15. Was ist Gamification?
„The process of game-thinking and game
mechanics to engage users and solve
problems“
„The use of game elements and game
design techniques in non game contexts“
Gabe Zichermann
Kevin Werbach
27. I: Flow
„A state of completely
immersible, focused
energy“
M. Csíkszentmihályi
28. I:Flow Faktoren
• Fokus auf den Moment
• Zusammenführung von Aktion & Aufmerksamkeit
• Verlust des reflexiven Selbstbewusstseins
• Gefühl der Kontrolle
• Einschränkung des subjektiven Zeitgefühls
• Intrinsische Motivation
29. I: Wann entsteht ein „Flow“ Erlebnis?
Ziel
• klar
Feedback
• direkt
Skills
• vorhanden
Definiere klare
Ziele & gib
Feedback
31. II: Model des menschlichen Verhalten (BJ. Fogg)
• Sie hat die Gelegenheit dazuAuslöser
• Sie kann es einfach
durchführenFähigkeit
• Die Person ist
motiviertMotivation
Setze auf
vorhandene
Motive
33. Zwischenfazit
• Wähle ein Grundmotiv
• Kenne die Art des Spielertyps & deren Motivation
• Design das System für die erste, die regelmässige und intensive
Nutzung
• Gib permanentes Feedback über den Fortschritt
38. Was machen Punkte?
• Zeigen den „Spielstand“
• Geben Feedback
• Bestimmen den Gewinner
• Führen zu Belohnung
• Geben den Fortschritt an
• Gibt dem „Game“ Designer
Informationen
• Sind einlösbar
Punkte zeigen
den Fortschritt
39. Badges
• Zeigen den Erfolg
• Flexibel
• Stil
• Signalisieren Wichtigkeit
• Signalisieren Berechtigungen
• Sammlung
• Status Symbol
Badges
belohnen
spezifische
Verhalten
40. Leaderboards
• Rang
• Feedback im „Wettbewerb“
• Relation zu „Freunden“
Achtung:
Leaderboards können
vor allem Novizen
demotivieren
Leaderboards
zeigen den
Fortschritt im
Verhältnis zu
anderen
44. Design for Engagement
Sep 2012 Gamification Introduction 44
Definition
Grundlagen & Mechanismen
Design for Engagement
Support Community
45. Wann ist Gamification erfolgreich?
Sinn
• Triggern von pers. Zielen,
Interessen, Leidenschaften
Autonomie
• Aufrechterhalten der
intrinsischen Motivation
Entwicklung
• Möglichkeit sich weiter zu
entwickeln
46. Und wie müssen Sie interagieren?
Motivating
Emotion
Social Call to
action
Visible
Progress
Player Re-
Engagement
Social Engagement Loop
47. Social Engagement Loop für Foursquare
Neugier
Wiederholter
CheckIn &
entdecken
Checkin
Punkte/
Vergleich mit
Freunden
Stolz/
Überraschung
SharingCheckIn
Badge
Stolz/
Wettbewerb
PrivilegienCheckIn
Mayorship
Anfänger
Experte
Master
48. Tipps für die Anwendung….
• Wähle ein Grundmotiv
• Kenne die Art des Spielertyps & deren Motivation
• Design das System für die erste, die regelmässige und intensive Nutzung
• Gib permanentes Feedback über den Fortschritt
• Schaffe interessante Challenges & Belohne mit Macht, Autonomie und
Besitz
• Design ein System das einfach zu nutzen (aber schwer zu bezwingen ist)
• Je höher der Level, desto schwieriger die Aufgabe & Komplexität
52. Antwortzeiten
< 1min bis 10h
95%
Antwortrate bis zu
Visits
3’010’975
Posts
53’140
Superuser
30
Neue Themen
6’859
Registrierte User
36’922
Support Community Facts & Figures
Kudos p. Thema
3.2
Antworten p. Thema
6.3 Zeitraum:
1. Jan bis 17 Nov. 2014
Ideen pro Tag
1-2
Umgesetzte
Ideen
30
53. Das leisten unsere Superuser
November 2014 53Jan Biller
Top
30
Superuser
erstellen
33.6%
der Beiträge
haben
17’833
Mal gepostet
verbringen
956h/Monat
in der Community
das macht
36%
der Gesamt-
Onlinezeit aus
54. Support Community: Kunden helfen Kunden
Challenges
Punkte
Leaderboards
Privilegien
Badges
Ich interessiere
mich für Handys…
..schreibe gerne
im Forum..
