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Rules of Engagement:
How Gamification is
Changing the World




               Margaret Wallace, CEO
                     margaret@playmatics.com
                     Twitter: @MargaretWallace
Games have been around since nearly
the beginning of humankind.
Games provide a constructed context
for play and exploration…
Games are also practice runs for a whole
range of real-life situations & events.
Of course, it’s not just traditional
games which have been used to
leverage this powerful potential.
Gamification
…has introduced us to integrating
game mechanics to drive desired
behaviors.
“Every startup CEO
should understand
gamification, because
the gaming is the new
normal.”

Bing Gordon, Partner,
Kleiner Perkins
Government
Healthcare   Finance


                 Consumer        Travel
  News            Products




 Education   Fashion          Shopping
What is
Gamification?
The applied use of elements found in
gaming for non-game consumer
applications, products and other
related services.
Identity




                            Classic
             Achievement                   Status
                           Motivations




                             Mastery




Framework for addressing emotions, motivations and consumer
behavior in a proactive way to positively impact a consumer’s
relationship to a product, technology or service.
So what is a game?
A game is a form
of play with
goals and
structure.
-- Kevin Maroney
Rules provide an internal structure for games.




 Rules are…
 Unambiguous tenets that guide
 and also inform behavior.
Game Mechanics


Underlying interlocking systems that form
the “engine” of an experience in order to
communicate a sense of context, meaning
and overall progression.

    •   Levels
    •   Points
    •   Missions
    •   Badges
    •   Rankings
    •   Trophies
Great games are concerned with
moment-by-moment interaction:

• What is the pacing of the game?
• What are the major milestones of the game?
Lusory Attitude

Being “in the zone” – disposition needed
to engage in the play of a game.

Players buy into limitations imposed by the rules
because of the benefits a game affords.

A successful game requires players to take
part in this lusory attitude.
Lusory Attitude in Action
Farmville



              Moving Player from Novice to….




Farmville, by Zynga
Farmville



               A Power User!

• Scheduled Tasks
• Incentives to Return Daily
• Hourly Interaction
Farmville, by Zynga
Good Gamification is

Results-
Driven
– producing increased
awareness & improved
performance for a variety of
consumer-facing products.
Not About Building a Game.
This is NOT Gamification
Applied Gamification

•   Build Communities
•   Extend Brand
•   Expose Systems of Meaning
•   Increase Engagement
•   Change Behavior in Real-Life  Health,
    Finance, Chores, etc.
Building Blocks of Gamification
Four Key Engagement Styles
   Expressive   Competitive




   Explorer     Collaborative
Four Key Engagement Styles
         Expressive              Competitive
Review                                         Status
                                Points
         Creating
                    Customize               Contests

         Explorer                Collaborative
                                Gifting
Collecting                                Problem-Solving

               Searching
                                 Teaming Up      Sharing
Designing for Total Engagement




       Novice              Regular            Evangelist
  Clear-cut goals    Fresh Content       Exclusivity
  Achievable goals   New Activities      Elevated Status
  Feedback on        Deeper Challenges   Opinion Maker
  Progress




Must Evolve with Person
Over Time
Behavior- Focused
Persuasive
                          Engaging

             Rewarding

 Meaningful              Progressive
Designing Engagement Loops



                  Clear Progress                        Positive Emotion
           Rank / Challenges / Awards / Messaging   Fun / Joy / Comfort / Status / Curiosity




              Player Engagement                             Call to Action
               Task / Mission / Challenge / Gift      Customize / Share / Help / Compete




Credit: From Amy Jo Kim’s “Smart Gamification” Workshop
Gamification Examples
     and Trends
Three Design Trends
Three Design Directions:     Pro’s and Cons for Each


                                More
             1. Abstract     abstracted
               Design      presentation of
                            information.


               2. Thin       Game-Like
             Game Layer      Elements



            3. Advanced       Themed
            Game Layer       Experience



                                                 confidential
1. Abstract Design
   1. Abstract        More abstracted
                      presentation of
     Design            information.



Example:
The Energy Orb
Energy orbs alert business
customers prior to and during
an energy-reduction event.
2. Thin Gaming Layer
    2. Thin    Game-Like
               More abstracted
  Abstract
  Game Layer
               presentation of
               Elements
                information.




Example 2:
Honda Insight
3. Advanced Game Layer
   3. Advanced         Themed
   Game Layer         Experience


Example:
Epic Win
Gamified To-Do List
Feedback and Progress
Popcap’s Bejeweled Blitz
BranchOut App
Design for Surprise & Randomness
Element of Surprise




Popcap’s Bejeweled Blitz
Element of Surprise
Exclusive Content for Power Users
Power Users
Health Care
Nike Plus
Wouldn’t work without that Intrinsic Motivation
Public Policy
The Gamification of Countries
Shadow
Government:
United States
Shadow Government Social Mobile Game
Continued Emphasis on Social
Social Shopping




Communicates Status & Identity
Fulfills Needs & Desires
Gamification of Your Life
Real-Life Experiences Become Game Events
Status and Achievement
Personal Brand Building
User-Generated Content (UGC):
   Incorporating and rewarding user-created content
     into experience to play off social context and to
                   foster engagement
Facebook Home Page
Rewards
JetBlue & American Express Rewards
Using Scarcity to Force Choices
       & Create Demand
Visual Design:
Using Game-Like Iconography in
     Non-Gaming Products
UPS “Logistics” Campaign
Merging of Media Techniques &
        Conventions:

Making Media Properties More
        Game-Like
Disney Parks on Gowalla
Counter-Espionage
News
Meaning and Engagement

“If your team can’t tie back every   decision
they are making to the emotion you want
people to feel when they are using your social
product, then your reason for existence isn’t strong
enough to serve its role, which is to guide your
team and the product decisions you are making.”
Gina Bianchini, TechCrunch
Co-Founder, Former CEO of Ning
Rendering The Intangible Tangible




     Chess = War Games          Boy Scout Badges = Status




  Maps = National Boundaries   Paper & Metal Currency = Value
Questions?

 Margaret Wallace, CEO
  margaret@playmatics.com



  Twitter: @MargaretWallace

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