All the Web's a Game

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All The Web’s A Game Game mechanics and cognitive psychology

description

Combining the presentations of Amy Jo Kim, Any Beio, and my own insights, this shows a perspective on how social networks, systems, and even TV ads use game mechanics to create flow state and bring people through even the most complex processes, like the microsoft office suite. Plenty of practical examples to ground the higher-level thinking, including xbox avatars, progressive insurance, Twitter, sims, slot machines, legos, doll houses, blackjack, and more.

Transcript of All the Web's a Game

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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