SlideShare a Scribd company logo
1 of 63
Download to read offline
TODAY’S TALK GOES TO 11.11.11




  @DU5TB1N | #Geekend
TODAY’S TALK GOES TO 11.11.11

 1.  INTRODUCTION
 2.  STATE OF GAMIFICATION
 3.  DEFINITIONS
 4.  MOTIVATION, ENGAGEMENT & MEANING
 5.  A FRAMEWORK FOR DESIGN
 6.  IN CONCLUSION



  @DU5TB1N | #Geekend
PLAY OR BE PLAYED: THE STATE OF GAMIFICATION

 HYPE CYCLE: NOV 2010 - PRESENT




 HYPE!
 FRENZY!
 PROFITEERING!
 HYPERBOLE!
   @DU5TB1N | #Geekend
PLAY OR BE PLAYED: THE STATE OF GAMIFICATION


 DEBATE!

 “POINTSTIFICATION”
 “BADGIFICATION”
 “EXPLOITATIONWARE”


 Designers / Researchers / Academics
 vs. Marketers & Vendors




    @DU5TB1N | #Geekend
A DEFINITION




        Gamification
                -       The Use of Game Design Elements
                        in Non-Game Contexts.




  @DU5TB1N | #Geekend
THE USUAL SUSPECTS


  Points                Badges   Leaderboards   Incentives




  @DU5TB1N | #Geekend
NON GAME CONTEXTS : FITNESS




  @DU5TB1N | #Geekend
NON GAME CONTEXTS : FINANCE




  @DU5TB1N | #Geekend
NON GAME CONTEXTS : COMMERCE




  @DU5TB1N | #Geekend
NON GAME CONTEXTS : FUNDRAISING




  @DU5TB1N | #Geekend
NON GAME CONTEXTS : EDUCATION




  @DU5TB1N | #Geekend
NON GAME CONTEXTS : SALES




  @DU5TB1N | #Geekend
NON GAME CONTEXTS : PRODUCTIVITY




  @DU5TB1N | #Geekend
NON GAME CONTEXTS : SUSTAINABILITY


  Points




  @DU5TB1N | #Geekend
BEYOND GAMIFICATION




  @DU5TB1N | #Geekend
BEYOND GAMIFICATION




  @DU5TB1N | #Geekend
BEYOND GAMIFICATION




  @DU5TB1N | #Geekend
WHAT IS A GAME?




  @DU5TB1N | #Geekend
WHAT IS A GAME?

A voluntary, rules-bound experience of
competitive strife towards discrete
goals or outcomes.




   @DU5TB1N | #Geekend
BUT WHERE’S THE FUN?




  @DU5TB1N | #Geekend
FARMVILLE




  @DU5TB1N | #Geekend
THE PROBLEM WITH FUN


   IT’S TOO DILUTED OF A CONCEPT

   It doesn’t distinguish the unique psychological experience
   of gameplay that leads to SUSTAINED ENGAGEMENT.



   See:

   Raph Koster – A Theory of Fun in Games
   Nicole Lazzaro – Four Keys to Fun
   Marc Leblanc – Eight Kinds of Fun


  @DU5TB1N | #Geekend
MOTIVATION, ENGAGEMENT & MEANINGFUL INTERACTIONS

TOO MUCH FOCUS ON SHALLOW, EXTRINSIC
REWARDS – POINTS & BADGES –
DOES NOT LEAD TO PLAYER SATISFACTION
OR SUSTAINED ENGAGEMENT.




   @DU5TB1N | #Geekend
SELF-DETERMINATION THEORY


 SDT argues that human beings seek out (and continue to engage in) activities if
 these promise (and succeed) to satisfy 3 intrinsic motivational needs:




    @DU5TB1N | #Geekend
SELF-DETERMINATION THEORY
                        SDT argues that human beings seek out
                        (and continue to engage in) activities if they
                        promise (and succeed) to satisfy 3 intrinsic
                        motivational needs:




  @DU5TB1N | #Geekend
SELF-DETERMINATION THEORY
 SELF-DETERMINATION THEORY
 SDT argues that human beings seek out (and continue to engage in) activities if
 these promise (and succeed) to satisfy 3 intrinsic motivational needs:




    @DU5TB1N | #Geekend
SELF-DETERMINATION THEORY
 SELF-DETERMINATION THEORY
 SDT argues that human beings seek out (and continue to engage in) activities if
 these promise (and succeed) to satisfy 3 intrinsic motivational needs:




    @DU5TB1N | #Geekend
SELF-DETERMINATION THEORY
 SELF-DETERMINATION THEORY
 SDT argues that human beings seek out (and continue to engage in) activities if
 these promise (and succeed) to satisfy 3 intrinsic motivational needs:




    @DU5TB1N | #Geekend
COMPETENCE: (MEANINGFUL GROWTH)
 SELF-DETERMINATION THEORY
 SDT argues that human beings seek out (and continue to engage in) activities if
 these promise (and succeed) to satisfy 3 intrinsic motivational needs:




    @DU5TB1N | #Geekend
COMPETENCE

THE PATH TO MASTERY:
+ The “Path To Mastery” is an experience over time
+ Nested, short-term achievable goals that lead to success of the overarching long-term goal.
+ Wherever a player is on their quest there should be a next goal just around the corner.
+ Design appropriate challenges and rewards for all players along Player Experience Lifecycle.
  N00B –> Enthusiast –> Master




    @DU5TB1N | #Geekend
COMPETENCE: OBJECTIVE, GOALS, ACTIONS!




  @DU5TB1N | #Geekend
COMPETENCE: ARF!




  @DU5TB1N | #Geekend
COMPETENCE

EXPERIENCE OF CHALLENGE
+ Keep core actions simple to engage players early
+ Accelerate the level of challenge as they gain mastery to keep them engaged
+ Optimal challenge stretches player ability but doesn’t overwhelm (Flow)
+ Allow players to fail gracefully if it can provide an opportunity to learn and grow.



MAKE PROGRESS VISIBLE:
+ Provide real-time granular, sustained and cumulative feedback on overall performance
+ Ensure that progress data is actionable and meaningful to player competence, during immediate
  play and long-term engagement.
+ Utilize reward mechanics to light a blazed path of accomplishment.
+ NOT about shiny digital trophies, or badges




    @DU5TB1N | #Geekend
COMPETENCE

EXPRESSION OF MASTERY
+ After hard-earned rewards, allow players to enjoy and express their dominance

+ Sustained engagement is more a function of continued success than feeling continually stretched

+ Ease-off dif culty for a short term – Let them Coast.

