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




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.
A brief history of social games (http://radoff.com)

  §    From presentation at Gamification Summit 2011 – Jon Radoff




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   2
Rootstech 2012 @Dave McAllister
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

© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   3
Rootstech 2012 @Dave McAllister
Some fun examples




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   4
Rootstech 2012 @Dave McAllister
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.




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   5
Rootstech 2012 @Dave McAllister
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)

                                                                                 Self-
                                   State of being                            actualization

                                State of needing                               Esteem               Status, achievements,
                                                                                                          rank, reputation
                                                                              Belonging      Cohesion, virality, community

                                                                                Safety                    Security, money

                                                                               Physical                   Food, water, air
Maslow’s Hierarchy of Needs (1943)                                                                                     …

© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.          6
Rootstech 2012 @Dave McAllister
The gamified engagement loop




                                                                             §  Desire

                                                                             §  Mastery




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.         7
Rootstech 2012 @Dave McAllister
The gamified engagement loop



                                                                               §  Desire
                                                                             §  Incentive
                                                                             §  Challenge
                                                                   §  Achievement/
                                                                                    reward
                                                                             §  Feedback
                                                                                §  Mastery




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.           8
Rootstech 2012 @Dave McAllister
Measuring Engagement

  §    Engagement is driven by (and may be measured by)
        §    Recency
        §    Frequency
        §    Duration
        §    Virality
        §    Ratings




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   9
Rootstech 2012 @Dave McAllister
Engagement summary

  §    Intrinsic motivations are more likely to drive higher engagement scores
  §    Engagement is powered by game dynamics
  §    Remember M3: Motivation, Momentum and Meaning




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   10
Rootstech 2012 @Dave McAllister
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?




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   11
Rootstech 2012 @Dave McAllister
Gamified Loyalty


                                 Human behaviors are essentially learned through conditioning




                                                                                             SAPS
                                                                                             Status
                                                                                             Access
                                                                                             Power
                                                                                             Stuff

                                                                             Variable Ratio maintains behavior


© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.      12
Rootstech 2012 @Dave McAllister
Changing costs and status value of loyalty

                                                                                                     250




                                                                                                     200




                                                                                                     150


                                                                                                              costs
                                                                                                              status value
                                                                                                     100




                                                                                                         50




                                                                                                         0

                        1800                   1850                          1900   1950   2000   2050
© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.            13
Rootstech 2012 @Dave McAllister
Player types - Bartles




                                            < 1% ~ 10%

                                            ~ 80% ~ 10%

                                                                                  Gamifying the quiz

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

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

© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   14
Rootstech 2012 @Dave McAllister
Player types - Radoff


    Evolutionary Gameplay Motivations




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   15
Rootstech 2012 @Dave McAllister
Player motivations and types




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   16
Rootstech 2012 @Dave McAllister
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




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   17
Rootstech 2012 @Dave McAllister
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




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   18
Rootstech 2012 @Dave McAllister
Step 2:                                               goals and interests

  §    Understand your business goals
  §    Understand your users
  §    Balance the business goals and the users interests




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   19
Rootstech 2012 @Dave McAllister
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




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   20
Rootstech 2012 @Dave McAllister
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




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   21
Rootstech 2012 @Dave McAllister
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




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   22
Rootstech 2012 @Dave McAllister
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


© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   23
Rootstech 2012 @Dave McAllister
Step 5: Keep them wanting



                                                                             §     Make your mechanics work for you
                                                                             §     Make recognition make sense
                                                                             §     Reward on a schedule to match
                                                                                    your desire
                                                                                   A reward can be anything, virtual or physical
                                                                                             Choose when to reward

                                                                                    §    Variable == behavior continuance
                                                                                    §    Fixed == Learning and deadline
                                                                             §     Level up (target the flow state)




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.     24
Rootstech 2012 @Dave McAllister
Step 6: don’t                                              now

  §    Real time feedback
  §    Newsfeeds
  §    Groups and teams
  §    Leaderboards
  §    Virtual Goods
        §    Pricing and value
        §    Gifts
        §    Secondary markets
        §    Revenue stream?




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   25
Rootstech 2012 @Dave McAllister
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




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.               26
Rootstech 2012 @Dave McAllister
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’




© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.   27
Rootstech 2012 @Dave McAllister
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

© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.              28
Rootstech 2012 @Dave McAllister
© 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.