…und lerne viel
dazu
55. Motive & Anreize
Motive
• Interesse an Themen & Produkten
• Wissenserwerb
• Helfen
• Anerkennung
• Community & andere Mitglieder
• Interesse an Firma/Marke
• Spass
• Einflussmöglichkeiten
• Materielle Kompensation
• Freizeitbeschäftigung/Zeitvertreib
• Community voranbringen
Anreize
•Produkt & Betatests
•Status/Rolle
•Events, Workshops & F2F treffen
•Avatar, Rang, Signatur
56.
57.
58.
59. Fazit: Gamification ist eine erweiterte Design Strategie
«Einfach schnell» «Hilfreich» «Mitreissend»
Einfach zu bedienen,
Zeit sparen, sich das
Leben vereinfachen
Vorgesehenen Zweck
erfüllen, Orientierung,
Mehrwert
Lernen, besser werden,
Meinung äussern, Sinn
sehen
Design for
Usability
Design for
Needs
Design for
Engagement
“Design targeted at ease of use and
learnability”
“Design based on specific and underlying
needs and desires”
“Design that identifies opportunities to
support extended, adjacent and orthogonal
needs and desires”
60. You made it!
Sep 2012 Gamification Introduction 60
Defintion
Grundlagen & Mechanismen
Design for Engagement
Support Community
61.
62.
63.
64. • G! ist ein Hype man kann es nicht schlüsselfertig kaufen!
• G! ist eine erweiterte Designstrategie («Design for Engagement») und soll
bestehendes Verhalten und Routinen verstärken
• G! funktioniert wenn es als «Win-Win Scenario» designed ist und höhere
Motivationen (Kreativität, Flow, Streben nach Verbesserung) der User unterstützt. Dies
führt zu stärkerem Engagement.
• G! heisst eine Plattform zu schaffen, nicht ein Spiel– es geht darum gewolltes
Verhalten zu verstärken und nicht um gaming
• G! ist eine engagement-oriented service design und steigert das Engagement sowohl
bei Kunden wie auch Mitarbeitern
«People rarely succeed unless they have fun in what they are doing»
Dale Carnegie
= Gamification
66. Beispiele….
Ich interessiere
mich für Handys…
..schreibe gerne
im Forum..
…und lerne viel
dazu
Ich will Sport
machen..
..weil es mir
gut tut..
..und ich
besser werde
Joggen & Nike+
Handys & Support Community
68. Weitere Elemente…
• Erkennen von Mustern
• Sammeln
• Überraschungen
• Organisieren & Ordnen
• Verschenken
• Flirts& Romanzen
• Andere führen
• Anerkennung für den Erfolg
• Berühmtheit & Aufmerksamkeit
• Ein Held sein
• Status gewinnen
• Aufziehen und pflegen
70. Nike Plus: Verstärken von gewollten Verhalten
Ich will Sport
machen..
..weil es mir
gut tut..
..und ich
besser werde
Challenges
Punkte
Leaderboards
80. Gamification Toolbox
1. Choose behaviour
Which behaviour or
habit do I want to
reward?
2. Choose persona
Draw a detailed
persona of the target
person!
3. Choose fun
Which fun motivators
make most sense for
supporting the chosen
behaviour?
When or When Not
to Gamify:
Ask yourself the following:
1. Can the activity be learned?
2. Can the player be measured?
3. Can the player be rewarded
or punished in a timely
fashion?