+ Provide social outlets for bragging & peacocking

+ Big “Juicy Feedback” for a job well done




    @DU5TB1N | #Geekend
COMPETENCE: JUICY FEEDBACK




  @DU5TB1N | #Geekend
COMPETENCE: JUICY FEEDBACK




  @DU5TB1N | #Geekend
COMPETENCE: JUICY FEEDBACK




  @DU5TB1N | #Geekend
AUTONOMY: (MEANINGFUL CHOICE)
 SELF-DETERMINATION THEORY
 SDT argues that human beings seek out (and continue to engage in) activities if
 these promise (and succeed) to satisfy 3 intrinsic motivational needs:




    @DU5TB1N | #Geekend
AUTONOMY

THE GAME BELONGS TO THE USER
+ Choice, control and personal preference lead players to deep engagement and loyalty
+ Provide the right feedback (data, info, choices) for players to best make use of their autonomy
+ Experience pathways can be designed “on rails” to limit or give the illusion of freedom
+ Volitional Engagement: “I nd value in the Actions I am taking.”




OPPORTUNITIES FOR ACTION!
+ Create “What If?” moments: “What if I did X instead of Y?”
+ Provide a variety of ways to engage (competitive, cooperative, solo)
+ Provide a sense of increasing opportunities of action that motivate sustained interest:
 (Challenges, Social Interactions, Secrets, Unlocks, etc.)
+ Design multiple pathways leading to the desired end-state



    @DU5TB1N | #Geekend
AUTONOMY: MULTIPLE PATHWAYS




  @DU5TB1N | #Geekend
RELATEDNESS: (MUTUAL DEPENDENCE)
 SELF-DETERMINATION THEORY
 SDT argues that human beings seek out (and continue to engage in) activities if
 these promise (and succeed) to satisfy 3 intrinsic motivational needs:




    @DU5TB1N | #Geekend
RELATEDNESS

THE SPARK OF CONNECTION
+ We are intrinsically motivated to seek meaningful connections with others
+ Data shows that allowing players to connect with others and build relationships energizes,
  motivates and sustains ongoing engagement
+ Focus on mechanics that allow players to both give and receive support of their goals
+ Design for “Moments of Relevance,” allowing players to positively impact each other or the system



BEYOND OTHER PLAYERS
+ Provide value to your audience beyond the mechanics that run your system.
+ Tap into content that people are passionate about (Health, Wealth, Career, Arts, Pro-Social)
+ Provide recognition for actions that matter to your players not just to the business
+ Check out the CSCW movement (Computer Supported Cooperative Work)
+ Allow users to inject their own long & short term goals into the system



    @DU5TB1N | #Geekend
RELATEDNESS: MINT.COM CASE STUDY




  @DU5TB1N | #Geekend
RELATEDNESS: BEYOND HUMAN




  @DU5TB1N | #Geekend
RELATEDNESS: VOICE AND TONE.COM




  @DU5TB1N | #Geekend
A FRAMEWORK FOR SUCCESS




  @DU5TB1N | #Geekend
A FRAMEWORK FOR SUCCESS




  @DU5TB1N | #Geekend
STEP 1: WHY GAMIFY?

                        CRITICAL STAKEHOLDER QUESTIONS:
                        1. What is the main reason for Gamifying your product / service?
                        2. How does it bene t the user?
                        3. Will they enjoy it?



                        BUSINESS QUESTIONS:
                        What are the goals of the business?
                        How do you get the users to ful ll those goals?
                        What actions do you want your players to take?




  @DU5TB1N | #Geekend
STEP 2: PLAYER PROFILE

                         RESEARCH INSPIRES DESIGN
                         Who are your players?
                         What are their needs and goals? Why are they Playing?
                         What’s holding them back from achieving their potential?
                         Is it lack of volition or lack of faculty?
                         What is their Primary Play Style? (Solo, Competitive, Cooperative)
                         Who are they Playing With?
                         What Social Actions do they nd enjoyable – and why?
                         What Metrics do they care about?




   @DU5TB1N | #Geekend
STEP 2: PLAYER PROFILE

                         MOTIVATIONAL DRIVERS
                         ACHIEVEMENT of goals <–OR–> ENJOYMENT of experience
                         STRUCTURE and guidance <–OR–> FREEDOM to explore
                         CONTROL of others <–OR–> CONNECT with others
                         SELF-INTEREST in actions <–OR–> SOCIAL INTEREST in actions




   @DU5TB1N | #Geekend
STEP 3: GOALS AND OBJECTIVES




  @DU5TB1N | #Geekend
STEP 3: GOALS AND OBJECTIVES

 THE HERO’S QUEST…
 The Long Term Goal must be compelling & fairly dif cult to achieve.
 Can be Mastery of New Skill, A New Habit, An Achievement, A Title or any other
 pinnacle of personal growth.


 ONE STEP AT A TIME
 What must players accomplish in order to reach the ultimate objective?
 How can you break the journey up into discrete and satisfying challenges that push
 your players and help them improve?

 DESIRE TO INSPIRE
 Figure out a way to make long-term and short-term goals as exciting and aspirational
 as possible. Go for the Glory.


    @DU5TB1N | #Geekend
STEP 4: SKILLS & ACTIONS

 MAKING LISTS IS A SKILL
 Consider what abilities are necessary to succeed in the endeavor.
 Make a skills list, of ALL the things you can think of that are relevant to your game across the
 following categories:

 PHYSICAL SKILLS (walking, running, typing, using a chef's knife)
 MENTAL SKILLS (pattern recognition, memory, spatial logic, organization)
 SOCIAL SKILLS (presentation, conversation, meeting new people)



 TRACK AND MEASURE
 Choose skills that have long learning curves and can be developed over time.
 Break longer mastery arcs into smaller nested skill-chains
 Are the skills you are considering measurable? How might you make them measurable?
 (monitoring/technology dependent?)



     @DU5TB1N | #Geekend
STEP 5: A LOOK THROUGH LENSES OF INTEREST

 VIVA LA RESISTANCE!
 COMPETITION TYPES: Player v Player, Player v System, Self-Directed

 TIME PRESSURE: Relaxed explorative play or brash tactics get things done play.

 SCARCITY: Scarcity can add a level of challenge and strategic gameplay.

 PUZZLES: Problems that promise the existence of a solution.

 NOVELTY: Change presents a new set of challenges and patterns to Master

 LEVELS: Telegraph progress, ability and access & Provide Roadmap of Progress

 SOCIAL PRESSURE/PROOF: The herd must be right

 TEAMWORK: Can also be resistance when we need to work with others

 CURRENCY: Anything that can be exchanged for something of value will be sought

 RENEWALS & POWER-UPS: ‘Unstick’ player & redirect from dead-ends.