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Rootstech-The Basics of Gamification

  • 1. The Basics of Gamification Dave McAllister – Director, Open Source and Accessibility © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.
  • 2. A brief history of social games (http://radoff.com) §  From presentation at Gamification Summit 2011 – Jon Radoff © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 2 Rootstech 2012 @Dave McAllister
  • 3. 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 © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 3 Rootstech 2012 @Dave McAllister
  • 4. Some fun examples © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 4 Rootstech 2012 @Dave McAllister
  • 5. 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. © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 5 Rootstech 2012 @Dave McAllister
  • 6. 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) Self- State of being actualization State of needing Esteem Status, achievements, rank, reputation Belonging Cohesion, virality, community Safety Security, money Physical Food, water, air Maslow’s Hierarchy of Needs (1943) … © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 6 Rootstech 2012 @Dave McAllister
  • 7. The gamified engagement loop §  Desire §  Mastery © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 7 Rootstech 2012 @Dave McAllister
  • 8. The gamified engagement loop §  Desire §  Incentive §  Challenge §  Achievement/ reward §  Feedback §  Mastery © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 8 Rootstech 2012 @Dave McAllister
  • 9. Measuring Engagement §  Engagement is driven by (and may be measured by) §  Recency §  Frequency §  Duration §  Virality §  Ratings © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 9 Rootstech 2012 @Dave McAllister
  • 10. Engagement summary §  Intrinsic motivations are more likely to drive higher engagement scores §  Engagement is powered by game dynamics §  Remember M3: Motivation, Momentum and Meaning © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 10 Rootstech 2012 @Dave McAllister
  • 11. 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? © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 11 Rootstech 2012 @Dave McAllister
  • 12. Gamified Loyalty Human behaviors are essentially learned through conditioning SAPS Status Access Power Stuff Variable Ratio maintains behavior © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 12 Rootstech 2012 @Dave McAllister
  • 13. Changing costs and status value of loyalty 250 200 150 costs status value 100 50 0 1800 1850 1900 1950 2000 2050 © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 13 Rootstech 2012 @Dave McAllister
  • 14. Player types - Bartles < 1% ~ 10% ~ 80% ~ 10% Gamifying the quiz http://www.gamerdna.com/quizzes/ bartle-test-of-gamer-psychology? cobrand= Richard Bartle (1996), "Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs," © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 14 Rootstech 2012 @Dave McAllister
  • 15. Player types - Radoff Evolutionary Gameplay Motivations © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 15 Rootstech 2012 @Dave McAllister
  • 16. Player motivations and types © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 16 Rootstech 2012 @Dave McAllister
  • 17. 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 © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 17 Rootstech 2012 @Dave McAllister
  • 18. 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 © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 18 Rootstech 2012 @Dave McAllister
  • 19. Step 2: goals and interests §  Understand your business goals §  Understand your users §  Balance the business goals and the users interests © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 19 Rootstech 2012 @Dave McAllister
  • 20. 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 © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 20 Rootstech 2012 @Dave McAllister
  • 21. 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 © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 21 Rootstech 2012 @Dave McAllister
  • 22. 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 © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 22 Rootstech 2012 @Dave McAllister
  • 23. 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 © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 23 Rootstech 2012 @Dave McAllister
  • 24. Step 5: Keep them wanting §  Make your mechanics work for you §  Make recognition make sense §  Reward on a schedule to match your desire A reward can be anything, virtual or physical Choose when to reward §  Variable == behavior continuance §  Fixed == Learning and deadline §  Level up (target the flow state) © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 24 Rootstech 2012 @Dave McAllister
  • 25. Step 6: don’t now §  Real time feedback §  Newsfeeds §  Groups and teams §  Leaderboards §  Virtual Goods §  Pricing and value §  Gifts §  Secondary markets §  Revenue stream? © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 25 Rootstech 2012 @Dave McAllister
  • 26. 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 © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 26 Rootstech 2012 @Dave McAllister
  • 27. 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’ © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 27 Rootstech 2012 @Dave McAllister
  • 28. 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 © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential. 28 Rootstech 2012 @Dave McAllister
  • 29. © 2011 Adobe Systems Incorporated. All Rights Reserved. Adobe Con dential.