Examples
Software purchasing decision
for CIO
Customer acquisition
Based on Enterprise Gamification Workshop V4, Mario Herger, 2012
81. Fun Motivators
81
Source: Jon Radoff – Game On
Based on Enterprise Gamification Workshop V4, Mario Herger, 2012
1. Recognizing Patterns
2. Collecting
3. Finding Random Treasures
4. Achieving a Sense of Completion
5. Gaining Recognition for
Achievements
6. Creating Order out of Chaos
7. Customizing Virtual Worlds
8. Gathering Knowledge
9. Organizing Groups of People
10. Noting Insider References
11. Being the Center of Attention
12. Experiencing Beauty and Culture
13. Romance
14. Exchanging Gifts
15. Being a Hero
16. Being a Villain
17. Being a Wise Old Man
18. Being a Rebel
19. Being the Magician, a
keeper of secret knowledge
20. Being the Ruler
21. Pretending to Live in a
Magical Place
22. Listening to a Story
23. Telling Stories
24. Predicting the Future
25. Competition
26. Psychoanalyzing
27. Mystery
28. Mastering a Skill
29. Exacting Justice and
Revenge
30. Nurturing
31. Excitement
32. Triumph over Conflict
33. Relaxing
34. Experiencing the Freakish or
Bizarre
35. Being Silly
36. Laughing
37. Being Scared
38. Strengthening a Family
Relationship
39. Improving One’s Health
40. Imagining a Connection with
the Past
41. Exploring a World
42. Improving Society
43. Enlightenment
82. Game Work
Tasks repetitive, but fun repetitive and dull
Feedback constantly once a year
Goals clear contradictory, vague
Path to Mastery clear unclear
Rules clear, transparent unclear, in-transparent
Information right amount at the right time too much and not enough
Failure expected, encouraged, spectacular,
brag about it
forbidden, punished, don’t talk
about it
Status of Users transparent, timely hidden
Promotion meritocracy kiss-up-o-cracy
Collaboration yes yes
Speed/Risk high low
Autonomy high mid to low
Narrative yes only if you are lucky
Obstacles on purpose accidental
Warum ist „gamen“ besser wie arbeiten?
Sep 2012 Gamification Introduction 82Based on Enterprise Gamification Workshop V4, Mario Herger, 2012
83. Fazit: Gamification ist eine erweiterte Design Strategie
«Einfach schnell» «Hilfreich» «Mitreissend»
Einfach zu bedienen,
Zeit sparen, sich das
Leben vereinfachen
Vorgesehenen Zweck
erfüllen, Orientierung,
Mehrwert
Lernen, besser werden,
Meinung äussern, Sinn
sehen
Design for
Usability
Design for
Needs
Design for
Engagement
“Design targeted at ease of use and
learnability”
“Design based on specific and underlying
needs and desires”
“Design that identifies opportunities to
support extended, adjacent and orthogonal
needs and desires”
84. Level V: Fast geschafft
Sep 2012 Gamification Introduction 84
Definition
Grundlagen & Mechanismen
Design for Engagement
Übung
Best Practices
85. You made it! Was haben wir gelernt
Sep 2012 Gamification Introduction 85
Defintion
Grundlagen & Mechanismen
Design for Engagement
Übung
Best Practices
86. Ressourcen
• Bruno Setola – G! for Education: http://gamification.nu/
• Mario Herger - Enterprise G!: www.enterprisegamification.org
• Collection of G! examples: http://gamification.org/wiki/
• Complete introduction to G! by Mike Wu:
http://lithosphere.lithium.com/t5/Science-of-Social-blog/...
• First MBA lecture in G!:
https://www.coursera.org/course/gamification
• Gabe Zicherman: http://www.gamification.co/
• Sebastian Deterding: http://codingconduct.cc/
87. „Don‘t ever underestimate the business
value of FUN“
Dr. Michael Wu, Chief Scientist
Lithium Technologies
Fun’ can be
Simplicity (Ease-of-use)
Money (financial incentives)
Timesaver
Autonomy, Mastery, Purpose (Daniel Pink)
Status, Access, Power, Stuff
Fun
Play is a type of addictive quality that has always been a part of our culture and life.
Wer kennt dieses Bild? Wie heisst das Game
FACTS:
Space Invaders 1978 dann 1980 auf Atari 2600
http://en.wikipedia.org/wiki/Space_Invaders
Wer hatte diesen Computer?
FACTS:
1982
Wer hatte 1986 die meisten Freunde?
Wie hiess das erfolgreichste Game?
FACTS:
Launch NES 1986
Super Mario Bros (259 Mio mal verkauft)
Was stand 1990 auf der Wunschliste?
Was war das erfolgreichste game? Tetris
FACTS:
Game boy 1990
118 Mio mal verkauft!
Um welches Spiel handelt es sich hier?
FACTS:
1994
10 Mio Spieler
Wo zahlt man mit „Linden Dollar“?
FACTS:
Second life 2003
21 Mio User
Wer hat es auf seinem Smartphone?
