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Beyond Gamification: IxD12 Version

Dustin DiTommaso
February 06, 2012

Beyond Gamification: IxD12 Version

Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the last year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.

In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.

Dustin DiTommaso

February 06, 2012
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  1. View Slide

  2. @DU5TB1N | #IxD12

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  3. @DU5TB1N | #IxD12
    The Use of Game Design Elements
    in Non-Game Contexts.
    A DEFINITION


    GAMIFICATION
    - Deterding, Dixon, Khaled, Nacke
    http://goo.gl/25R4e

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  4. @DU5TB1N | #IxD12
    A DEFINITION


    All that crap people are
    pushing because we have
    a generation of people
    who grew up on games.
    - JMSpool IxD12 2:15
    GAMIFICATION

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  5. @DU5TB1N | #IxD12
    POINTS
    THE USUAL SUSPECTS
    BADGES LEADERBOARDS REWARDS

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  6. @DU5TB1N | #IxD12
    WHAT IS A GAME?

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  7. @DU5TB1N | #IxD12
    WHAT IS A GAME?
    A voluntary, rules-bound experience of
    competitive strife towards discrete
    goals or outcomes.

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  8. @DU5TB1N | #IxD12
    BUT WHERE’S THE FUN?
    http://www.mrtoledano.com

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  9. @DU5TB1N | #IxD12
    FARMVILLE

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  10. @DU5TB1N | #IxD12
    THE PROBLEM WITH FUN
    IT’S TOO DILUTED OF A CONCEPT
    It doesn’t distinguish the unique psychological experience
    of gameplay that leads to SUSTAINED ENGAGEMENT.
    See:
    Raph Koster – A Theory of Fun in Games
    Nicole Lazzaro – Four Keys to Fun
    Marc Leblanc – Eight Kinds of Fun

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  11. @DU5TB1N | #IxD12
    TOO MUCH FOCUS ON SHALLOW, EXTRINSIC
    REWARDS – POINTS & BADGES –
    DOES NOT LEAD TO PLAYER SATISFACTION
    OR SUSTAINED ENGAGEMENT.
    MOTIVATION, ENGAGEMENT & PLEASURABLE INTERACTIONS

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  12. @DU5TB1N | #IxD12
    ORGANISMIC-INTEGRATION THEORY

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  13. @DU5TB1N | #IxD12
    SELF-DETERMINATION THEORY
    SDT argues that human beings seek out
    (and continue to engage in) activities if they
    promise (and succeed) to satisfy 3 intrinsic
    motivational needs:

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  14. @DU5TB1N | #IxD12
    SELF-DETERMINATION THEORY
    SDT argues that human beings seek out (and continue to engage in) activities if
    these promise (and succeed) to satisfy 3 intrinsic motivational needs:
    SELF-DETERMINATION THEORY

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  15. @DU5TB1N | #IxD12
    SELF-DETERMINATION THEORY
    SDT argues that human beings seek out (and continue to engage in) activities if
    these promise (and succeed) to satisfy 3 intrinsic motivational needs:
    SELF-DETERMINATION THEORY

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  16. @DU5TB1N | #IxD12
    SELF-DETERMINATION THEORY
    SDT argues that human beings seek out (and continue to engage in) activities if
    these promise (and succeed) to satisfy 3 intrinsic motivational needs:
    SELF-DETERMINATION THEORY

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  17. @DU5TB1N | #IxD12
    SELF-DETERMINATION THEORY
    SDT argues that human beings seek out (and continue to engage in) activities if
    these promise (and succeed) to satisfy 3 intrinsic motivational needs:
    COMPETENCE: (MEANINGFUL GROWTH)

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  18. @DU5TB1N | #IxD12
    COMPETENCE
    THE PATH TO MASTERY:
    + The “Path To Mastery” is an experience over time
    + Nested, short-term achievable goals that lead to success of the overarching long-term goal.
    + Wherever a player is on their quest there should be a next goal just around the corner.
    + Design appropriate challenges and rewards for all players along Player Experience Lifecycle.
    N00B –> Intermediate –> Master

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  19. @DU5TB1N | #IxD12
    COMPETENCE: OBJECTIVE, GOALS, ACTIONS!

