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Game On!         Marigo Raftopoulos
Designing for a playful future   Strategic|Games|Lab
WARNING!


THIS SESSION HAS BEEN   GAMIFIED!
Level 1:   Why games are epic
Level 2:   Game structure & design
Level 3:   Gamification 101
Level 4:   From engagement to immersion
Now - Let’s Play!   This is your warm up Tutorial
What kind of player are you?

Type 1:                    Type 2:                 Type 3:                   Type 4:
I like to win points       I like to solve         I like to interact with   I thrive on
and achievements           puzzles, dig around     other players during      competition, either
(and receive               and discover things     games, especially in      building or
rewards and                in a game. Building     building things           destroying things. I'm
recognition for my         characters and going    together or going on      in it for the sport, the
efforts). I like to beat   on an adventure         quests. I love it when    strategy, controlling
the game and my            within a great game     people share things       things and reading
opponents!                 story really keeps me   in a game and form a      moves. I play to win
                           going.                  close bond.               and gain power.




         Which statement best describes your usual style of playing games?
Bartle’s Player Types 1996




                Type 4          Type 1




                 Type 3          Type 2




What kind of player are you?   Wear your “badge” with
                               pride!
Your gamer profile

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Game Instructions:

• Form a team


• A Scavenger Hunt in three sections


• Find, name or do the activities in the time allowed


• You must complete at least two activities from each section


• The team with the highest score completed in the alloted time wins


•Play nice!
Now, please enter...



          The Magic Circle


Homo Ludens (Man the Player), Johan Huizinga 1938
What have we learned?

• Well, we got to know each other a little better :P


• Discussion: What did you feel while playing?


• Game Genre: Scavenger hunt


• Game Mechanic: Collecting, points, social exchanges


• Game Dynamic: Leveling in 3 layers, progressively challenging


• Gamification: Using a scavenger hunt to learn about game tools & flow
Game On!
Level 1: Why games are epic
Humans are wired to
play

• Survival

• Race

• Competition

• Hunt

• Battle

• Social organisation

• Counting
Wired to game

• Dopamine release in mid-brain
  region motivation to acquire
  pleasure and rewards


• Complicated at the hormonal
  level by testosterone and
  cortisol release when
  concentrating and competing


• Decision making takes place
  elsewhere, in the prefrontal
  cortex


• Wanting disassociated from
Senet (Passing): Egypt Circa 1550-1069BC
Senet was compelling

• Competitive


• Meaningful


• Epic journey


• Danger


• Urgency


• Entertaining
It’s all about
engagement

• Psychological, emotional and
 social power of games


• Compelling, addictive and
 intrinsically rewarding


• Disengagement is the fault of
 the designer - not the player
Digital natives are our
next gen leaders

• An era from passive
  consumption to immersive
  experiences


• Institutions that are ‘backward
  facing’ ignore the challenge of
  tomorrow
Leaders of a brave
new world

• Pervasive

• Augmented

• Accessible

• Realtime

• Global

• An era of increasing complexity
  and intractable problems


• Require a different skill set
The Gamer
Generation

• 10,000 hours of gameplay by
  age 21*


• 3 billion hours per week online


• Mastery: leadership,
  collaboration, strategy, virtual
  teams


• Higher order skill development


• Expectations for immersive
  experiences


  *Jane McGonigal, Institute for the Future
Some perspective

• Social games (eg. Facebook
  Top25)

  • 76m active daily users


• World of Warcraft:

  • 12 million monthly
    subscriptions

  • WOW wiki second largest


• Global games industry $60 billion

• Forecast growth $70 billion 2015
Games tap into Flow

• Autonomy*


• Mastery


• Purpose


• However our institutions are
  designed for throughput and
  efficiency


• Edward Castonova: We are
  seeing a mass exodus to virtual
  or synthetic worlds


       * Mihali C and Dan Pink
What can business learn
from a game designer?
• Creating possibility spaces
  (Structure & hierarchy)


• Creating experiences
  (Processes & workflows)


• Enabling participation
  (Systems & technology)


• Facilitating community
  (Culture & values)


• Requires a mind shift
Are you ready to level up??