     @DU5TB1N | #Geekend
STEP 6: DESIRED OUTCOMES

 FEEDBACK, REWARDS & RESULTS
 Positives include both tangible and intangible rewards such as moving up a level
 Negative might be starting a challenge over.
 Outcomes can be contingent or scheduled. Players can trigger an outcome based on speci c
 action they take or based on a time frame within the game.


 EPIC WIN!
 The Ultimate Objective (Epic Win!) may take weeks, months, years to achieve but along the way
 players need to see and feel incremental successes and failures.




     @DU5TB1N | #Geekend
STEP 7: PLAY-TEST & POLISH!




   @DU5TB1N | #Geekend
STEP 7: PLAY-TEST & POLISH!

 PLATFORMS ARE NEVER DONE
 What's working / What isn't?
 What have you not considered?
 Is the game personal enough for your players?
 Do they feel that it's tailored to their own unique personality and desires?
 Are you tapping into Player Experience needs of Competence, Autonomy, & Mastery?
 What is going to keep it interesting in 10 weeks time? In 8 months time?
 When player reach the Epic Win! it's time to go back to the drawing board.




     @DU5TB1N | #Geekend
IN SUMMARY
 EVOLUTION
 Games are motivation engines.

 Opportunities are ripe to evolve “gami cation”
 past shallow extrinsic motivational tactics and
 towards a more balanced “gameful design”.

 Since video games are designed with the
 primary purpose of entertainment, shouldn’t
 they be able to make other non-game products
 more enjoyable as well?




    @DU5TB1N | #Geekend
EVOLUTION




  @DU5TB1N | #Geekend
Portsmouth | Boston | Louisville
We deliver research-inspired design
aimed at improving the experiences    Dustin DiTommaso
people have with technology,          Experience Design Director
organizations, and each other.        dustin@madpow.net | @DU5TB1N
     @DU5TB1N | #Geekend
REFERENCES: A PATH TO MASTERY

       GAME THINKER

Nic Kelman, “Yes, but is it a game?” from Games : Required essay from a not so
required book.

Raph Koster, A Theory of Fun for Game Design : Fun arises from Learning & Mastery

James Paul Gee, What Video Games Have to Teach Us about Learning & Literacy :
Pairs nicely with Koster’s book

Mihály Csikszentmihályi, Flow – The Psychology of Optimal Experience :
Many implications for creating engagement architectures

Johan Huizinga, Homo Ludens, A Study of the Play Element in Culture :
“All play means something.”

Jane McGonigal, Reality is Broken : Serious Games will Save the World




   @DU5TB1N | #Geekend
REFERENCES: A PATH TO MASTERY
       GAME MAKER
Jesse Schell, The Art of Game Design – A Book of Lenses : Tactical and practical
Tracy Fullerton, Game Design Workshop : Techniques for Of ine Prototyping and Testing
Hunicke, Leblanc, Zubek, MDA a Formal Process of Game Design : Origin of the
Mechanics, Dynamics, Aesthetics framework
Bateman, Boon, 21st Century Game Design : Pragmatic approach to Game Design



         BONUS PLAY
Ryan, Deci, The Handbook of Self-Determination Research : Perhaps the most well
researched psychological theory of intrinsic motivation
James Paul Gee, On Video Games & Situated Learning [VIDEO] : http://bit.ly/jpgee
The Pac-Man Dossier – A detailed study of every mechanic: http://bit.ly/vzI2QC

   @DU5TB1N | #Geekend

More Related Content

What's hot

Part3. 아이디어를 게임기획으로 발전시키기
Part3. 아이디어를 게임기획으로 발전시키기Part3. 아이디어를 게임기획으로 발전시키기
Part3. 아이디어를 게임기획으로 발전시키기
태성 이
 
Game Story and Character Development
Game Story and Character DevelopmentGame Story and Character Development
Game Story and Character Development
Tracie King
 
쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)
쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)
쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)
Kay Kim
 

What's hot (20)

02. 게임 전투 공식
02. 게임 전투 공식02. 게임 전투 공식
02. 게임 전투 공식
 
Brief Introduction to Game Design
Brief Introduction to Game DesignBrief Introduction to Game Design
Brief Introduction to Game Design
 
Gamification wemanity
Gamification wemanityGamification wemanity
Gamification wemanity
 
NDC 2015 게임 기획자에게 들려주는 괜찮은 이야기 _ 이태성
NDC 2015 게임 기획자에게 들려주는 괜찮은 이야기 _ 이태성NDC 2015 게임 기획자에게 들려주는 괜찮은 이야기 _ 이태성
NDC 2015 게임 기획자에게 들려주는 괜찮은 이야기 _ 이태성
 
Part3. 아이디어를 게임기획으로 발전시키기
Part3. 아이디어를 게임기획으로 발전시키기Part3. 아이디어를 게임기획으로 발전시키기
Part3. 아이디어를 게임기획으로 발전시키기
 
Game Story and Character Development
Game Story and Character DevelopmentGame Story and Character Development
Game Story and Character Development
 
Future Fast Forward
Future Fast ForwardFuture Fast Forward
Future Fast Forward
 
eSports: The rise of competitive video gaming
eSports: The rise of competitive video gamingeSports: The rise of competitive video gaming
eSports: The rise of competitive video gaming
 
게임 기획과 Oop
게임 기획과 Oop게임 기획과 Oop
게임 기획과 Oop
 
쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)
쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)
쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)
 
[PandoraCube] 오토배틀러 장르 분석
[PandoraCube] 오토배틀러 장르 분석[PandoraCube] 오토배틀러 장르 분석
[PandoraCube] 오토배틀러 장르 분석
 
Game monetization: Overview of monetization methods for free-to-play games
Game monetization: Overview of monetization methods for free-to-play gamesGame monetization: Overview of monetization methods for free-to-play games
Game monetization: Overview of monetization methods for free-to-play games
 
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)
 
게임제작개론: #1 게임 구성 요소의 이해
게임제작개론: #1 게임 구성 요소의 이해게임제작개론: #1 게임 구성 요소의 이해
게임제작개론: #1 게임 구성 요소의 이해
 
Game design through the eyes of gaming history
Game design through the eyes of gaming historyGame design through the eyes of gaming history
Game design through the eyes of gaming history
 
[IGC2015] 엔씨소프트 김주용-내가 사랑한 MMO들
[IGC2015] 엔씨소프트 김주용-내가 사랑한 MMO들[IGC2015] 엔씨소프트 김주용-내가 사랑한 MMO들
[IGC2015] 엔씨소프트 김주용-내가 사랑한 MMO들
 