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  20. @DU5TB1N | #IxD12
    COMPETENCE: ARF!

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  21. @DU5TB1N | #IxD12
    COMPETENCE
    EXPERIENCE OF CHALLENGE
    + Keep core actions simple to engage players early
    + Accelerate the level of challenge as they gain mastery to keep them engaged
    + Optimal challenge stretches player ability but doesn’t overwhelm
    + Allow players to fail gracefully if it can provide an opportunity to learn and grow
    MAKE PROGRESS VISIBLE
    + Provide real-time granular, sustained and cumulative feedback on overall performance
    + Ensure that progress data is actionable and meaningful to player competence, during immediate
    play and long-term engagement
    + Plan milestone-markers of achievement and recognition along the way
    + Measure to measure the things that matter & reward for true accomplishment

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  22. @DU5TB1N | #IxD12
    EXPRESSION OF MASTERY
    + After hard-earned victories, allow players to enjoy and express their dominance
    + Sustained engagement is more a function of continued success than feeling continually stretched
    + Ease-off dif culty for a short term – Let them Coast.
    + Provide social outlets for bragging & peacocking
    + Big “Juicy Feedback” for a job well done
    COMPETENCE

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  23. @DU5TB1N | #IxD12
    COMPETENCE: JUICY FEEDBACK

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  24. @DU5TB1N | #IxD12
    COMPETENCE: JUICY FEEDBACK

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  25. @DU5TB1N | #IxD12
    SELF-DETERMINATION THEORY
    SDT argues that human beings seek out (and continue to engage in) activities if
    these promise (and succeed) to satisfy 3 intrinsic motivational needs:
    AUTONOMY: (MEANINGFUL CHOICE)

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  26. @DU5TB1N | #IxD12
    THE GAME BELONGS TO THE USER
    + Choice, control and personal preference lead players to deep engagement and loyalty
    + Provide the right feedback to guide players in making the best use of their autonomy
    + Experience pathways can be designed “on rails” to limit or give the illusion of freedom
    + Volitional Engagement: “I nd value in the Actions I am taking.”
    + “Want to.” vs. “Have to.”
    OPPORTUNITIES FOR ACTION!
    + Create “What If?” moments: “What if I did X instead of Y?”
    + Provide a variety of ways to engage
    + Provide a sense of increasing opportunities of action that motivate sustained interest:
    (Unlocks, privileges, new modes of play, wider social network, more challenges)
    + Design multiple pathways leading to the desired end-state
    AUTONOMY

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  27. @DU5TB1N | #IxD12
    AUTONOMY: MULTIPLE PATHWAYS

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  28. @DU5TB1N | #IxD12
    SELF-DETERMINATION THEORY
    SDT argues that human beings seek out (and continue to engage in) activities if
    these promise (and succeed) to satisfy 3 intrinsic motivational needs:
    RELATEDNESS: (MUTUAL DEPENDENCE)

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  29. @DU5TB1N | #IxD12
    THE SPARK OF CONNECTION
    + We are intrinsically motivated to seek meaningful connections with others
    + Data shows that allowing players to connect with others and build relationships energizes, and
    sustains ongoing engagement
    + Focus on social mechanics that allow players to both give and receive support of their goals
    + Design for “Moments of Relevance,” allowing players to positively impact each other or the system
    BEYOND OTHER PLAYERS
    + Provide value to your audience beyond the mechanics that run your system.
    + Tap into content that people are passionate about (Health, Wealth, Career, Arts, Pro-Social)
    + Provide recognition for actions that matter to your players not just to the business
    + Check out the CSCW movement (Computer Supported Cooperative Work)
    + Allow users to inject their own long & short term goals into the system
    RELATEDNESS

