Gamification
π·οΈ MOOCS
Use game elements and game design techniques in non-game contexts
Game designer
- Get players playing
- Keep them playing
Design rules
Player journey
- Onboarding
- Scaffolding
- Pathways to mastery
Balance
Create experience
Fun
Make things fun
- Winning
- Problem-solving
- Exploring
- Chilling
- Teamwork
- Recognition
- Triumphing
- Collecting
- Surprise
- Imagination
- Sharing
- Role playing
- Customization
- Goofing off
Key fun
- Easy fun
- Hard fun
- People fun
- Serious fun
Kinds of fun
- Sensation
- Fantasy
- Narrative
- Challenge
- Fellowship
- Discovery
- Expression
- Submission
Pyramid of elements
Dynamics: Big-picture aspects (grammar)
- Constraints
- Emotions
- Narrative
- Progression
- Relationships
Mechanics: Processes that drive action forward (verbs)
- Challenges
- Chance
- Competition
- Cooperation
- Feedback
- Resource acquisition
- Rewards
- Transactions
- Turns
- Win states
Components: Specific instantiations of mechanics and dynamics (nouns)
- Achievements
- Avatars
- Badges
- Boss fights
- Collections
- Combat
- Content unlocking
- Gifting
- Leaderboards
- Levels
- Points
- Quests
- Social graph
- Teams
- Virtual goods
PBL triad
Point
- Keep score
- Determine win states
- Connect to rewards
- Provide feedback
- Display of progress
- Data for the game designer
- Fungible
Badge
- Representations of achivement
- Flexibility
- Style
- Signaling of importance
- Credentials
- Collections
- Status symbols
Leaderboard
- Ranking
- Personalize leader board
Behaviorism
- Observation
- Feedback loops
- Reinforcement
People make mistakes consistently
- Loss aversion
- Power of defaults
- Confirmation bias
Reward structures
- Tangible/intangible
- Expected/unexpected
- Contingency (task non-contingent, engagement contingent, completion-contingent, performance-contingent)
Reward schedules
-
Continuous
-
Fixed ratio
-
Fixed interval
-
Variable
- Competitive/non-competitive
- Certain/uncertain
Extrinsic motivation
SAPS
- Status
- Access
- Power
- Stuff
Design thinking
- Purposive
- Human centered (Experience)
- Balance of analytical and creative
- Iterative (prototyping + playtesting)
Gamification design framework
Define business objectives
- List and rank possible objectives
- Eliminate means to ends
- Justify objectives
Delineate target behaviors
-
Specific
-
Success metrics
-
Analytics
- DAU/MAU
- Virality
- Volume of activity
Describe players
- Acting + content = express
- Interacting + content = explore
- Players + interacting = collaborate
- Players + acting = compete
Devise activity loops
Engagement loops: Motivation -> Action -> Feedback -> Motivation
Progression loops
Donβt forget the fun
Deploy the approriate tools