FACTS:
1 Mia. Mal runtergeladen
Wer kennt diese idyllische Landschaft?
FACTS:
Zynga war beim Börsengang 2011 8.9 Mia Wert (5 Jahre altes Unternehmen)
Heute finanzielle Schwierigkeiten
232 million monthly active users 60 million daily active users
Leaderboard
S. 36
Mechanismen: Funktionale Komponenten z.B. Punkte etc
Ästethik: Interaktion zwischen Mechanismen und Dynamik: Wie fühlt sich das „game“ an
Dynamik: Interaktion mit den Mechanismen und die Orchestrierung dieser
P 20
Killers: Spielen gegeninander und wollen den gegner ausschalten
Achievers: Fortschritt zeigen, der beste sein im vergleich zu anderen. Wenn erreicht fehlt motivation
Exolplorers: neues entdecken ist das spiel, bringen es zurück in die communty (mario bros)
Socializer: zusammenarbeiten ist ursprung allen spielens
p.22
80% Socializer
10% Explorer & Achievers
Man ist immer nicht nur eins sondern je nach kontext mehr
P.30
Novize: Muss mit dem System vertraut werden
Experten und Problemlöser brauchen neuen Content/Aktivität/Freunde
Meister: brauchen aktivität, zugriff, unlocks
http://en.wikipedia.org/wiki/Flow_(psychology)
Fokus auf den Moment
Zusammenführung von Aktion & Aufmerksamkeit
Verlust des reflexiven Selbstbewusstseins
Gefühl der Kontrolle
Einschränkung des subjektiven Zeitgefühls
Intrinsische Motivation
Intensive, fokusierte Konzentration auf einen bestimmten Moment
Zusammenführung von Aktion & Aufmerksamkeit
Verlust des reflexiven Selbsbewusstseins
Gefühl der Kontrolle über die Situation
Einschränkung des subjektiven Zeitgefühls
Aktivität ist intrinsisch motiviert
Flow theory postulates three conditions that have to be met to achieve a flow state:One must be involved in an activity with a clear set of goals and progress. This adds direction and structure to the task.[12]The task at hand must have clear and immediate feedback. This helps the person negotiate any changing demands and allows him or her to adjust his or her performance to maintain the flow state.[12]One must have a good balance between the perceived challenges of the task at hand and his or her own perceived skills. One must have confidence that he or she is capable to do the task at hand
Status Bar:
Ziel: Komplettes Profil, Status/Kontakte/Jobs
Feedback: Bar & %
Skills: Reccomendation, Ausfüllen
Farmville:
Ziel: Flücken
Feedback: Badge/Status
Skill: einfach auszführen, simpel
Exerience Punkte
Einlösbare Punkte
Skill Punkte
Karma Punkte
Reputation oder Social Punkte
Open Badges mozilla
Gefahr: Neue werden nie auf die Top Ränge kommen
http://progresswars.com/
Erfolgreich
Einige 100Teilnehmer & 1000 Registrierungen
300 Comments, 500 Likes, 7500 Besucher 6 min besuchszeit
Engagement über 2 Wochen
http://de.slideshare.net/Innoveto/case-slmbb-2012
Story with meaning
A rule system of mastery
Genug platz zum spielen
Intelligenten side effects
Social context
Interessante challenge
Klare ziele die in verschiedenen formen daherkommen
Juicy feedback
Aufpassen nicht gewolltes verhalten zu verstärken
Wichtigst Fragen:
Was ist das Business Ziel?
Was will ich mit Gamification «mehr» erreichen?
Wie lässt sich mein Erfolg messen
80% der Gamification Versuche gehen schief
https://www.youtube.com/watch?v=upuoJ7lTsTs
https://www.youtube.com/watch?v=2lXh2n0aPyw
Gamification of education:
No Design: «When the bell rings, you have to be quiet!»
Design for Usability: «When the bell rings, we are all quiet and try to hear the ticking of the clock!»
Design for Needs: «If you are quiet after 10 seconds always when the bell rings, I will tell you a surprise story at the end of the week».
Design for Engagement: «Each time the bell rings and you are all quiet after 10 seconds, we colour one star, and at the end of the week you get as many marbles as you got stars this week. Depending on the number of marbles you get surprises each month.»
https://www.youtube.com/watch?v=zSiHjMU-MUo
https://www.youtube.com/watch?v=iynzHWwJXaA
Rollen können verschieden sein
Profi
Moderator
Tagger
Respekt
In the media industry, companies try to make their online properties more sticky and engaging by adding minigames, challenges, (redeemable) points and leaderboards to them, as in the case of the USA Network show »psych«.