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  30. @DU5TB1N | #IxD12
    RELATEDNESS: MINT.COM CASE STUDY

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  31. @DU5TB1N | #IxD12
    RELATEDNESS: BEYOND HUMAN

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  32. @DU5TB1N | #IxD12
    RELATEDNESS: VOICE AND TONE.COM

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  33. @DU5TB1N | #IxD12
    A FRAMEWORK FOR SUCCESS

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  34. @DU5TB1N | #IxD12
    A FRAMEWORK FOR SUCCESS

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  35. @DU5TB1N | #IxD12
    STEP 1: WHY GAMIFY?
    CRITICAL STAKEHOLDER QUESTIONS:
    1. What is the main reason for Gamifying your product / service?
    2. How does the game bene t the user?
    3. Will they enjoy it?
    What are the goals of the business?
    What actions do you want your players to take to support those goals?
    What are the risks if it back res?
    BUSINESS QUESTIONS:
    What are the goals of the people using the product?
    What kind of experience are you looking to deliver to your customers?
    PLAYER QUESTIONS:

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  36. @DU5TB1N | #IxD12
    STEP 2: KNOW YOUR AUDIENCE
    Who are your players?
    Why are they playing?
    What are their motivations, expectations and desired outcomes?
    How does the game address each of these?
    What is their Primary Play Style?
    Who do they want to play with and against?
    What Social Actions do they nd enjoyable – and why?
    What metrics do they care about?
    RESEARCH INSPIRES DESIGN

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  37. @DU5TB1N | #IxD12
    STEP 3: GOALS AND OBJECTIVES

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  38. @DU5TB1N | #IxD12
    STEP 3: GOALS AND OBJECTIVES
    The Long Term Goal must be compelling & fairly dif cult to achieve.
    Can be Mastery of New Skill, A New Habit, An Achievement, A Title or any other
    pinnacle of personal growth.
    THE HERO’S QUEST…
    What must players accomplish in order to reach the ultimate objective?
    How can you break the journey up into discrete and satisfying challenges that push
    your players and help them improve?
    ONE STEP AT A TIME
    Figure out a way to make long-term and short-term goals as exciting and aspirational
    as possible. Go for the Glory.
    DESIRE TO INSPIRE

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  39. @DU5TB1N | #IxD12
    STEP 4: SKILLS & ACTIONS
    What skills does your target audience already have?
    What skill level are they at?
    Consider what other abilities are necessary to succeed in the game.
    Physical Skills: walking, running, typing, nunchacku skills, bow hunting skills
    Mental Skills: pattern recognition, spatial logic, organization, computer hacking skills
    Social Skills: presentation, conversation, persuasion, meeting new people
    How can you best balance your game for your players’ abilities?
    GIRLS ONLY WANT BOYFRIENDS WHO HAVE GREAT SKILLS
    Choose skills that have long learning curves and can be developed over time.
    Break longer mastery arcs into smaller nested skill-chains
    Are the skills you are considering measurable? How might you make them measurable?
    (monitoring/technology dependent?)
    TRACK AND MEASURE

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  40. @DU5TB1N | #IxD12
    STEP 5: ESTABLISH RESISTANCE
    EXPLORE NEW PERSPECTIVES THROUGH LENSES OF INTEREST
    COMPETITION TYPES: Player v Player, Player v System, Self-Directed
    TIME PRESSURE: Relaxed explorative play or brash tactics get things done play.
    SCARCITY: Scarcity can add a level of challenge and strategic gameplay.
    PUZZLES: Problems that promise the existence of a solution.
    NOVELTY: Change presents a new set of challenges and patterns to Master
    LEVELS: Telegraph progress, ability and access & Provide Roadmap of Progress
    SOCIAL PRESSURE/PROOF: The herd must be right
    TEAMWORK: Can also be resistance when we need to work with others
    CURRENCY: Anything that can be exchanged for something of value will be sought
    RENEWALS & POWER-UPS: ‘Unstick’ player & redirect from dead-ends.