     Take the quiz...
Level 2: Game structure & design
Designing the player journey

• Game Story - the soul of the game, the backbone of gameplay


• Game System - software, interface, visual, audio


• Game Mechanics - mechanisms or systems of incentives, feedback &
  rewards to govern or drive behavior towards predictive outcomes - help
  drive the journey, but is not the core experience


• Game Dynamics - evolution and patterns over time to make gameplay
  more interesting and engaging. Balance skill and challenge to maintain
  player motivation


• Game Theory - is a branch of mathematics!!
Game story: the narrative thread that binds events
together and drives the player forward towards
completion of the game. Doug Church

Interactive Storytelling: needs to define a significant
purpose, premise and quandaries in the story. It must
have an artistic quality. Andrew Glassner
Simple example of game   http://www.youtube.com/
                            watch?v=Iz7ON4mp40Q
story: The Hero’s Journey
Fear and anger   Taps into innate human fears
Imagery of death if you ignore
The problem is now yours   the challenge
Okay, now its personal   Really personal!
Mythological monsters   There is no escape
To do nothing makes you   Imagery of being outcast
       weak & a coward
Heroes know what they have     Imagery of a heavenly reward if
      to do - save the world   you take on this mission
Psychological symbols of deep
Greek mythology anyone?   inner journeys & problem
Classic survival choices
                             Flight or fight? Heroes fight!
humans are hard wired for
Feedback loops keep you
                            Yeah, girls too!
going & keep you informed
You have an arsenal, toolkit &    Choices, skills & strategy
                                  selection - you’re good to go
real-time info at your disposal
The better you play, the   You need better gear to do a
more challenging it gets   better job, right?
Three key missions   Keep it simple and personal
You are empowered.    It’s all about YOU
  You are the Hero.
What gamers say about game story
Are you ready to level up??

  Design a game pitch!
Game Pitch [e.g. a game for social good?]

•The name of the game is __________________

•The story is about ________________________

•The target player is _______________________

•Who will be solving the problem of _______________

 Later we will gamify your pitch with...


•Using secret game sauce of _______________,
 _________________ and ___________________.
Level 3: Gamification 101
What is Gamification?

• Definition: a process of
  incorporating gameplay elements
  into non-gaming applications,
  products and services


   • improve user experience


   • build engagement


   • create customer loyalty


• Designing the player journey


• Gamification helps drive the
  journey but it’s not the core
Entry level gamification
is mostly extrinsic
• Social

• Experiences

• Progression

• Status & success

• Currency & rewards

• Scarcity

• Design & interface

• Multi dimensional
How do we use it?

• Eight popular mechanics here


• Select combinations wisely


• Selection criteria based on:


   • who is your customer?


   • what is your objective?


   • what is your budget?


• Gamification must be fit for
  purpose
Social

• gaming as a social activity


• friends as part of the shared
  experience


• technique: sense of belonging


• mechanic: add friends,
  sharing, like/dislike, chat
Experiences

• gamify the everyday


• setting goals


• giving rewards


• technique: need for
  recognition & accomplishment


• mechanic: badges, tokens,
  trophies
Progression

• progression points, tracking
  and feedback


• feedback loops to prompt
  desired or target action


• technique: stimulus response
  to feedback


• mechanic: progress bar,
  points, prompts
Status & Success

• leader boards and points to
  acknowledge desired actions
  and behaviors


• stimulate competition and give
  recognition


• technique: build status and
  success, appeal to ego


• mechanics: leaderboards,
  exclusive membership levels
  and privileges, black/platinum/
  gold cards
Currency & Rewards

• incentives based on time or
  money


• built on points or tokens to
  earn virtual currency


• redeem virtual currency for
  virtual goods (in-game) or real
  world goods or services


• technique: reward seeking
  motivation


• mechanic: gold coins, real/
  virtual currency
Create Scarcity

• creating artificial economies to
  simulate scarcity in sought
  after virtual or real goods