Samsung has huge traffic on their online channel, but no idea about the identity of customers. Apple tracks its device and customer base. With Samsung Nation Samsung gains back this knowledge and engages its users to review, rate and recommend products .
Gamified dashboards in cars : brings solo games, tamagotchi or social games into cars. Not for selling things, but for increased loyalty. You get feedback about the way you use the product, while using it. The cars sort of appreciates that YOU are the driver!
Gamified dashboards of «eco-cars»
Honda Insight: SoloGame (Eco Score with instant, daily and longterm feedback)
Toyota Prius: Solo Game (detailed feedback about ecological driving: play a game with yourself to improve eco-driving)
Ford Fusion: Tamagotchi effect (Hybrid car with a green plant that grows in the dashboard - the greener the plant the better you drove)
Nissan Leaf: Socila Game (socially-networked driving dashboard: Compare eco driving against your friends - brings Prius dashboard to the social level: play a game against with others)
Gamified car dashboard = loyalty program: Customers already purchased the product >> Backdoor loyalty program designed around emotional needs of the user
PropsToYou is a gamified project management app based on modern behavioral science.
Game mechanics are powerful catalysts into creativity, flow and the pursuit of mastery: From gold farming to supporting higher motivations.
Features of PropsToYou:
You won’t find leaderboards. No reward stores. No “count-’em-up” badges that are easy to game. All points go through a several-step vetting process before they land in your profile.
You will find badges. These are awarded when we find long term patterns in months of historical data (positive work habits like being prompt, doing quality work, keeping teammates informed and helping others). Like a real reputation, you’ll lose the badge if you change your habits. We alert your team if you reach a personal best, but we don’t rank you against anyone else.
Support Mastery Lifecycle* with personal best awards to encourage beginners, accumulating points to track the long haul effort towards mastery and rewards for masters who successfully pass on their knowledge to the next generation.
Alden Gannon has 20 years experience leading IT teams and is the CEO of Six Fish, LLC, provider of PropsToYou, a gamified project management app based on modern behavioral science.
In my company, we’ve developed a gamified project management app along these recommendations at propstoyou.com. We’ve been using it in house for 6 months with good results and just released it to the public. While I’ll be the first to admit its flaws, it does attempt to bring gamification to bear on the pursuit of mastery.The first thing you will notice is what PropsToYou lacks. You won’t find leaderboards. You won’t find reward stores. You won’t find “count-’em-up” badges that are easy to game. You won’t find points easy to farm. All points go through a several-step vetting process before they land in your profile. In fact, you won’t find much in the way of rewards at all. At PTY, we want to encourage the rewards that are intrinsic to the work itself.But you will find badges. These are awarded when we find long term patterns in historical data. They are all “now that” awards because they look backwards over months of data to detect positive work habits like being prompt, doing quality work, keeping teammates informed and helping others. While it is possible to reverse-engineer the patterns and attempt to game them, you need to simulate the pattern over a long period to attain the badge -- much harder than farming points for an afternoon. And like a real reputation, you’ll lose the badge if you change your habits. Best of all, if you manage to game badges, it won’t harm someone else by pushing them down a ranking. We alert your team if you reach a personal best, but we don’t rank you against anyone else.And we support the mastery lifecycle with personal best awards to encourage beginners, accumulating points to track the long haul effort towards mastery and rewards for masters who successfully pass on their knowledge to the next generation.
* Mastery Lifecycle = Learning > Doing > Teaching
Yahoo hat verschiedene aktivitäten auf der seite mit punkten gewichtet welche wiederrum den status und die reputation der user ausgemacht haben. Das frage stellen wurde am höchsten gewichtet.
Ergebnis: viel fragen, wenig gute antworten, eher conversational und weniger factual
Heute: fragen gibt «abzug» antworten darauf voten gibt 3 punkte
Frage wird nicht profil zugeordnet
Antwort wird belohnt
Ziel: ähnlich wie wikipedia beste antwort zu kreeirern
Leaderboard immer in kontext mit der antwort
https://wiki.mozilla.org/Badges
Definier das „business“ ziel
Bestimme das Zielverhalten
Beschreibe die Spieler
Devise active loops
Dont forget the fun
Deploy the appropiate tools
Recognizing Patterns – Anything from visual patterns, motion patterns, strategic patterns or mathematical patterns.
