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The ABCs of Gamification
Gamification is not...
● Crappy badges on a crappy website
● Fix for shady product or experience
● Fix for poor understanding of customers &
prospects
● Actual games
Gamification is...
The use of game elements and game-design
techniques in non-game contexts.
● Multiplier
● "Fun theory"
● Next step in evolution of marketing
● Engaging experiences
● Spirit of a game
● Fun is job #1
Anything can be made fun
goo.gl/pNGhC
"Everything in the future
online is going to look like a
multiplayer game."
Eric Schmidt
Google Chairman
Internet Goes MMOG
Game Design
to Drive
Mass Change
Game
Mechanics
Game Design
Thinking
Sociological
Motivators in
Game Design
The Gamification Onion
Mindset Shift
Prospects & Customers
=
Players
Player Types (Bartle's)
Achievers
Defined by:
A focus on attaining status and
achieving preset goals quickly and/or
completely.
Engaged by:
Achievements
Typical makeup: 10%
Socializers
Defined by:
A focus on socializing and a drive to
develop a network of friends and
contacts.
Engaged by:
Newsfeeds, Friends, Lists, Chat
Typical makeup: 75%
Killers
Defined by:
A focus on winning, rank, and direct
peer-to-peer competition.
Engaged by:
Leaderboards, Ranks
Typical makeup: 5%
Explorers
Defined by:
A focus on exploring and a drive to
discover the unknown.
Engaged by:
Hidden Achievements
Typical makeup: 10%
Gamer Psychology Quiz
Explorer: 74%
Achiever: 66%
Socializer: 60%
Killer: 7%
goo.gl/fnQN3
Mindset Shift
Extrinsic Rewards Intrinsic Value
AmyJoKim.com
Game Design
to Drive
Mass Change
Game
Mechanics
Game Design
Thinking
Sociological
Motivators in
Game Design
Game Mechanics
Badges
LevelsLeaderboards
ChallengesRewards
Onboarding
Incentive
Loops
Points
Types of Points
Experience: most important,
earned for every action, may expire,
never go down, not redeemed
(always goes up, keep earning)
Redeemable: goes up & down, redeemable for goods (ie. bank
balance)
Skill-based: assigned to specific activities that are tangential to
XP or tangential to redemption
Karma: sole purpose is to be given them away, get no benefit
from keeping them (ie. voting system)
Reputation: often most complex, incorporate a number of
different things, used when a system can't verify trust
Why Badges
Collecting: historically badges were a collection
mechanism
Surprise/pleasure: "awesome, I earned a badge"
Visually valuable: aesthetically pleasing, people can
want them because they look good
Social promotion: opportunity for a user to promote
your product in the social graph, "I'm gonna share this
with others"
Goals & progress: can be a progress mechanic
Levels
Progression of difficulty (don't
slam them up front)
Difficulty from level to level is not
linear, usually exponential up front
and then decreasing over time
Reward Intervals
Fixed Ratio: given after a
fixed number of actions
Variable ratio: given after an
unknown number of actions
Challenges
Aligned with levels and experience points
Maintain "Flow" - balance between ability
level and challenge
(Treasure hunt)
Leaderboard Tips
Always put the user in
middle of the leaderboard
Show friends above and
below them
Show them a specific
instruction on what they
can do to move up
Incentive Loop Tips
(Viral loop)
Evolve through levels
Be deliberate & focused:
● how to get users into the experience,
● what keeps them engaged, and
● how to bring them back
ie. connecting & expressing > tweet > @mentions >
followers > rinse & repeat
Onboarding
First minute is the
most important
Minimize choice
Slowly reveal complexity of system to user
Don't explain, experience
Offer benefits first, then ask for registration
(give them something for free first, RIA)
Examples
Xbox.com/live: achievements, leaderboards
FourSquare.com: badges, rewards
GetGlue.com: rewards
LinkedIn.com: progress bar
SalesForce.com: leaderboard, achievements, leveling
Mint.com: achievements, progress bar
CheckPoints.com: virtual currency, rewards
ShopKick.com: virtual currency, rewards, contests
Hallmark.com: Facebook credits, virtual goods, gifting, sharing
Starbucks.com: leveling, rewards
Nike.com: achievements, badges, challenges, rewards
BuffaloWildWings.com: trivia, challenges
Service Providers
Bigdoor.com
Bunchball.com
Badgeville.com
iActionable.com
Gigya.com
Gabe Zichermann
goo.gl/xW9Bj
Game Design
to Drive
Mass Change
Game
Mechanics
Game Design
Thinking
Sociological
Motivators in
Game Design
Kevin Werbach
goo.gl/l07iw
Game Design
to Drive
Mass Change
Game
Mechanics
Game Design
Thinking
Sociological
Motivators in
Game Design
Will Wright
goo.gl/WfNim
Game Design
to Drive
Mass Change
Game
Mechanics
Game Design
Thinking
Sociological
Motivators in
Game Design
Jane McGonigal
goo.gl/fe9C5
Fun is Job #1

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Make it Fun to Get Started

  • 1. Make it Easy Fun to Get Started The ABCs of Gamification
  • 2. Gamification is not... ● Crappy badges on a crappy website ● Fix for shady product or experience ● Fix for poor understanding of customers & prospects ● Actual games
  • 3. Gamification is... The use of game elements and game-design techniques in non-game contexts. ● Multiplier ● "Fun theory" ● Next step in evolution of marketing ● Engaging experiences ● Spirit of a game ● Fun is job #1
  • 4. Anything can be made fun goo.gl/pNGhC
  • 5. "Everything in the future online is going to look like a multiplayer game." Eric Schmidt Google Chairman Internet Goes MMOG
  • 6. Game Design to Drive Mass Change Game Mechanics Game Design Thinking Sociological Motivators in Game Design The Gamification Onion
  • 7.