• technique: encouraging
  purchases based on prestige
  and feelings on ‘missing out’
  on an offer


• mechanic: creation of a rare/
  scarce products, icons,
  symbols, sales promotions,
  creating perceptions of value
Design & Interface

• creating the look and feel of a
  game without inherent
  gameplay elements


• technique: create altered or
  renewed perceptions of
  existing products or services


• mechanic: influence
  perceptions through look/feel,
  imagery and visual
  stimulations
Multi Dimensional

• integrating cross-media
  functionality and interest


• experience of the integration of
  film, music, games and
  merchandise


• gamified smartphone applications
  & web services connected to real
  world activities e.g health and
  wellness


• technique: creating utility and
  deeper social experiences


• Mechanic: utility, free, status
Please use gamification
responsibly
• Cognitive limitations:

  • projection bias

  • neglect of probability

  • illusion of control

  • fear of losses

  • post purchase rationalisation

• Visual & perceptive limitations:

  • selective attention bias

  • pattern-seeking bias
Are you ready to level up??

“Gamify” your storyboard...
Game Pitch [e.g. a game for social good?]

•The name of the game is __________________

•The story is about ________________________

•The target player is _______________________

•Who will be solving the problem of _______________

 Later we will gamify your pitch with...


•Using secret game sauce of _______________,
 _________________ and ___________________.
Level 4: From engagement to immersion
Deep Dive into Flow:
Immersive Game Play

 Immersion comes through
 intrinsic motivation, triggers and
 emotions

 Key game dynamics incorporate
 ‘flow’ which are more complex
 neurological drivers of behaviour

 * Meaning
 * Dynamic challenge
 * Mastery
 * Autonomy and control
 * Create and build
 * Surprise and discovery
 * Randomness and luck
Workplaces

• Project management


• Change management


• Email management


• Organization design


• “The Target Game”


• Balance of Hard Fun, Easy
  Fun, Serious Fun, People Fun
 (Nicole Lazzaro)
Schools

• “WOW In Schools Campaign”
  USA - Leadership, Teamwork,
  Collaboration, Strategy,
  Economics


• Mathletics & Spellodrome online


• Handheld Learning initiative UK


• Legacy of the failure of
  ‘edutainment’


• Kids have high expectations of
  gameplay (& education has low
  production budgets)
Healthcare

• Physical and cognitive therapy


• Exercise and movement - Wii
  Fit, Kinect, Nike+, DanceGames
  & ExerGames to maintain
  motivation & focus


• Assistive technologies and
  smart phone apps for
  medication tracking


• “Mental Health Game”
Communities

• Playful community “street”
  experiences


• Community building


• Games4Change Initiative


• Institute for the Future: World
  Without Oil


• NYPL Scavenger Hunt
  (reconnect with history, library
  books)


• “Fun Theory”
Keep in mind
• Don’t bolt on - holistic design process


• A poor product/service/environment won’t be improved by gamification


• Game design is emergent - start slowly, carefully. Iterate. (10%design/
  90% iteration)


• Beware of unintended consequences


• Design around intrinsic motivators - amplify meaning, autonomy,
  mastery


• Focus on positive behaviors by making them more visible


• Simplicity
Game pitch
My son’s teacher said to me: “Well, not everyone
          lives up to their potential...”

I believe that we cannot afford to entertain such
               limiting belief systems
How will you extend
 your magic circle?
Thank you for playing !




              Marigo Raftopoulos
      Mobile/Cell: +61 (0)412 183735
         Skype: marigo.raftopoulos
              Twitter:@Marigo
Blog: http://talesfromthecasbah.blogspot.com
     Web: www.strategicgameslab.com

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Game on! Designing for a Playful Future

