GAMIFICATION BRILLIANT OR BULLSHIT?

VIEntertainment

Oct 11, 2011 (6 years and 3 months ago)

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Paul Coulton

GAMIFICATION
BRILLIANT OR BULLSHIT?
Paul Coulton
Saturday, 17 September 2011
GAMIFICATION ?
Saturday, 17 September 2011
GAMIFICATION ?
Use of game
mechanics to
encourage
engagement in an
activity that
otherwise might be
considered a chore
or boring
Saturday, 17 September 2011
ALL GAMES
AREN’T FUN
“Asking me which Elf Bowling 1 or
2 is better is like me asking you if
you'd rather eat a spoonful of rat
turds or hamster turds”
IGN
Review 2005
Saturday, 17 September 2011
ALL GAMES
AREN’T FUN
“Asking me which Elf Bowling 1 or
2 is better is like me asking you if
you'd rather eat a spoonful of rat
turds or hamster turds”
IGN
Review 2005
“Games are not fun
because they‘re
games, but when
they are well-
designed”- Sebastian
Deterding
Saturday, 17 September 2011
PLAYER TYPES
Players
W
orld
Interacting
Acting
Killers
Killers
Acheivers
Acheivers
Socialisers
Socialisers
Explor
ers
Explor
ers
From Richard Bartle’s Classification of MUD Players (1996)
Approximately
25% of players
Saturday, 17 September 2011
PLAYER TYPES
Players
W
orld
Interacting
Acting
Killers
Killers
Acheivers
Acheivers
Socialisers
Socialisers
Explor
ers
Explor
ers
From Richard Bartle’s Classification of MUD Players (1996)
main goals points
gathering and raising
levels
Approximately
25% of players
Saturday, 17 September 2011
PLAYER TYPES
Players
W
orld
Interacting
Acting
Killers
Killers
Acheivers
Acheivers
Socialisers
Socialisers
Explor
ers
Explor
ers
From Richard Bartle’s Classification of MUD Players (1996)
like to fully explore
game world and its
limits
main goals points
gathering and raising
levels
Approximately
25% of players
Saturday, 17 September 2011
PLAYER TYPES
Players
W
orld
Interacting
Acting
Killers
Killers
Acheivers
Acheivers
Socialisers
Socialisers
Explor
ers
Explor
ers
From Richard Bartle’s Classification of MUD Players (1996)
The game is
essentially and
backdrop to socilasing
with other players
like to fully explore
game world and its
limits
main goals points
gathering and raising
levels
Approximately
25% of players
Saturday, 17 September 2011
PLAYER TYPES
Players
W
orld
Interacting
Acting
Killers
Killers
Acheivers
Acheivers
Socialisers
Socialisers
Explor
ers
Explor
ers
From Richard Bartle’s Classification of MUD Players (1996)
Like to impose
themselves on others
The game is
essentially and
backdrop to socilasing
with other players
like to fully explore
game world and its
limits
main goals points
gathering and raising
levels
Approximately
25% of players
Saturday, 17 September 2011
PLAYER TYPES
Players
W
orld
Interacting
Acting
Killers
Killers
Acheivers
Acheivers
Socialisers
Socialisers
Explor
ers
Explor
ers
From Richard Bartle’s Classification of MUD Players (1996)
Like to impose
themselves on others
The game is
essentially and
backdrop to socilasing
with other players
like to fully explore
game world and its
limits
main goals points
gathering and raising
levels
Approximately
25% of players
Saturday, 17 September 2011
MISSING MOTIVATIONS
Destruction
Nuturing
Anticipation
Schadenfreude
Gifting
Humour
Possibilty
Naches
Purification
Surprise
Thrill
Wonder
Fiero
Jesse Schell
Sensation
Fantasy
Narrative
Challenge
Fellowship
Discovery
Expression
Masochism
Mark LeBlanc
Saturday, 17 September 2011
GAMIFIERS HANDBOOK
EPIC
WIN
WIN
WIN
WIN
EPIC
WIN
WIN
WIN
WIN
WIN
EPIC
WIN
WIN
WIN
WIN
EPIC
WIN
WIN
WIN
WIN
EPIC
WIN
WIN
WIN
WIN
EPIC
WIN
Reward
Status
Achievements
Self
Expression
Competition
Altruism
Points
Levels
Challenges
Virtual
Goods
Leader
Boards
Gifting
Saturday, 17 September 2011
IS IT REALLY
NEW?
Saturday, 17 September 2011
IS IT REALLY
NEW?
Saturday, 17 September 2011
OPERANT CONDITIONING
Outcome of Conditioning
Outcome of Conditioning
Increase
Behaviour
Reduce
Behaviour
Positive
Stimulus
Positive
Reinforcement
(add stimulus)
Response Cost
(remove stimulus)
Negative
Stimulus
Negative
Reinforcement
(remove stimulus)
Punishment
(add stimulus)
Saturday, 17 September 2011
REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
REINFORCEMENT SCHEDULES
Fixed Interval
User gets points every
time they login
Saturday, 17 September 2011
REINFORCEMENT SCHEDULES
Fixed Interval
User gets points every
time they login
Variable Interval
User gets points every
10-15 games
Saturday, 17 September 2011
REINFORCEMENT SCHEDULES
Fixed Interval
User gets points every
time they login
Variable Interval
User gets points every
10-15 games
Fixed Ratio
User gets trophy after
winning 50 games
Saturday, 17 September 2011
REINFORCEMENT SCHEDULES
Fixed Interval
User gets points every
time they login
Variable Interval
User gets points every
10-15 games
Fixed Ratio
User gets trophy after
winning 50 games
Continuous Fixed Ratio
User gets points every
time they check-in
Saturday, 17 September 2011
REINFORCEMENT SCHEDULES
Fixed Interval
User gets points every
time they login
Variable Interval
User gets points every
10-15 games
Fixed Ratio
User gets trophy after
winning 50 games
Continuous Fixed Ratio
User gets points every
time they check-in
Variable Ratio
On average every 3
games user gets some
points
Saturday, 17 September 2011
GOAL GRADIENT EFFECT
Even The Illusion Of Progress Is Motivating!
0
5
10
15
20
0
1
2
3
4
5
Time in Seconds
Sections of Run
Saturday, 17 September 2011
GOAL GRADIENT EFFECT
Even The Illusion Of Progress Is Motivating!
0
5
10
15
20
0
1
2
3
4
5
Time in Seconds
Sections of Run
InfoBucks