  • 8. Mindset Shift Prospects & Customers = Players
  • 9. Player Types (Bartle's) Achievers Defined by: A focus on attaining status and achieving preset goals quickly and/or completely. Engaged by: Achievements Typical makeup: 10% Socializers Defined by: A focus on socializing and a drive to develop a network of friends and contacts. Engaged by: Newsfeeds, Friends, Lists, Chat Typical makeup: 75% Killers Defined by: A focus on winning, rank, and direct peer-to-peer competition. Engaged by: Leaderboards, Ranks Typical makeup: 5% Explorers Defined by: A focus on exploring and a drive to discover the unknown. Engaged by: Hidden Achievements Typical makeup: 10%
  • 10. Gamer Psychology Quiz Explorer: 74% Achiever: 66% Socializer: 60% Killer: 7% goo.gl/fnQN3
  • 11. Mindset Shift Extrinsic Rewards Intrinsic Value AmyJoKim.com
  • 12. Game Design to Drive Mass Change Game Mechanics Game Design Thinking Sociological Motivators in Game Design
  • 14. Types of Points Experience: most important, earned for every action, may expire, never go down, not redeemed (always goes up, keep earning) Redeemable: goes up & down, redeemable for goods (ie. bank balance) Skill-based: assigned to specific activities that are tangential to XP or tangential to redemption Karma: sole purpose is to be given them away, get no benefit from keeping them (ie. voting system) Reputation: often most complex, incorporate a number of different things, used when a system can't verify trust
  • 15. Why Badges Collecting: historically badges were a collection mechanism Surprise/pleasure: "awesome, I earned a badge" Visually valuable: aesthetically pleasing, people can want them because they look good Social promotion: opportunity for a user to promote your product in the social graph, "I'm gonna share this with others" Goals & progress: can be a progress mechanic
  • 16. Levels Progression of difficulty (don't slam them up front) Difficulty from level to level is not linear, usually exponential up front and then decreasing over time
  • 17. Reward Intervals Fixed Ratio: given after a fixed number of actions Variable ratio: given after an unknown number of actions
  • 18. Challenges Aligned with levels and experience points Maintain "Flow" - balance between ability level and challenge (Treasure hunt)
  • 19. Leaderboard Tips Always put the user in middle of the leaderboard Show friends above and below them Show them a specific instruction on what they can do to move up
  • 20. Incentive Loop Tips (Viral loop) Evolve through levels Be deliberate & focused: ● how to get users into the experience, ● what keeps them engaged, and ● how to bring them back ie. connecting & expressing > tweet > @mentions > followers > rinse & repeat
  • 21. Onboarding First minute is the most important Minimize choice Slowly reveal complexity of system to user Don't explain, experience Offer benefits first, then ask for registration (give them something for free first, RIA)
  • 22. Examples Xbox.com/live: achievements, leaderboards FourSquare.com: badges, rewards GetGlue.com: rewards LinkedIn.com: progress bar SalesForce.com: leaderboard, achievements, leveling Mint.com: achievements, progress bar CheckPoints.com: virtual currency, rewards ShopKick.com: virtual currency, rewards, contests Hallmark.com: Facebook credits, virtual goods, gifting, sharing Starbucks.com: leveling, rewards Nike.com: achievements, badges, challenges, rewards BuffaloWildWings.com: trivia, challenges
  • 25. Game Design to Drive Mass Change Game Mechanics Game Design Thinking Sociological Motivators in Game Design
  • 27. Game Design to Drive Mass Change Game Mechanics Game Design Thinking Sociological Motivators in Game Design
  • 29. Game Design to Drive Mass Change Game Mechanics Game Design Thinking Sociological Motivators in Game Design