GDC 2017: Evaluating Monetization Early
GDC 2017: Evaluating Monetization EarlyGDC 2017: Evaluating Monetization Early
GDC 2017: Evaluating Monetization Early
 
Game Design fundamentals
Game Design fundamentalsGame Design fundamentals
Game Design fundamentals
 
게임제작개론 : #8 게임 제작 프로세스
게임제작개론 : #8 게임 제작 프로세스게임제작개론 : #8 게임 제작 프로세스
게임제작개론 : #8 게임 제작 프로세스
 
LAFS SVI Level 3 - Game Design and Analysis
LAFS SVI Level 3 - Game Design and AnalysisLAFS SVI Level 3 - Game Design and Analysis
LAFS SVI Level 3 - Game Design and Analysis
 

Viewers also liked

Viewers also liked (16)

Design Against Productivity
Design Against ProductivityDesign Against Productivity
Design Against Productivity
 
Gamification in 2017 - How to Engage Users with Game-Like Features
Gamification in 2017 - How to Engage Users with Game-Like FeaturesGamification in 2017 - How to Engage Users with Game-Like Features
Gamification in 2017 - How to Engage Users with Game-Like Features
 
Explodierende Medien
Explodierende MedienExplodierende Medien
Explodierende Medien
 
Un-Boring Meetings
Un-Boring MeetingsUn-Boring Meetings
Un-Boring Meetings
 
My Standard gamification presentation 2017
My Standard gamification presentation 2017My Standard gamification presentation 2017
My Standard gamification presentation 2017
 
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...
 
Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generatio...
Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generatio...Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generatio...
Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generatio...
 
Experience Design in the Museum
Experience Design in the MuseumExperience Design in the Museum
Experience Design in the Museum
 
City Games: Up and Down and Sideways on the Ladder of Abstraction
City Games: Up and Down and Sideways on the Ladder of AbstractionCity Games: Up and Down and Sideways on the Ladder of Abstraction
City Games: Up and Down and Sideways on the Ladder of Abstraction
 
Gameful Design for Learning
Gameful Design for LearningGameful Design for Learning
Gameful Design for Learning
 
Desperately Seeking Theory
Desperately Seeking TheoryDesperately Seeking Theory
Desperately Seeking Theory
 
Gamification: Missverständnisse und Lösungen
Gamification: Missverständnisse und LösungenGamification: Missverständnisse und Lösungen
Gamification: Missverständnisse und Lösungen
 
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...
 
Gamification: How Effective Is It?
Gamification: How Effective Is It?Gamification: How Effective Is It?
Gamification: How Effective Is It?
 
Gamification of Employee Engagement & Company Culture
Gamification of Employee Engagement & Company CultureGamification of Employee Engagement & Company Culture
Gamification of Employee Engagement & Company Culture
 
Introduction to Gamification (Whitepaper)
Introduction to Gamification (Whitepaper)Introduction to Gamification (Whitepaper)
Introduction to Gamification (Whitepaper)
 

Similar to Beyond Gamification: Architecting Engagement Through Game Design Thinking

Workshop ESOMAR: Gamification in MROC projects
Workshop ESOMAR: Gamification in MROC projectsWorkshop ESOMAR: Gamification in MROC projects
Workshop ESOMAR: Gamification in MROC projects
Tom De Ruyck
 

Similar to Beyond Gamification: Architecting Engagement Through Game Design Thinking (20)

Gamification to get your message across
Gamification to get your message acrossGamification to get your message across
Gamification to get your message across
 
Beyond The Badge: Architecting Engagement Through Game Design Thinking
Beyond The Badge: Architecting Engagement Through Game Design ThinkingBeyond The Badge: Architecting Engagement Through Game Design Thinking
Beyond The Badge: Architecting Engagement Through Game Design Thinking
 
More Than Points: Architecting Engagement Through Game Design Thinking
More Than Points: Architecting Engagement Through Game Design ThinkingMore Than Points: Architecting Engagement Through Game Design Thinking
More Than Points: Architecting Engagement Through Game Design Thinking
 
Design+Tech: Gamification
Design+Tech: GamificationDesign+Tech: Gamification
Design+Tech: Gamification
 
Cmx 2019 find your superfans
Cmx 2019 find your superfansCmx 2019 find your superfans
Cmx 2019 find your superfans
 
Gamification: A New Way to Influence Behavior
Gamification: A New Way to Influence BehaviorGamification: A New Way to Influence Behavior
Gamification: A New Way to Influence Behavior
 
Discover how StarHub drives customer loyalty and top-line revenue through Gam...
Discover how StarHub drives customer loyalty and top-line revenue through Gam...Discover how StarHub drives customer loyalty and top-line revenue through Gam...
Discover how StarHub drives customer loyalty and top-line revenue through Gam...
 
"Play to Change" Workshop - WebVisions Portland
"Play to Change" Workshop - WebVisions Portland"Play to Change" Workshop - WebVisions Portland
"Play to Change" Workshop - WebVisions Portland
 
Workshop ESOMAR: Gamification in MROC projects
Workshop ESOMAR: Gamification in MROC projectsWorkshop ESOMAR: Gamification in MROC projects
Workshop ESOMAR: Gamification in MROC projects
 
ESOMAR Workshop on Gamification: Creating a win-win-win
ESOMAR Workshop on Gamification: Creating a win-win-winESOMAR Workshop on Gamification: Creating a win-win-win
ESOMAR Workshop on Gamification: Creating a win-win-win
 
GAMIFIN 2019 Conference Keynote: How to fail at #gamification research
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchGAMIFIN 2019 Conference Keynote: How to fail at #gamification research
GAMIFIN 2019 Conference Keynote: How to fail at #gamification research
 
Customer Centricity - It Starts With 1-1 User Research
Customer Centricity - It Starts With 1-1 User ResearchCustomer Centricity - It Starts With 1-1 User Research
Customer Centricity - It Starts With 1-1 User Research
 
Primer on Play: Case Study for Knowledge Guru
Primer on Play: Case Study for Knowledge GuruPrimer on Play: Case Study for Knowledge Guru
Primer on Play: Case Study for Knowledge Guru
 
Drive User Engagement with Gamification
Drive User Engagement with  GamificationDrive User Engagement with  Gamification
Drive User Engagement with Gamification
 
"Gamification, AI, Big Data, Réalité Augmentée... : les nouveaux métiers de l...
"Gamification, AI, Big Data, Réalité Augmentée... : les nouveaux métiers de l..."Gamification, AI, Big Data, Réalité Augmentée... : les nouveaux métiers de l...
"Gamification, AI, Big Data, Réalité Augmentée... : les nouveaux métiers de l...
 
