE GAPS

Completing the missing elements of a set is strong motivator for many people

and is the basis of what many of these systems try to exploit

Wednesday, 8 June 2011

FLAVOURS OF GAMIFICATION

Pointsification: Accumulate points for repeated activity.

Wednesday, 8 June 2011

BADGES AND POINTS ARE FEEDBACK

Most implementations of badges and points reward

repetition not achievements

Wednesday, 8 June 2011

BADGES AND POINTS ARE FEEDBACK

Most implementations of badges and points reward

repetition not achievements

Wednesday, 8 June 2011

PROGRESSIVE GROKKING“Playing video games is fun because it provides experiences of

competence, self-efficacy, mastery” - Ralph Koster

NewMechanic

PlayerLearns

DesignGrokked

Flow

Anxiety

Boredom

Challenge

Abilities

Csikszentmihalyi

Wednesday, 8 June 2011

>Intrinsic

Mastery

Autonomy

Love

Fun

Meaning

Power

Group Identity

Extrinsic

Badges

Points

Leader Boards

Rewards

Punishments

Levels

MOTIVATIONS

Long Term Short Term

Wednesday, 8 June 2011

CO-OP VS DEATH MATCH

Single

Play

er

Maslow’s Hierarchy of Needs

Mul

ti Pl

ayer

Wednesday, 8 June 2011

DEKOVEN’S CO-LIBERATION

CoLiberation

Isolation

Conformity

ME

WE

Wednesday, 8 June 2011

ALL GAMES AREN’T FUN

“Asking me which Elf Bowling 1 or 2 is better is like me asking you if you'd rather eat a spoonful of rat

turds or hamster turds” IGN Review 2005

Wednesday, 8 June 2011

ALL GAMES AREN’T FUN

“Asking me which Elf Bowling 1 or 2 is better is like me asking you if you'd rather eat a spoonful of rat

turds or hamster turds” IGN Review 2005

“Games are not fun because they‘re games, but when

they are well-designed”- Sebastian

Deterding

Wednesday, 8 June 2011

WHERES THE FUN?

Wednesday, 8 June 2011

WHERES THE FUN?

Fun is a means not the end

Wednesday, 8 June 2011

WHATS MY MOTIVATION?

“Game elements aren't the monosodium glutamate of fun that you can simply add to an activity to make motivating and engaging” -

Will Wright

Wednesday, 8 June 2011

WHATS MY MOTIVATION?

“Game elements aren't the monosodium glutamate of fun that you can simply add to an activity to make motivating and engaging” -

Will Wright

Wednesday, 8 June 2011

WHATS MY MOTIVATION?

“Game elements aren't the monosodium glutamate of fun that you can simply add to an activity to make motivating and engaging” -

Will Wright

Wednesday, 8 June 2011

GLITCHES IN THE MATRIXGames get gamed!

Wednesday, 8 June 2011

RECOMMENDATIONS• Gamification does not necessarily mean you make a game• Ask yourself what do I want to achieve? then decide is

gamification the answer.• Is there a skill to be learned? If not Gamification wont help• Try to ensure you provide intrinsic rather than extrinsic

rewards. Make sure the game is meaningful to the players.•Make sure you understand your players before you create the

game. Make it appropriate for the audience.•Don’t over emphasise operant conditioning your brand will

often stick if the game is fun enough.•Discuss ideas with game designers as well as game based

marketers if you really want to make a game.•Make sure you know what you’ll end up revealing.

Wednesday, 8 June 2011

GAME OVERCongratulations you just unlocked @mysticmobiles gamification badge

Wednesday, 8 June 2011