the 12 dimensions of motivational affordances

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THE 12 DIMENSIONS OF MOTIVATIONAL AFFORDANCES Gustavo F. Tondello March 2017 Photo: Game Night by Randy Robertson (CC BY 2.0)

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THE 12 DIMENSIONS OF MOTIVATIONAL

AFFORDANCESGustavo F. Tondello

March 2017

Photo: Game Night by Randy Robertson (CC BY 2.0)

Motivational Affordances

Motivational affordances are properties added to an object, which allow its users to experience the satisfaction of their psychological needs.1

In gameful design, motivational affordances are often used to facilitate intrinsic and extrinsic motivations.2

1 Sebastian Deterding. 2011. Situated motivational affordances of game elements: A conceptual model. Gamification: Using Game Design Elements in Non-Gaming Contexts.

2 Gustavo F. Tondello, Dennis L. Kappen, Elisa D. Mekler, Marim Ganaba, and Lennart E. Nacke. 2016. Heuristic Evaluation for Gameful Design. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Abstracts – CHI PLAY ’16.

Intrinsic MotivationSatisfaction of psychological needs

Purpose and MeaningAffordances aimed at helping users identify a meaningful goal that will be achieved through the system and can benefit the

users themselves or other people.

Meaning

Helping the user identify a meaningful contribution (to themselves or to others).

Information and Reflection

Providing information and opportunities for reflection towards self-improvement.

Challenge and CompetenceAffordances aimed at helping users satisfy their intrinsic need of competence through accomplishing difficult challenges or goals.

Increasing Challenge

Offering challenges that grow with the user’s skill.

Onboarding

Offering initial challenges for newcomers that help them learn how it works.

Self-challenge

Helping the user discover or create new challenges to test themselves.

Completeness and MasteryAffordances aimed at helping users satisfy their intrinsic need of

competence by completing series of tasks or collecting virtual achievements.

Progressive Goals

Always presenting next goals that the user can pursue that are immediately achievable.

Achievement

Letting the user keep track of their achievements or advancements.

Autonomy and CreativityAffordances aimed at helping users satisfy their intrinsic need of autonomy by offering meaningful choices and opportunities for

self-expression.

Choice

Providing the user with choices on what to do or how to do something, which are interesting but also limited in scope according to each user’s capacity.

Self-expression

Letting the user express themselves or create new content.

Freedom

Letting the user experiment with new or different paths without fear or serious consequences.

RelatednessAffordances aimed at helping users satisfy their intrinsic need of relatedness through social interaction, usually with other users.

Social Interaction

Letting the user connect and interact socially.

Social Cooperation

Letting users work together towards achieving common goals.

Social Competition

Letting users compare themselves with others or challenge other users.

Fairness

Offering similar opportunities of success for everyone and means for newcomers to feel motivated even when comparing themselves with veterans.

ImmersionAffordances aimed at immersing users into the system to

improve their aesthetic experience, usually by means of a theme, narrative, or story, which can be real or fictional.

Narrative

Offering users a meaningful narrative or story with which they can relate to.

Perceived Fun

Letting the user interact with and be part of the story (easy fun).

Extrinsic MotivationOutcomes or values separated from the activity itself

Ownership and RewardsAffordances aimed at motivating users through extrinsic rewards

or possession of real or virtual goods.

Ownership

Letting the user own virtual goods or build an individual profile over time.

Rewards

Offering rewards for interaction and continued use, which are valuable to users and proportional to the amount of effort invested.

Virtual Economy

Letting users exchange the result of their efforts with in-system or outside rewards.

ScarcityAffordances aimed at motivating users through feelings of status or exclusivity by means of acquisition of difficult or rare rewards,

goods, or achievements.

Status

Letting users work hard to show their status to others.

Exclusivity

Offering interesting features or rewards that are rare or difficult to obtain.

Loss AvoidanceAffordances aimed at leading users to act with urgency, by

creating situations in which they could lose acquired or potential rewards, goods, or achievements if they do not act immediately.

Urgency

Creating urgency through possible losses unless the user acts immediately.

Loss of Rewards

Letting the user loose anticipated of earned rewards if they do not comply with the system’s requirements.

Context DependentType of motivation depends on contextual factors

FeedbackAffordances aimed at informing users of their progress and the

next available actions or challenges.

Clear and Immediate Feedback

Always informing the user immediately of any changes or accomplishments in an easy and graspable way.

Actionable Feedback

Always informing the user about the next available actions and improvements available.

Graspable Progress

Always telling the user where they stand and what is the path ahead for progression.

UnpredictabilityAffordances aimed at surprising users with variable tasks,

challenges, feedback, or rewards.

Varied Challenges

Offering unexpected variability in the challenges or tasks presented to the user.

Varied Rewards

Offering unexpected variability in the rewards that are offered to the user.

Change and DisruptionAffordances aimed at engaging users with disruptive tendencies by allowing them to help improve the system, in a positive rather

than destructive way.

Innovation

Letting users contribute with ideas, content, plugins, or modifications aimed at improving, enhancing, or extending the system itself.

Disruption Control

Protecting the system against cheating, hacking, or other forms of manipulation from users.

Using the Gameful Design Heuristics

1. Familiarize yourself with the application

2. Use the heuristics checklist

3. For each heuristic:a. Familiarize yourself with the heuristicb. Think about the supporting questions in relation to

the appc. If you identify any issue in the app related to the

heuristic, write it down

4. Finally, count the number of issues identified for each category to identify those with more issues

Gameful Design Heuristics

gamefuldesign.hcigames.com

Gustavo F. Tondello, Dennis L. Kappen, Elisa D. Mekler, Marim Ganaba, and Lennart E. Nacke. 2016. Heuristic Evaluation for Gameful Design. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts – CHI PLAY ’16. ACM. doi:10.1145/2968120.2987729

Gameful Design Heuristics: References

Yu-kai Chou. 2015. Actionable Gamification - Beyond Points, Badges, and Leaderboards. Octalysis Media. Alt.: yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/

Sebastian Deterding. 2015. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction 30, 3-4: 294–335. doi.org/10.1080/07370024.2014.993471

Dennis L. Kappen and Lennart E. Nacke. 2013. The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications. Proceedings of Gamification 2013. ACM, 119–122. doi.org/10.1145/2583008.2583029

Andrzej Marczewski. 2015. User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design. CreateSpace Independent Publishing Platform, 69–84. Alt.: www.gamified.uk/user-types/

Jane McGonigal. 2015. SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient. Penguin Books.

Scott Nicholson. 2014. A RECIPE for Meaningful Gamification. In Gamification in Education and Business, T. Reiners and L. C. Wood (eds.). Springer, 1–20. doi.org/10.1007/978-3-319-10208-5