2016 IPM Convention - Game Changing HR
2016 IPM Convention - Game Changing HR2016 IPM Convention - Game Changing HR
2016 IPM Convention - Game Changing HR
 
Gamification in marketing and management - MMCom Solvay Business School Vietn...
Gamification in marketing and management - MMCom Solvay Business School Vietn...Gamification in marketing and management - MMCom Solvay Business School Vietn...
Gamification in marketing and management - MMCom Solvay Business School Vietn...
 
Amy Jo Kim - MFW15
Amy Jo Kim - MFW15Amy Jo Kim - MFW15
Amy Jo Kim - MFW15
 
Co op talk
Co op talkCo op talk
Co op talk
 
A Primer On Play: How to use Games for Learning and Results
A Primer On Play: How to use Games for Learning and ResultsA Primer On Play: How to use Games for Learning and Results
A Primer On Play: How to use Games for Learning and Results
 

More from Dustin DiTommaso

Brains, Games & Behavior Change
Brains, Games & Behavior ChangeBrains, Games & Behavior Change
Brains, Games & Behavior Change
Dustin DiTommaso
 

More from Dustin DiTommaso (6)

But Does It Work? The Critical Role of Evaluation in Digital Health
But Does It Work? The Critical Role of Evaluation in Digital HealthBut Does It Work? The Critical Role of Evaluation in Digital Health
But Does It Work? The Critical Role of Evaluation in Digital Health
 
Brains, Games & Behavior Change
Brains, Games & Behavior ChangeBrains, Games & Behavior Change
Brains, Games & Behavior Change
 
Motivational Dynamics in Health Behavior Change v2 - 2014
Motivational Dynamics in Health Behavior Change v2 - 2014Motivational Dynamics in Health Behavior Change v2 - 2014
Motivational Dynamics in Health Behavior Change v2 - 2014
 
Motivational Dynamics in Health Behavior Change, v1
Motivational Dynamics in Health Behavior Change, v1Motivational Dynamics in Health Behavior Change, v1
Motivational Dynamics in Health Behavior Change, v1
 
Grid Systems: Building Blocks to a Better User Experience
Grid Systems: Building Blocks to a Better User ExperienceGrid Systems: Building Blocks to a Better User Experience
Grid Systems: Building Blocks to a Better User Experience
 
Evangelizing User Experience Design
Evangelizing User Experience DesignEvangelizing User Experience Design
Evangelizing User Experience Design
 

Recently uploaded

怎样办理伯明翰大学学院毕业证(Birmingham毕业证书)成绩单留信认证
怎样办理伯明翰大学学院毕业证(Birmingham毕业证书)成绩单留信认证怎样办理伯明翰大学学院毕业证(Birmingham毕业证书)成绩单留信认证
怎样办理伯明翰大学学院毕业证(Birmingham毕业证书)成绩单留信认证
eeanqy
 
Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...
Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...
Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...
gajnagarg
 
Design-System - FinTech - Isadora Agency
Design-System - FinTech - Isadora AgencyDesign-System - FinTech - Isadora Agency
Design-System - FinTech - Isadora Agency
Isadora Agency
 
怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证
怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证
怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证
ehyxf
 
Top profile Call Girls In Mau [ 7014168258 ] Call Me For Genuine Models We ar...
Top profile Call Girls In Mau [ 7014168258 ] Call Me For Genuine Models We ar...Top profile Call Girls In Mau [ 7014168258 ] Call Me For Genuine Models We ar...
Top profile Call Girls In Mau [ 7014168258 ] Call Me For Genuine Models We ar...
nirzagarg
 
Top profile Call Girls In fatehgarh [ 7014168258 ] Call Me For Genuine Models...
Top profile Call Girls In fatehgarh [ 7014168258 ] Call Me For Genuine Models...Top profile Call Girls In fatehgarh [ 7014168258 ] Call Me For Genuine Models...
Top profile Call Girls In fatehgarh [ 7014168258 ] Call Me For Genuine Models...
gajnagarg
 
Call Girls In Ratnagiri Escorts ☎️8617370543 🔝 💃 Enjoy 24/7 Escort Service En...
Call Girls In Ratnagiri Escorts ☎️8617370543 🔝 💃 Enjoy 24/7 Escort Service En...Call Girls In Ratnagiri Escorts ☎️8617370543 🔝 💃 Enjoy 24/7 Escort Service En...
Call Girls In Ratnagiri Escorts ☎️8617370543 🔝 💃 Enjoy 24/7 Escort Service En...
Nitya salvi
 

Recently uploaded (20)

High Profile Escorts Nerul WhatsApp +91-9930687706, Best Service
High Profile Escorts Nerul WhatsApp +91-9930687706, Best ServiceHigh Profile Escorts Nerul WhatsApp +91-9930687706, Best Service
High Profile Escorts Nerul WhatsApp +91-9930687706, Best Service
 
Dahisar Comfortable Call Girls ,09167354423,Mira Road Model Call Girls
Dahisar Comfortable Call Girls ,09167354423,Mira Road Model Call GirlsDahisar Comfortable Call Girls ,09167354423,Mira Road Model Call Girls
Dahisar Comfortable Call Girls ,09167354423,Mira Road Model Call Girls
 
How to Create a Productive Workspace Trends and Tips.pdf
How to Create a Productive Workspace Trends and Tips.pdfHow to Create a Productive Workspace Trends and Tips.pdf
How to Create a Productive Workspace Trends and Tips.pdf
 
怎样办理伯明翰大学学院毕业证(Birmingham毕业证书)成绩单留信认证
怎样办理伯明翰大学学院毕业证(Birmingham毕业证书)成绩单留信认证怎样办理伯明翰大学学院毕业证(Birmingham毕业证书)成绩单留信认证
怎样办理伯明翰大学学院毕业证(Birmingham毕业证书)成绩单留信认证
 
Abortion pills in Riyadh +966572737505 <> buy cytotec <> unwanted kit Saudi A...
Abortion pills in Riyadh +966572737505 <> buy cytotec <> unwanted kit Saudi A...Abortion pills in Riyadh +966572737505 <> buy cytotec <> unwanted kit Saudi A...
Abortion pills in Riyadh +966572737505 <> buy cytotec <> unwanted kit Saudi A...
 