Collecting – Collections communicate status, suggest organisation, lead to rewards, represent wealth and are mementos.
Finding Random Treasures – Like winning a jackpot or slot machine, finding shells at the beach or opening Cracker Jacks to find a surprise.
Achieving a Sense of Completion – Giving players a constant sense of finishing something like progress bars, to-do lists, achievements and levels.
Gaining Recognition for Achievements – Achievement systems provide a sense of accomplishment and a chance to be recognised.
Creating Order out of Chaos – Sorting, lining things up and classifying give players a sense of control over their environment.
Customizing Virtual Worlds – People enjoy leaving their mark and place great value on things they’ve made.
Gathering Knowledge – Studying and being taught are not fun, but learning is fun because we are naturally curious.
Organizing Groups of People – Organizing groups of people to achieve shared goals is a source of enjoyment.
Noting Insider References – Discovering “Easter Eggs” gives player a sense of being a part of the “in crowd.”
Being the Centre of Attention – Satisfy the human need for attention by putting the player at the centre of the universe.
Experiencing Beauty and Culture – Games feature artwork, music and designs that appeal to the human senses.
Romance – Games can provide opportunities for flirting, wooing and building relationships with the opposite sex.
Exchanging Gifts – Players enjoy giving gifts to their friends and the act of giving triggers reciprocity.
Being a Hero – Playing as the hero appeals to the human desire for power.
Being a Villain – It’s about the fantasy of having power without consequences.
Being a Wise Old Man – This is typically a high status role that may also touch on the motivator of family.
Being a Rebel – The opportunity to flaunt society’s rules while remaining basically good.
Being the Magician, a keeper of secret knowledge – People enjoy the thought of knowing something that nobody else knows.
Being the Ruler – The chance to be a person with considerable power over other people.
Pretending to Live in a Magical Place – Players enjoy imaging being in worlds different than their own.
Listening to a Story – Stories appeal to our curiosity about people, places and things.
Telling Stories – Games provide an opportunity for players to construct and tell their own unique stories.
Predicting the Future – Predicting the future makes people feel smart, in-control and influential.
Competition – People enjoy the sense of power that comes from winning.
Psychoanalyzing – Predicting, guessing or understanding the motivations of others can be a source of fun.
Mystery – Striking a balance between revealing a little while holding back the rest can create a fun experience.
Mastering a Skill – Increasing one’s mastery without becoming frustrated gives people a sense of flow.
Exacting Justice and Revenge – Justice and revenge provide a sense of idealism and tranquility when wrongs are righted.
Nurturing – Growing things stems from your motivations for family, saving and power.
Excitement – Suspense, horror, competitive action and anticipation help create an addictive, exciting experience.
Triumph over Conflict – Resolving conflict provides the player with a sense of victory.
Relaxing – Games can create a mental vacation which can lead to tranquility.
Experiencing the Freakish or Bizarre – People crave new and unique experiences that are different from their everyday lives.
Being Silly – Players enjoy an escape from the serious and mundane.
Laughing – People love to laugh, especially with their friends.
Being Scared – People enjoy the sensation of danger without the actual danger.
Strengthening a Family Relationship – Players enjoy feeling companionship with members of their family.
Improving One’s Health – People dislike exercise, but love to feel fit.
Imagining a Connection with the Past – Nostalgia is a powerful emotional trigger for good and bad emotions.
Exploring a World – Understanding your environment gives you a sense of power and control.
Improving Society – Players can satisfy their need to leave the world a better place than when they came into it.
Enlightenment – Games provide a way for players to explore decisions and their consequences, leading to greater knowledge.
Gamification of education:
No Design: «When the bell rings, you have to be quiet!»
Design for Usability: «When the bell rings, we are all quiet and try to hear the ticking of the clock!»
Design for Needs: «If you are quiet after 10 seconds always when the bell rings, I will tell you a surprise story at the end of the week».
Design for Engagement: «Each time the bell rings and you are all quiet after 10 seconds, we colour one star, and at the end of the week you get as many marbles as you got stars this week. Depending on the number of marbles you get surprises each month.»