  • 1. Game On! Marigo Raftopoulos Designing for a playful future Strategic|Games|Lab
  • 2. WARNING! THIS SESSION HAS BEEN GAMIFIED!
  • 3. Level 1: Why games are epic Level 2: Game structure & design Level 3: Gamification 101 Level 4: From engagement to immersion
  • 4. Now - Let’s Play! This is your warm up Tutorial
  • 5. What kind of player are you? Type 1: Type 2: Type 3: Type 4: I like to win points I like to solve I like to interact with I thrive on and achievements puzzles, dig around other players during competition, either (and receive and discover things games, especially in building or rewards and in a game. Building building things destroying things. I'm recognition for my characters and going together or going on in it for the sport, the efforts). I like to beat on an adventure quests. I love it when strategy, controlling the game and my within a great game people share things things and reading opponents! story really keeps me in a game and form a moves. I play to win going. close bond. and gain power. Which statement best describes your usual style of playing games?
  • 6. Bartle’s Player Types 1996 Type 4 Type 1 Type 3 Type 2 What kind of player are you? Wear your “badge” with pride!
  • 7. Your gamer profile CPX n=27 Twitter/Facebook n=32 ($!"# ($!"# (!!"# GAMES (!!"# GAMES '!"# '!"# &!"# &!"# %!"# %!"# *--<80C0,# *--<80C0,# $!"# $!"# /*87;9D<EF3# /*87;9D<EF3# !"# !"# -+?9D<G00H9D# -+?9D<G00H9D# # .# # 1# ## # .# # # # 1# ## # # 01 01 +- 01 01 01 +- 01 01 01 @. @. 23 23 / / +/ / +/ +/ <?@ <?@ +/ +/ A3 A3 .+ + .+ ?90 ?90 #. 9#. #. 9#. #. #. = = -# -# , , *> *> 90 B?+ 90 B?+ 70 70 +, +, = = * * <= = 56 56 )* )* :* :* 81 81 0< / / 80 0# 0# 4* 4* 8 4* 4* 9?8 9?8 ;* ;* A8 A8 75 75 +, +, :/ :/ (!"# )!"# '$"# AGE BARTLE’S (!"# '!"# '!"# &$"# &!"# 01234567894:,,;# &!"# :;-<.0=>7+.?55@# %$"# <=># ABC# %!"# %!"# $!"# $"# !"# !"# )*#+,#&$# &-.'$# '-.($# (-.$$# $-/# *+,-./.0# 123450.0# 65+-74-8.0# 9--4.0#
  • 8. Game Instructions: • Form a team • A Scavenger Hunt in three sections • Find, name or do the activities in the time allowed • You must complete at least two activities from each section • The team with the highest score completed in the alloted time wins •Play nice!
  • 9. Now, please enter... The Magic Circle Homo Ludens (Man the Player), Johan Huizinga 1938
  • 10. What have we learned? • Well, we got to know each other a little better :P • Discussion: What did you feel while playing? • Game Genre: Scavenger hunt • Game Mechanic: Collecting, points, social exchanges • Game Dynamic: Leveling in 3 layers, progressively challenging • Gamification: Using a scavenger hunt to learn about game tools & flow
  • 11. Game On! Level 1: Why games are epic
  • 12. Humans are wired to play • Survival • Race • Competition • Hunt • Battle • Social organisation • Counting
  • 13. Wired to game • Dopamine release in mid-brain region motivation to acquire pleasure and rewards • Complicated at the hormonal level by testosterone and cortisol release when concentrating and competing • Decision making takes place elsewhere, in the prefrontal cortex • Wanting disassociated from
  • 14. Senet (Passing): Egypt Circa 1550-1069BC
  • 15. Senet was compelling • Competitive • Meaningful • Epic journey • Danger • Urgency • Entertaining
  • 16. It’s all about engagement • Psychological, emotional and social power of games • Compelling, addictive and intrinsically rewarding • Disengagement is the fault of the designer - not the player
  • 17. Digital natives are our next gen leaders • An era from passive consumption to immersive experiences • Institutions that are ‘backward facing’ ignore the challenge of tomorrow
  • 18. Leaders of a brave new world • Pervasive • Augmented • Accessible • Realtime • Global • An era of increasing complexity and intractable problems • Require a different skill set
  • 19. The Gamer Generation • 10,000 hours of gameplay by age 21* • 3 billion hours per week online • Mastery: leadership, collaboration, strategy, virtual teams • Higher order skill development • Expectations for immersive experiences *Jane McGonigal, Institute for the Future
  • 20. Some perspective • Social games (eg. Facebook Top25) • 76m active daily users • World of Warcraft: • 12 million monthly subscriptions • WOW wiki second largest • Global games industry $60 billion • Forecast growth $70 billion 2015