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  41. @DU5TB1N | #IxD12
    STEP 6: DETERMINE OUTCOMES
    The Epic Win may take weeks, months, years to achieve but along the way, players need to see
    and feel incremental successes and failures
    Outcomes can be contingent or scheduled. Players can trigger an outcome based on speci c
    action they take or based on a time frame within the game
    Outcomes can be positive - moving up a level OR negative - starting a challenge over
    FEEDBACK, REWARDS & RECOGNITION ALONG THE WAY
    How does the player “Win” the game?
    How long does the game take to resolve?
    EPIC WINS!
    Allow for (some) failure by design. Uncertainty of win condition keeps player’s interested
    Missed goals and setbacks within the game should be highlighted as learnable moments
    GRACEFUL FAILURES

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  42. @DU5TB1N | #IxD12
    STEP 7: PLAY-TEST & POLISH!

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  43. @DU5TB1N | #IxD12
    STEP 7: PLAY-TEST & POLISH!
    What's working / What isn't?
    What have you not considered?
    Is the dif culty balanced enough for different skill levels?
    Is the game personal enough for your players?
    Do they feel that it's tailored to their own unique personality and desires?
    Are you tapping into Player Experience needs of Competence, Autonomy, & Mastery?
    What is going to keep it interesting in 10 weeks time? In 8 months time?
    When player reach the Epic Win! it's time to go back to the drawing board.
    PLATFORMS ARE NEVER DONE

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  44. @DU5TB1N | #IxD12
    EVOLUTION
    Games are motivation engines.
    Opportunities are ripe to evolve “gami cation”
    past operant conditioning tactics and towards a
    more motivationally balanced “gameful design.”
    Consumers are demanding a level of pleasure
    in the tools and services they are using.
    Since video games are designed with the
    primary purpose of entertainment, shouldn’t
    they be able to make other non-game products
    more enjoyable as well?
    IN CONCLUSION

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  45. @DU5TB1N | #IxD12
    PLEASURABLE PRODUCTS FOR THE WIN!

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  46. @DU5TB1N | #IxD12
    Dustin DiTommaso
    Experience Design Director
    [email protected] | @DU5TB1N
    Portsmouth | Boston | Louisville
    We deliver research-inspired design
    aimed at improving the experiences
    people have with technology,
    organizations, and each other.

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  47. @DU5TB1N | #IxD12
    REFERENCES: A PATH TO MASTERY
    Nic Kelman, “Yes, but is it a game?” from Games : Required essay from a not so
    required book.
    Raph Koster, A Theory of Fun for Game Design : Fun arises from Learning & Mastery
    James Paul Gee, What Video Games Have to Teach Us about Learning & Literacy :
    Pairs nicely with Koster’s book
    Mihály Csikszentmihályi, Flow – The Psychology of Optimal Experience :
    Many implications for creating engagement architectures
    Johan Huizinga, Homo Ludens, A Study of the Play Element in Culture :
    “All play means something.”
    Ryan, Deci, The Handbook of Self-Determination Research :
    Games satisfy intrinsic psychological needs
    GAME THINKER

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  48. @DU5TB1N | #IxD12
    Jesse Schell, The Art of Game Design – A Book of Lenses : Tactical and practical
    Tracy Fullerton, Game Design Workshop : Techniques for Of ine Prototyping and Testing
    Hunicke, Leblanc, Zubek, MDA a Formal Process of Game Design : Origin of the
    Mechanics, Dynamics, Aesthetics framework
    Bateman, Boon, 21st Century Game Design : Pragmatic approach to Game Design
    GAME MAKER
    James Paul Gee, On Video Games & Situated Learning [VIDEO] : http://bit.ly/jpgee
    The Pac-Man Dossier – A detailed study of every mechanic: http://bit.ly/vzI2QC
    A mathematical analysis of Candy Land: http://bit.ly/zeos34
    BONUS PLAY
    REFERENCES: A PATH TO MASTERY

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