Virtual Coffe Shop
InfoBucks

Virtual Coffe Shop
Saturday, 17 September 2011
SIZE MATTERS!
Ebbinghaus Illusion
Saturday, 17 September 2011
SIZE MATTERS!
Ebbinghaus Illusion
Saturday, 17 September 2011
SIZE MATTERS!
Ebbinghaus Illusion
Saturday, 17 September 2011
FLAVOURS OF
GAMIFICATION
Badgification: the boy scout
reward
Saturday, 17 September 2011
MINDING THE
GAPS
Completing the missing
elements of a set is strong
motivator for many people
and is the basis of what many
of these systems try to exploit
Saturday, 17 September 2011
FLAVOURS OF
GAMIFICATION
Pointsification: Accumulate
points for repeated activity.
Saturday, 17 September 2011
BADGES AND
POINTS ARE
FEEDBACK
Most implementations of
badges and points reward
repetition not achievements
Saturday, 17 September 2011
BADGES AND
POINTS ARE
FEEDBACK
Most implementations of
badges and points reward
repetition not achievements
Saturday, 17 September 2011
PROGRESSIVE GROKKING
“Playing video games is fun because it provides experiences of
competence, self-efficacy, mastery” - Ralph Koster
New
Mechanic
Player
Lear
ns
Design
Gr
okked
Flow
Anxiety
Bor
edom
Challenge
Abilities
Csikszentmihalyi
Saturday, 17 September 2011

Intrinsic
Mastery
Autonomy
Love
Fun
Meaning
Power
Group
Identity
Extrinsic
Badges
Points
Leader
Boards
Rewards
Punishments
Levels
MOTIVATIONS
Long Term
Short Term
Saturday, 17 September 2011
GAME OVER
Congratulations you just unlocked
@
mysticmobile gamification badge
Saturday, 17 September 2011