Jordan_Amanda_DMBS202404_PB1_2024-04.pdf
Jordan_Amanda_DMBS202404_PB1_2024-04.pdfJordan_Amanda_DMBS202404_PB1_2024-04.pdf
Jordan_Amanda_DMBS202404_PB1_2024-04.pdf
 
Raebareli Girl Whatsapp Number 📞 8617370543 | Girls Number for Friendship
Raebareli Girl Whatsapp Number 📞 8617370543 | Girls Number for FriendshipRaebareli Girl Whatsapp Number 📞 8617370543 | Girls Number for Friendship
Raebareli Girl Whatsapp Number 📞 8617370543 | Girls Number for Friendship
 
Gamestore case study UI UX by Amgad Ibrahim
Gamestore case study UI UX by Amgad IbrahimGamestore case study UI UX by Amgad Ibrahim
Gamestore case study UI UX by Amgad Ibrahim
 
Just Call Vip call girls Kasganj Escorts ☎️8617370543 Two shot with one girl ...
Just Call Vip call girls Kasganj Escorts ☎️8617370543 Two shot with one girl ...Just Call Vip call girls Kasganj Escorts ☎️8617370543 Two shot with one girl ...
Just Call Vip call girls Kasganj Escorts ☎️8617370543 Two shot with one girl ...
 
Q4-W4-SCIENCE-5 power point presentation
Q4-W4-SCIENCE-5 power point presentationQ4-W4-SCIENCE-5 power point presentation
Q4-W4-SCIENCE-5 power point presentation
 
Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...
Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...
Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...
 
Design-System - FinTech - Isadora Agency
Design-System - FinTech - Isadora AgencyDesign-System - FinTech - Isadora Agency
Design-System - FinTech - Isadora Agency
 
怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证
怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证
怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证
 
Top profile Call Girls In Mau [ 7014168258 ] Call Me For Genuine Models We ar...
Top profile Call Girls In Mau [ 7014168258 ] Call Me For Genuine Models We ar...Top profile Call Girls In Mau [ 7014168258 ] Call Me For Genuine Models We ar...
Top profile Call Girls In Mau [ 7014168258 ] Call Me For Genuine Models We ar...
 
LANDSCAPE ARCHITECTURE PORTFOLIO - MAREK MITACEK
LANDSCAPE ARCHITECTURE PORTFOLIO - MAREK MITACEKLANDSCAPE ARCHITECTURE PORTFOLIO - MAREK MITACEK
LANDSCAPE ARCHITECTURE PORTFOLIO - MAREK MITACEK
 
Top profile Call Girls In fatehgarh [ 7014168258 ] Call Me For Genuine Models...
Top profile Call Girls In fatehgarh [ 7014168258 ] Call Me For Genuine Models...Top profile Call Girls In fatehgarh [ 7014168258 ] Call Me For Genuine Models...
Top profile Call Girls In fatehgarh [ 7014168258 ] Call Me For Genuine Models...
 
Call Girls In Ratnagiri Escorts ☎️8617370543 🔝 💃 Enjoy 24/7 Escort Service En...
Call Girls In Ratnagiri Escorts ☎️8617370543 🔝 💃 Enjoy 24/7 Escort Service En...Call Girls In Ratnagiri Escorts ☎️8617370543 🔝 💃 Enjoy 24/7 Escort Service En...
Call Girls In Ratnagiri Escorts ☎️8617370543 🔝 💃 Enjoy 24/7 Escort Service En...
 
Aminabad * High Profile Escorts Service in Lucknow Phone No 9548273370 Elite ...
Aminabad * High Profile Escorts Service in Lucknow Phone No 9548273370 Elite ...Aminabad * High Profile Escorts Service in Lucknow Phone No 9548273370 Elite ...
Aminabad * High Profile Escorts Service in Lucknow Phone No 9548273370 Elite ...
 
TRose UXPA Experience Design Concord .pptx
TRose UXPA Experience Design Concord .pptxTRose UXPA Experience Design Concord .pptx
TRose UXPA Experience Design Concord .pptx
 
Hackathon evaluation template_latest_uploadpdf
Hackathon evaluation template_latest_uploadpdfHackathon evaluation template_latest_uploadpdf
Hackathon evaluation template_latest_uploadpdf
 

