Rootstech-The Basics of Gamification

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© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Condential. The Basics of Gamification Dave McAllister – Director, Open Source and Accessibility

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Basics of Gamification for the Rootstech conference. No big enlightenments

Transcript of Rootstech-The Basics of Gamification

Page 1: Rootstech-The Basics of Gamification

© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con!dential.

The Basics of Gamification Dave McAllister – Director, Open Source and Accessibility

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A brief history of social games (http://radoff.com)

§  From presentation at Gamification Summit 2011 – Jon Radoff

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What is Gamification?

Gamification is: the process of using game mechanics and game dynamics (game thinking) to engage users and solve problems

§  In short, drive game like behavior and engagement in non-gaming environments

Gamification is not about §  Game theory

§  Game development

§  Or a cure for a poor product design

“50% of all innovation processes will be gamified by 2015” - Gartner

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Some fun examples

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Goals of Gamification

§  Drive Participation §  Increase the number of people willing to (and capable of) taking part

§  Increase Engagement §  Drive more interactions, including sharing and deeper responses

§  Create Loyalty §  Maintain return traffic as well as increased viral “social media” marketing

Gamification could deliver application lock-in in an web-based world.

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Engagement

§  Motivation leads to engagement

§  Intrinsic motivation – innate desire to do something rewarding in and of itself

§  External motivation – driven by desire (or fear) of external reward (or punishment)

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Self- actualization

Esteem

Belonging

Safety

Physical

Maslow’s Hierarchy of Needs (1943)

State of being

State of needing Status, achievements, rank, reputation

Cohesion, virality, community

Security, money

Food, water, air …

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The gamified engagement loop

§ Desire § Mastery

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The gamified engagement loop

§ Desire §  Incentive § Challenge

§ Achievement/reward

§ Feedback § Mastery

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Measuring Engagement

§  Engagement is driven by (and may be measured by)

§  Recency

§  Frequency

§  Duration

§  Virality

§  Ratings

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Engagement summary

§  Intrinsic motivations are more likely to drive higher engagement scores

§  Engagement is powered by game dynamics

§  Remember M3: Motivation, Momentum and Meaning

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Loyalty systems change over time

§  1800’s – Tangible goods model, buy something, get something

§  1930’s – “Cash” incentives, rise of the virtual currency

§  1980’s – Loyalty systems, and status recognition

§  2000’s – Virtual rewards

Why do these change?

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Gamified Loyalty

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SAPS Status Access Power Stuff

Variable Ratio maintains behavior

Human behaviors are essentially learned through conditioning

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Changing costs and status value of loyalty

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0

50

100

150

200

250

costs

status value

1800 1850 2000 2050 1900 1950

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Player types - Bartles

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Richard Bartle (1996), "Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs,"

Gamifying the quiz http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology?cobrand=

< 1%

~ 10% ~ 80%

~ 10%

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Player types - Radoff

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Evolutionary Gameplay Motivations

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Player motivations and types

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The 6 rules of Gamification design

§  Understand what constitutes a “win” for the organization/sponsor

§  Unpack the player’s intrinsic motivation and progress to mastery

§  Design for the emotional human, not the rational human.

§  Develop scalable, meaningful intrinsic and extrinsic rewards

§  In scaling your project, don’t roll your own

§  Most interactions are boring: make everything a little more fun

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Step 1: Get

§  Don’t design a game

§  Focus on

§  Recognition and Reward

§  Status

§  Achievement

§  Competition

§  Collaboration

§  Don’t expect gamification to replace the need for good content

§  Prepare to build a community and make it interactive

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Step 2: goals and interests

§  Understand your business goals

§  Understand your users

§  Balance the business goals and the users interests

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Step 3: lights, camera,

§  Prioritize what you want users to do, in your interests

§  Determine success

§  Including how to measure success

§  Establish solid baselines

§  Add elements one at a time

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Step 4: , and

§  Mechanics are how to control user actions

§  Dynamics are how the user interacts with the mechanics

§  Aesthetics are how the user feels about the experience

While sometimes referred to as badges and points, there are far more parameters to be applied

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Game Mechanics

§  Are the constructs and feedback loops which are intended to encourage game play.

§  Common examples:

§  Status, equating to rank and reputation

§  Feedback (of progress), points

§  Progression, Completion

§  Achievement

§  Social interaction

§  Self expression

§  There are a lot of mechanics http://gamification.org/wiki/Game_Mechanics

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Game Dynamics

§  Time related evolution and patterns that make an activity enjoyable.

§  The dynamic game-rule feedback loop

§  The player dynamics

§  Dependent on gamer personality

§  Examples:

§  Progression versus Status

§  Reinforcement schedule (of rewards) versus points

§  Appointments and countdowns

§  Social driven discovery

§  Competition

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Step 5: Keep them wanting

§  Make your mechanics work for you §  Make recognition make sense

§  Reward on a schedule to match your desire

§  Variable == behavior continuance

§  Fixed == Learning and deadline

§  Level up (target the flow state)

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A reward can be anything, virtual or physical Choose when to reward

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Step 6: don’t now

§  Real time feedback

§  Newsfeeds

§  Groups and teams

§  Leaderboards

§  Virtual Goods

§  Pricing and value

§  Gifts

§  Secondary markets

§  Revenue stream?

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Step 7: Wherever go, there are

§  Design for support of mobile or multi-screen approach

§  Tap the power of existing social media behemoths

§  Keep in mind location

§  Keep in mind geo-cultures

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Summary: Make it

§  Keep it as simple as needed, not simple as possible

§  Know who you are targeting

§  Know what you want to get

§  Measure it

§  MDA == Mechanics, Dynamics and Aesthetics

§  SAPS == Status, Access, Power, Stuff’

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For more information and thanks to the giants

§  Gamification by Design, Gabe Zicherman http://gamification.co/gabe-zichermann/

§  Game On, Jon Radoff http://radoff.com/

§  The Science of Gamification, Michael Wu, Ph,D http://www.linkedin.com/in/michaelwuphd

§  Bunchball (http://www.bunchball.com/) for two amazing whitepapers:

§  Winning with Gamification

§  Gamification 101

§  The Gamification Blog: http://gamification.co

§  Gamification University: http://gamificationU.com

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