  • 21. Games tap into Flow • Autonomy* • Mastery • Purpose • However our institutions are designed for throughput and efficiency • Edward Castonova: We are seeing a mass exodus to virtual or synthetic worlds * Mihali C and Dan Pink
  • 22. What can business learn from a game designer? • Creating possibility spaces (Structure & hierarchy) • Creating experiences (Processes & workflows) • Enabling participation (Systems & technology) • Facilitating community (Culture & values) • Requires a mind shift
  • 23. Are you ready to level up?? Take the quiz...
  • 24. Level 2: Game structure & design
  • 25. Designing the player journey • Game Story - the soul of the game, the backbone of gameplay • Game System - software, interface, visual, audio • Game Mechanics - mechanisms or systems of incentives, feedback & rewards to govern or drive behavior towards predictive outcomes - help drive the journey, but is not the core experience • Game Dynamics - evolution and patterns over time to make gameplay more interesting and engaging. Balance skill and challenge to maintain player motivation • Game Theory - is a branch of mathematics!!
  • 26. Game story: the narrative thread that binds events together and drives the player forward towards completion of the game. Doug Church Interactive Storytelling: needs to define a significant purpose, premise and quandaries in the story. It must have an artistic quality. Andrew Glassner
  • 27. Simple example of game http://www.youtube.com/ watch?v=Iz7ON4mp40Q story: The Hero’s Journey
  • 28. Fear and anger Taps into innate human fears
  • 29. Imagery of death if you ignore The problem is now yours the challenge
  • 30. Okay, now its personal Really personal!
  • 31. Mythological monsters There is no escape
  • 32. To do nothing makes you Imagery of being outcast weak & a coward
  • 33. Heroes know what they have Imagery of a heavenly reward if to do - save the world you take on this mission
  • 34. Psychological symbols of deep Greek mythology anyone? inner journeys & problem
  • 35. Classic survival choices Flight or fight? Heroes fight! humans are hard wired for
  • 36. Feedback loops keep you Yeah, girls too! going & keep you informed
  • 37. You have an arsenal, toolkit & Choices, skills & strategy selection - you’re good to go real-time info at your disposal
  • 38. The better you play, the You need better gear to do a more challenging it gets better job, right?
  • 39. Three key missions Keep it simple and personal
  • 40. You are empowered. It’s all about YOU You are the Hero.
  • 41. What gamers say about game story
  • 42. Are you ready to level up?? Design a game pitch!
  • 43. Game Pitch [e.g. a game for social good?] •The name of the game is __________________ •The story is about ________________________ •The target player is _______________________ •Who will be solving the problem of _______________ Later we will gamify your pitch with... •Using secret game sauce of _______________, _________________ and ___________________.
  • 45. What is Gamification? • Definition: a process of incorporating gameplay elements into non-gaming applications, products and services • improve user experience • build engagement • create customer loyalty • Designing the player journey • Gamification helps drive the journey but it’s not the core
  • 46. Entry level gamification is mostly extrinsic • Social • Experiences • Progression • Status & success • Currency & rewards • Scarcity • Design & interface • Multi dimensional
  • 47. How do we use it? • Eight popular mechanics here • Select combinations wisely • Selection criteria based on: • who is your customer? • what is your objective? • what is your budget? • Gamification must be fit for purpose
  • 48. Social • gaming as a social activity • friends as part of the shared experience • technique: sense of belonging • mechanic: add friends, sharing, like/dislike, chat
  • 49. Experiences • gamify the everyday • setting goals • giving rewards • technique: need for recognition & accomplishment • mechanic: badges, tokens, trophies
  • 50. Progression • progression points, tracking and feedback • feedback loops to prompt desired or target action • technique: stimulus response to feedback • mechanic: progress bar, points, prompts