Beyond Gamification: Architecting Engagement Through Game Design Thinking

  • 1.
  • 2. TODAY’S TALK GOES TO 11.11.11 @DU5TB1N | #Geekend
  • 3. TODAY’S TALK GOES TO 11.11.11 1.  INTRODUCTION 2.  STATE OF GAMIFICATION 3.  DEFINITIONS 4.  MOTIVATION, ENGAGEMENT & MEANING 5.  A FRAMEWORK FOR DESIGN 6.  IN CONCLUSION @DU5TB1N | #Geekend
  • 4. PLAY OR BE PLAYED: THE STATE OF GAMIFICATION HYPE CYCLE: NOV 2010 - PRESENT HYPE! FRENZY! PROFITEERING! HYPERBOLE! @DU5TB1N | #Geekend
  • 5. PLAY OR BE PLAYED: THE STATE OF GAMIFICATION DEBATE! “POINTSTIFICATION” “BADGIFICATION” “EXPLOITATIONWARE” Designers / Researchers / Academics vs. Marketers & Vendors @DU5TB1N | #Geekend
  • 6. A DEFINITION Gamification - The Use of Game Design Elements in Non-Game Contexts. @DU5TB1N | #Geekend
  • 7. THE USUAL SUSPECTS Points Badges Leaderboards Incentives @DU5TB1N | #Geekend
  • 8. NON GAME CONTEXTS : FITNESS @DU5TB1N | #Geekend
  • 9. NON GAME CONTEXTS : FINANCE @DU5TB1N | #Geekend
  • 10. NON GAME CONTEXTS : COMMERCE @DU5TB1N | #Geekend
  • 11. NON GAME CONTEXTS : FUNDRAISING @DU5TB1N | #Geekend
  • 12. NON GAME CONTEXTS : EDUCATION @DU5TB1N | #Geekend
  • 13. NON GAME CONTEXTS : SALES @DU5TB1N | #Geekend
  • 14. NON GAME CONTEXTS : PRODUCTIVITY @DU5TB1N | #Geekend
  • 15. NON GAME CONTEXTS : SUSTAINABILITY Points @DU5TB1N | #Geekend
  • 16. BEYOND GAMIFICATION @DU5TB1N | #Geekend
  • 17. BEYOND GAMIFICATION @DU5TB1N | #Geekend
  • 18. BEYOND GAMIFICATION @DU5TB1N | #Geekend
  • 19. WHAT IS A GAME? @DU5TB1N | #Geekend
  • 20. WHAT IS A GAME? A voluntary, rules-bound experience of competitive strife towards discrete goals or outcomes. @DU5TB1N | #Geekend
  • 21. BUT WHERE’S THE FUN? @DU5TB1N | #Geekend
  • 22. FARMVILLE @DU5TB1N | #Geekend
  • 23. THE PROBLEM WITH FUN IT’S TOO DILUTED OF A CONCEPT It doesn’t distinguish the unique psychological experience of gameplay that leads to SUSTAINED ENGAGEMENT. See: Raph Koster – A Theory of Fun in Games Nicole Lazzaro – Four Keys to Fun Marc Leblanc – Eight Kinds of Fun @DU5TB1N | #Geekend
  • 24. MOTIVATION, ENGAGEMENT & MEANINGFUL INTERACTIONS TOO MUCH FOCUS ON SHALLOW, EXTRINSIC REWARDS – POINTS & BADGES – DOES NOT LEAD TO PLAYER SATISFACTION OR SUSTAINED ENGAGEMENT. @DU5TB1N | #Geekend
  • 25. SELF-DETERMINATION THEORY SDT argues that human beings seek out (and continue to engage in) activities if these promise (and succeed) to satisfy 3 intrinsic motivational needs: @DU5TB1N | #Geekend
  • 26. SELF-DETERMINATION THEORY SDT argues that human beings seek out (and continue to engage in) activities if they promise (and succeed) to satisfy 3 intrinsic motivational needs: @DU5TB1N | #Geekend
  • 27. SELF-DETERMINATION THEORY SELF-DETERMINATION THEORY SDT argues that human beings seek out (and continue to engage in) activities if these promise (and succeed) to satisfy 3 intrinsic motivational needs: @DU5TB1N | #Geekend
  • 28. SELF-DETERMINATION THEORY SELF-DETERMINATION THEORY SDT argues that human beings seek out (and continue to engage in) activities if these promise (and succeed) to satisfy 3 intrinsic motivational needs: @DU5TB1N | #Geekend
  • 29. SELF-DETERMINATION THEORY SELF-DETERMINATION THEORY SDT argues that human beings seek out (and continue to engage in) activities if these promise (and succeed) to satisfy 3 intrinsic motivational needs: @DU5TB1N | #Geekend
  • 30. COMPETENCE: (MEANINGFUL GROWTH) SELF-DETERMINATION THEORY SDT argues that human beings seek out (and continue to engage in) activities if these promise (and succeed) to satisfy 3 intrinsic motivational needs: @DU5TB1N | #Geekend
  • 31. COMPETENCE THE PATH TO MASTERY: + The “Path To Mastery” is an experience over time + Nested, short-term achievable goals that lead to success of the overarching long-term goal. + Wherever a player is on their quest there should be a next goal just around the corner. + Design appropriate challenges and rewards for all players along Player Experience Lifecycle. N00B –> Enthusiast –> Master @DU5TB1N | #Geekend
  • 32. COMPETENCE: OBJECTIVE, GOALS, ACTIONS! @DU5TB1N | #Geekend
  • 33. COMPETENCE: ARF! @DU5TB1N | #Geekend
  • 34. COMPETENCE EXPERIENCE OF CHALLENGE + Keep core actions simple to engage players early + Accelerate the level of challenge as they gain mastery to keep them engaged + Optimal challenge stretches player ability but doesn’t overwhelm (Flow) + Allow players to fail gracefully if it can provide an opportunity to learn and grow. MAKE PROGRESS VISIBLE: + Provide real-time granular, sustained and cumulative feedback on overall performance + Ensure that progress data is actionable and meaningful to player competence, during immediate play and long-term engagement. + Utilize reward mechanics to light a blazed path of accomplishment. + NOT about shiny digital trophies, or badges @DU5TB1N | #Geekend
  • 35. COMPETENCE EXPRESSION OF MASTERY + After hard-earned rewards, allow players to enjoy and express their dominance + Sustained engagement is more a function of continued success than feeling continually stretched + Ease-off dif culty for a short term – Let them Coast. + Provide social outlets for bragging & peacocking + Big “Juicy Feedback” for a job well done @DU5TB1N | #Geekend
  • 36. COMPETENCE: JUICY FEEDBACK @DU5TB1N | #Geekend
  • 37. COMPETENCE: JUICY FEEDBACK @DU5TB1N | #Geekend
  • 38. COMPETENCE: JUICY FEEDBACK @DU5TB1N | #Geekend
  • 39. AUTONOMY: (MEANINGFUL CHOICE) SELF-DETERMINATION THEORY SDT argues that human beings seek out (and continue to engage in) activities if these promise (and succeed) to satisfy 3 intrinsic motivational needs: @DU5TB1N | #Geekend
  • 40. AUTONOMY THE GAME BELONGS TO THE USER + Choice, control and personal preference lead players to deep engagement and loyalty + Provide the right feedback (data, info, choices) for players to best make use of their autonomy + Experience pathways can be designed “on rails” to limit or give the illusion of freedom + Volitional Engagement: “I nd value in the Actions I am taking.” OPPORTUNITIES FOR ACTION! + Create “What If?” moments: “What if I did X instead of Y?” + Provide a variety of ways to engage (competitive, cooperative, solo) + Provide a sense of increasing opportunities of action that motivate sustained interest: (Challenges, Social Interactions, Secrets, Unlocks, etc.) + Design multiple pathways leading to the desired end-state @DU5TB1N | #Geekend
  • 41. AUTONOMY: MULTIPLE PATHWAYS @DU5TB1N | #Geekend
  • 42. RELATEDNESS: (MUTUAL DEPENDENCE) SELF-DETERMINATION THEORY SDT argues that human beings seek out (and continue to engage in) activities if these promise (and succeed) to satisfy 3 intrinsic motivational needs: @DU5TB1N | #Geekend
