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Game Mechanics

Game-like Elements
to Add to Instruction
From http://gamification.org/wiki/Game_Mechanics



                                          This presentation by Brett Bixler is licensed under a
              Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Achievements
• A virtual or physical
  representation of having
    accomplished something.
•   Achievements can be easy,
    difficult, surprising, funny,
    accomplished alone or as a
    group.
•   Achievements are a way to
    give players a way to brag.
Appointments

• Game dynamics in which
 at a predetermined
 times/place a user must
 log-in or participate in
 game, for positive effect.
Behaviorial Momentum

•   The tendency of players
    to keep doing what they
    have been doing.

• The point of no stopping,
  no matter what!

http://www.youtube.com/watch?v=1jjN-H62U64
Blissful Productivity

•   The idea that playing in a
    game makes you happier
    working hard, than you
    would be relaxing.
•   Essentially, we’re optimized
    as human beings by working
    hard, and doing meaningful
    and rewarding work.
Bonuses

•   A reward after having
    completed a series of
    challenges or core
    functions.
•   Can be from completing
    a Combo or just for a
    specific special task.
Cascading Information Theory

•   The theory(?) that
    information should be
    released in the minimum
    possible snippets to gain
    the appropriate level of
    understanding at each
    point during a game
    narrative.
Combos
•   Combinations
•   Used often in games to
    reward skill through doing a
    combination of things.
•   This also can add excitement
    or incentivize doing another
    action after already having
    completed one.
•   Completion of a combo
    usually comes with the
    reward of a bonus.
Community Collaboration

•   The game dynamic wherein
    an entire community is
    rallied to work together to
    solve a riddle, a problem or
    a challenge. Immensely viral
    and very fun.
Countdown
•   The dynamic in which
    players are only given a
    certain amount of time to
    do something. This will
    create an activity graph that
    causes increased initial
    activity increasing
    frenetically until time runs
    out, which is a forced
    extinction.
Discovery

• Exploration
• something, to be
  Players love to discover

    surprised.
•   Discovery encourages
    players to discover new
    things.
Epic Meaning

• Players will be highly
  motivated if they believe
  they are working to
  achieve something great,
  something awe-inspiring,
  something bigger than
  themselves.
Flow

•   The ultimate motivational
    state, where hours go by
    in minutes.
•   Achieved by balancing
    the learner’s current
    ability with the difficulty
    of the current challenge.
Free Lunch

• When a player feels that
  they are getting
    something for free due to
    someone else’s work.
•   The player must feel
    that they’ve “lucked”
    into something.
Infinite Gameplay

•   Games that do not have
    an explicit end.
•   Most applicable to casual
    games that can refresh
    their content or games
    where a static (but
    positive) state is a reward
    of its own.
Levels

•   Levels are a system by
    which players are rewarded
    for accumulating points.
•   Often features or abilities
    are unlocked as players
    progress to higher levels.
•   Levelling is one of the
    highest components of
    motivation for gamers.
Loss Aversion

•   Loss Aversion is a game
    mechanic that influences
    user behavior by not
    instituting punishment.
•   Positive rewards.
Lottery

•   A winner is determined
    solely by chance. This
    creates a high level of
    anticipation.
Ownership

•   Ownership is a powerful
    Game Dynamic that
    creates Loyalty.
•   The player feels that s/he
    really owns a virtual
    item/ability, thus blurring
    the line between the
    game and reality.
Points


•   Points are a running
    numerical value given for
    any single action or
    combination of actions.
Progression

•   A dynamic in which
    success is granularly
    displayed and measured
    through the process of
    completing itemized
    tasks.
Quests

• Quests are obstacles a a
             meant to be
  journey of
 player must overcome.
Reward Schedules


•   The timeframe and
    delivery mechanisms
    through which rewards
    (points, prizes, level ups)
    are delivered.
Status


• The rank or level ofoften
  player. Players are
                       a

  motivated by trying to
  reach a higher level or
  status. Also relates to
  envy.
Urgent Optimization


• Extreme self motivation.
• The desire to act
  immediately to tackle an
  obstacle combined with
  the belief that we have a
  reasonable hope of
  success.
Virality

• A game element that
  requires multiple people
  to play (or that can be
  played better with
  multiple people).

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Game Mechanics

  • 1. Game Mechanics Game-like Elements to Add to Instruction From http://gamification.org/wiki/Game_Mechanics This presentation by Brett Bixler is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  • 2. Achievements • A virtual or physical representation of having accomplished something. • Achievements can be easy, difficult, surprising, funny, accomplished alone or as a group. • Achievements are a way to give players a way to brag.
  • 3. Appointments • Game dynamics in which at a predetermined times/place a user must log-in or participate in game, for positive effect.
  • 4. Behaviorial Momentum • The tendency of players to keep doing what they have been doing. • The point of no stopping, no matter what! http://www.youtube.com/watch?v=1jjN-H62U64
  • 5. Blissful Productivity • The idea that playing in a game makes you happier working hard, than you would be relaxing. • Essentially, we’re optimized as human beings by working hard, and doing meaningful and rewarding work.
  • 6. Bonuses • A reward after having completed a series of challenges or core functions. • Can be from completing a Combo or just for a specific special task.
  • 7. Cascading Information Theory • The theory(?) that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative.
  • 8. Combos • Combinations • Used often in games to reward skill through doing a combination of things. • This also can add excitement or incentivize doing another action after already having completed one. • Completion of a combo usually comes with the reward of a bonus.
  • 9. Community Collaboration • The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun.
  • 10. Countdown • The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction.
  • 11. Discovery • Exploration • something, to be Players love to discover surprised. • Discovery encourages players to discover new things.
  • 12. Epic Meaning • Players will be highly motivated if they believe they are working to achieve something great, something awe-inspiring, something bigger than themselves.
  • 13. Flow • The ultimate motivational state, where hours go by in minutes. • Achieved by balancing the learner’s current ability with the difficulty of the current challenge.
  • 14. Free Lunch • When a player feels that they are getting something for free due to someone else’s work. • The player must feel that they’ve “lucked” into something.
  • 15. Infinite Gameplay • Games that do not have an explicit end. • Most applicable to casual games that can refresh their content or games where a static (but positive) state is a reward of its own.
  • 16. Levels • Levels are a system by which players are rewarded for accumulating points. • Often features or abilities are unlocked as players progress to higher levels. • Levelling is one of the highest components of motivation for gamers.
  • 17. Loss Aversion • Loss Aversion is a game mechanic that influences user behavior by not instituting punishment. • Positive rewards.
  • 18. Lottery • A winner is determined solely by chance. This creates a high level of anticipation.
  • 19. Ownership • Ownership is a powerful Game Dynamic that creates Loyalty. • The player feels that s/he really owns a virtual item/ability, thus blurring the line between the game and reality.
  • 20. Points • Points are a running numerical value given for any single action or combination of actions.
  • 21. Progression • A dynamic in which success is granularly displayed and measured through the process of completing itemized tasks.
  • 22. Quests • Quests are obstacles a a meant to be journey of player must overcome.
  • 23. Reward Schedules • The timeframe and delivery mechanisms through which rewards (points, prizes, level ups) are delivered.
  • 24. Status • The rank or level ofoften player. Players are a motivated by trying to reach a higher level or status. Also relates to envy.
  • 25. Urgent Optimization • Extreme self motivation. • The desire to act immediately to tackle an obstacle combined with the belief that we have a reasonable hope of success.
  • 26. Virality • A game element that requires multiple people to play (or that can be played better with multiple people).