  • 51. Status & Success • leader boards and points to acknowledge desired actions and behaviors • stimulate competition and give recognition • technique: build status and success, appeal to ego • mechanics: leaderboards, exclusive membership levels and privileges, black/platinum/ gold cards
  • 52. Currency & Rewards • incentives based on time or money • built on points or tokens to earn virtual currency • redeem virtual currency for virtual goods (in-game) or real world goods or services • technique: reward seeking motivation • mechanic: gold coins, real/ virtual currency
  • 53. Create Scarcity • creating artificial economies to simulate scarcity in sought after virtual or real goods • technique: encouraging purchases based on prestige and feelings on ‘missing out’ on an offer • mechanic: creation of a rare/ scarce products, icons, symbols, sales promotions, creating perceptions of value
  • 54. Design & Interface • creating the look and feel of a game without inherent gameplay elements • technique: create altered or renewed perceptions of existing products or services • mechanic: influence perceptions through look/feel, imagery and visual stimulations
  • 55. Multi Dimensional • integrating cross-media functionality and interest • experience of the integration of film, music, games and merchandise • gamified smartphone applications & web services connected to real world activities e.g health and wellness • technique: creating utility and deeper social experiences • Mechanic: utility, free, status
  • 56. Please use gamification responsibly • Cognitive limitations: • projection bias • neglect of probability • illusion of control • fear of losses • post purchase rationalisation • Visual & perceptive limitations: • selective attention bias • pattern-seeking bias
  • 57. Are you ready to level up?? “Gamify” your storyboard...
  • 58. Game Pitch [e.g. a game for social good?] •The name of the game is __________________ •The story is about ________________________ •The target player is _______________________ •Who will be solving the problem of _______________ Later we will gamify your pitch with... •Using secret game sauce of _______________, _________________ and ___________________.
  • 59. Level 4: From engagement to immersion
  • 60. Deep Dive into Flow: Immersive Game Play Immersion comes through intrinsic motivation, triggers and emotions Key game dynamics incorporate ‘flow’ which are more complex neurological drivers of behaviour * Meaning * Dynamic challenge * Mastery * Autonomy and control * Create and build * Surprise and discovery * Randomness and luck
  • 61. Workplaces • Project management • Change management • Email management • Organization design • “The Target Game” • Balance of Hard Fun, Easy Fun, Serious Fun, People Fun (Nicole Lazzaro)
  • 62. Schools • “WOW In Schools Campaign” USA - Leadership, Teamwork, Collaboration, Strategy, Economics • Mathletics & Spellodrome online • Handheld Learning initiative UK • Legacy of the failure of ‘edutainment’ • Kids have high expectations of gameplay (& education has low production budgets)
  • 63. Healthcare • Physical and cognitive therapy • Exercise and movement - Wii Fit, Kinect, Nike+, DanceGames & ExerGames to maintain motivation & focus • Assistive technologies and smart phone apps for medication tracking • “Mental Health Game”
  • 64. Communities • Playful community “street” experiences • Community building • Games4Change Initiative • Institute for the Future: World Without Oil • NYPL Scavenger Hunt (reconnect with history, library books) • “Fun Theory”
  • 65. Keep in mind • Don’t bolt on - holistic design process • A poor product/service/environment won’t be improved by gamification • Game design is emergent - start slowly, carefully. Iterate. (10%design/ 90% iteration) • Beware of unintended consequences • Design around intrinsic motivators - amplify meaning, autonomy, mastery • Focus on positive behaviors by making them more visible • Simplicity
  • 67. My son’s teacher said to me: “Well, not everyone lives up to their potential...” I believe that we cannot afford to entertain such limiting belief systems
  • 68. How will you extend your magic circle?
  • 69. Thank you for playing ! Marigo Raftopoulos Mobile/Cell: +61 (0)412 183735 Skype: marigo.raftopoulos Twitter:@Marigo Blog: http://talesfromthecasbah.blogspot.com Web: www.strategicgameslab.com

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