  • 43. RELATEDNESS THE SPARK OF CONNECTION + We are intrinsically motivated to seek meaningful connections with others + Data shows that allowing players to connect with others and build relationships energizes, motivates and sustains ongoing engagement + Focus on mechanics that allow players to both give and receive support of their goals + Design for “Moments of Relevance,” allowing players to positively impact each other or the system BEYOND OTHER PLAYERS + Provide value to your audience beyond the mechanics that run your system. + Tap into content that people are passionate about (Health, Wealth, Career, Arts, Pro-Social) + Provide recognition for actions that matter to your players not just to the business + Check out the CSCW movement (Computer Supported Cooperative Work) + Allow users to inject their own long & short term goals into the system @DU5TB1N | #Geekend
  • 44. RELATEDNESS: MINT.COM CASE STUDY @DU5TB1N | #Geekend
  • 45. RELATEDNESS: BEYOND HUMAN @DU5TB1N | #Geekend
  • 46. RELATEDNESS: VOICE AND TONE.COM @DU5TB1N | #Geekend
  • 47. A FRAMEWORK FOR SUCCESS @DU5TB1N | #Geekend
  • 48. A FRAMEWORK FOR SUCCESS @DU5TB1N | #Geekend
  • 49. STEP 1: WHY GAMIFY? CRITICAL STAKEHOLDER QUESTIONS: 1. What is the main reason for Gamifying your product / service? 2. How does it bene t the user? 3. Will they enjoy it? BUSINESS QUESTIONS: What are the goals of the business? How do you get the users to ful ll those goals? What actions do you want your players to take? @DU5TB1N | #Geekend
  • 50. STEP 2: PLAYER PROFILE RESEARCH INSPIRES DESIGN Who are your players? What are their needs and goals? Why are they Playing? What’s holding them back from achieving their potential? Is it lack of volition or lack of faculty? What is their Primary Play Style? (Solo, Competitive, Cooperative) Who are they Playing With? What Social Actions do they nd enjoyable – and why? What Metrics do they care about? @DU5TB1N | #Geekend
  • 51. STEP 2: PLAYER PROFILE MOTIVATIONAL DRIVERS ACHIEVEMENT of goals <–OR–> ENJOYMENT of experience STRUCTURE and guidance <–OR–> FREEDOM to explore CONTROL of others <–OR–> CONNECT with others SELF-INTEREST in actions <–OR–> SOCIAL INTEREST in actions @DU5TB1N | #Geekend
  • 52. STEP 3: GOALS AND OBJECTIVES @DU5TB1N | #Geekend
  • 53. STEP 3: GOALS AND OBJECTIVES THE HERO’S QUEST… The Long Term Goal must be compelling & fairly dif cult to achieve. Can be Mastery of New Skill, A New Habit, An Achievement, A Title or any other pinnacle of personal growth. ONE STEP AT A TIME What must players accomplish in order to reach the ultimate objective? How can you break the journey up into discrete and satisfying challenges that push your players and help them improve? DESIRE TO INSPIRE Figure out a way to make long-term and short-term goals as exciting and aspirational as possible. Go for the Glory. @DU5TB1N | #Geekend
  • 54. STEP 4: SKILLS & ACTIONS MAKING LISTS IS A SKILL Consider what abilities are necessary to succeed in the endeavor. Make a skills list, of ALL the things you can think of that are relevant to your game across the following categories: PHYSICAL SKILLS (walking, running, typing, using a chef's knife) MENTAL SKILLS (pattern recognition, memory, spatial logic, organization) SOCIAL SKILLS (presentation, conversation, meeting new people) TRACK AND MEASURE Choose skills that have long learning curves and can be developed over time. Break longer mastery arcs into smaller nested skill-chains Are the skills you are considering measurable? How might you make them measurable? (monitoring/technology dependent?) @DU5TB1N | #Geekend
  • 55. STEP 5: A LOOK THROUGH LENSES OF INTEREST VIVA LA RESISTANCE! COMPETITION TYPES: Player v Player, Player v System, Self-Directed TIME PRESSURE: Relaxed explorative play or brash tactics get things done play. SCARCITY: Scarcity can add a level of challenge and strategic gameplay. PUZZLES: Problems that promise the existence of a solution. NOVELTY: Change presents a new set of challenges and patterns to Master LEVELS: Telegraph progress, ability and access & Provide Roadmap of Progress SOCIAL PRESSURE/PROOF: The herd must be right TEAMWORK: Can also be resistance when we need to work with others CURRENCY: Anything that can be exchanged for something of value will be sought RENEWALS & POWER-UPS: ‘Unstick’ player & redirect from dead-ends. @DU5TB1N | #Geekend
  • 56. STEP 6: DESIRED OUTCOMES FEEDBACK, REWARDS & RESULTS Positives include both tangible and intangible rewards such as moving up a level Negative might be starting a challenge over. Outcomes can be contingent or scheduled. Players can trigger an outcome based on speci c action they take or based on a time frame within the game. EPIC WIN! The Ultimate Objective (Epic Win!) may take weeks, months, years to achieve but along the way players need to see and feel incremental successes and failures. @DU5TB1N | #Geekend
  • 57. STEP 7: PLAY-TEST & POLISH! @DU5TB1N | #Geekend
  • 58. STEP 7: PLAY-TEST & POLISH! PLATFORMS ARE NEVER DONE What's working / What isn't? What have you not considered? Is the game personal enough for your players? Do they feel that it's tailored to their own unique personality and desires? Are you tapping into Player Experience needs of Competence, Autonomy, & Mastery? What is going to keep it interesting in 10 weeks time? In 8 months time? When player reach the Epic Win! it's time to go back to the drawing board. @DU5TB1N | #Geekend
  • 59. IN SUMMARY EVOLUTION Games are motivation engines. Opportunities are ripe to evolve “gami cation” past shallow extrinsic motivational tactics and towards a more balanced “gameful design”. Since video games are designed with the primary purpose of entertainment, shouldn’t they be able to make other non-game products more enjoyable as well? @DU5TB1N | #Geekend
  • 60. EVOLUTION @DU5TB1N | #Geekend
  • 61. Portsmouth | Boston | Louisville We deliver research-inspired design aimed at improving the experiences Dustin DiTommaso people have with technology, Experience Design Director organizations, and each other. dustin@madpow.net | @DU5TB1N @DU5TB1N | #Geekend
  • 62. REFERENCES: A PATH TO MASTERY GAME THINKER Nic Kelman, “Yes, but is it a game?” from Games : Required essay from a not so required book. Raph Koster, A Theory of Fun for Game Design : Fun arises from Learning & Mastery James Paul Gee, What Video Games Have to Teach Us about Learning & Literacy : Pairs nicely with Koster’s book Mihály Csikszentmihályi, Flow – The Psychology of Optimal Experience : Many implications for creating engagement architectures Johan Huizinga, Homo Ludens, A Study of the Play Element in Culture : “All play means something.” Jane McGonigal, Reality is Broken : Serious Games will Save the World @DU5TB1N | #Geekend
  • 63. REFERENCES: A PATH TO MASTERY GAME MAKER Jesse Schell, The Art of Game Design – A Book of Lenses : Tactical and practical Tracy Fullerton, Game Design Workshop : Techniques for Of ine Prototyping and Testing Hunicke, Leblanc, Zubek, MDA a Formal Process of Game Design : Origin of the Mechanics, Dynamics, Aesthetics framework Bateman, Boon, 21st Century Game Design : Pragmatic approach to Game Design BONUS PLAY Ryan, Deci, The Handbook of Self-Determination Research : Perhaps the most well researched psychological theory of intrinsic motivation James Paul Gee, On Video Games & Situated Learning [VIDEO] : http://bit.ly/jpgee The Pac-Man Dossier – A detailed study of every mechanic: http://bit.ly/vzI2QC @DU5TB1N | #Geekend