18. How to Gamify
• Objective from gamification
• Design the fun
• Game techniques and elements
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19. What is a game
• A set of challenges under some rules, where players
make some meaningful which changes their state
towards the winning or losing state
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20. FUN
• Winning
• Problem-solving
• Exploring
• Chilling
• Teamwork
• Recognition
• Triumphing
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• Collecting
• Surprise
• Imagination
• Sharing
• Role Playing
• Mastery
21. Types of fun
• Easy Fun -casual simple
• Hard fun – challenges, problem solving
• People fun – socializing
• Serious fun – meaningful
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22. Game Elements
• Achievements
• Avatars
• Badges
• Boss Fights
• Collections
• Combat
• Content Unlocking
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• Gifting
• Leaderboards
• Levels
• Points
• Quests
• Social Graph
• Teams
• Virtual goods
33. Psychology Behind -
Limitations
• Behavior Changes are not simple
• Differs for different players
• Requires experiments.
• Players may feel out of control
33
34. Psychology Behind -
Dangers
• Players doubt your intentions
• Players get used to receiving rewards
• Rewards become boring
• Rewards Can demotivate
34
35. Psychology Behind –
Conclusion
• Focus on intrinsic motivation
• Focus on Players (goals - values- control )
• Focus on Fun
• Watch and iterate
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36. Gamification
• What is Gamification
• How to Gamify
• Psychology behind
• Applications
• Critiques
• Is Gamification right for me
36
48. Is Gamification right for me ?
1. Motivation
– Where would you derive value from encouraging behavior?
2. Meaningful Choices
– Are your target activities sufficiently interesting?
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49. Is Gamification right for me ?
3. Structure
– Can the desired behaviors be modeled through algorithms?
4. Potential Conflicts
– Can the game avoid tension with other motivational structures?
49
Learning what makes games successful , engaging and even more addictive
Here is an example of samsung Nation where they gamified their site to make it more engaging and make users navigate more and so buy more
Use game elements (challenges , points and leaderboards) and how to use them efficiently to introduce fun to non-game contexts to get people more engaged in doing these task – or to get them doing in the first place
This is not only applicable in online solutions and mobile apps , this can be beautifully extended to real life applications (piano stairs)
Let’s see the effect of introducing fun on people behavior
Checking and review digitization of finnish historical words , > 2 million words reviewed
3D protien folding ,preditct 3d folding in molecule to know it’s function and design drugs, computationally difficult to predict 3d folding of a molecule , but people does this puzzle well,
to know what
AIDS folding pattern solved in 10 days
In order to gamify we must know what the game techniques and elements
and how to use them , to tap the correct emotion and get right into our objective from gamification
A game is a set of challenges under some rules – that’s why it is challenging - , where players make some meaningful choices –players should know that their choices makes differences in the next state -which changes their state towards the winning or losing state
Players should feel in charge as they are making meaningful choices Most players voluntarily obey the rules, otherwise the challenge is fake
Serious fun – meaningful things for community and planet ex.bagdes which mean your are helping others
we don’t have to focus on one kind of fun , we need to use them considering how they most goes with our objective
structures that are repetitive or recursive but also branching of in different directions
Engagement Loops – motivation-action –feedback and so onmicro level on the user action
This loop has to get going ,so feedback acts as a motivation for the next action
Progression Loops- onboarding – progression -mastery
Macro level on the whole playing journey
After onboarding , there are some ups and downs in difficulty , so it is not so hard and boring and still gives the feeling of progression –at some point there should be a huge challenge
And here we need to focus a lot on our players, we should define them , and the kind of fun we want to address , also which emotion to tap and the most important is always asking is it fun ?
Ex. Google news badges - is it fun to have a badge that I read too much news about some area , or as a news reader I always take a look about what’s going around
Also we may be applying the wrong technique , would anyone want a badge for some boring task , does it say I am the most one who can bear this ? or designing a light game to change the whole context of this task can be helpful – ex. Translating game
Another important thing in applying game elements and techniques is understanding some psychology behind them to know their strengths as well as limitation
Motivational Design : design to motivate players to do special things , people are motivated by different things for different tasks , some are cash money , some tasks are just good to do
we have to think what can be motivating in the task to want to gamify .
Watch what people do and iterate
Power of feedback , feedback is that you see immediate result from your action (ex. Progress bar) , it is very powerful to continue
Behavior Changes are not as simple as that, it differs for different players , requires experiments.
Players may gets afraid if they got into the feeling you are changing their behavior – some sort of refusing to be controlled
Players may doubt your intentions behind making a habit , especially in case of authority like government or employer
If you make players respond to rewards , you must keep putting new rewards and new ones because players won’t response unless they are rewarded with exiting ones
Even if you are still giving rewards , expected rewards are boring and lose their effects
Rewards Can demotivate: rewards as extrinsic motivation can substitute intrinsic motivation, players focus on getting the reward more than the game itself, then get bored and demotivated , although they may be more motivated without the reward
Ex. Rewards for drawing, an experiment done to get some kids who loves drawing, begin to give them rewards for drawing, then removing the rewards .. kids are less motivated to draw then before getting the reward
Same works for punishment, if you make punishment with money , the extrinsic motivation of losing 5 LE is replaced by the intrinsic motivation of being a good person who comes on time and respects others