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Trophy 2.0: Achievement Systems and the Social Web

Trophy 2.0: Achievement Systems and the Social Web

Pins, badges, stamps, points, and feats: achievement systems are an increasingly important design pattern for the social web. This talk will trace the history of achievements from their roots in videogames through the present day, including a survey of how today’s most visited sites are leveraging them in new and interesting ways. From there, we’ll dive into the psychology of what makes achievement systems so addictive, as well as some theory behind best practices for building them into your own application.

Mattt Thompson

August 09, 2010
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  1. “A game is a particular way of looking at something,

    anything.” - Clark C. Abt, Serious Games
  2. First Do No Harm Play a full round without killing

    any enemies, and score the highest on a team of 6 or more players.
  3. With Friends Like These… Play in a game with 7

    or more players from your friends list.
  4. The research shows that in most cases, extrinsic motivators are

    ineffective and actually decrease intrinsic motivation on interesting tasks. - Chris Hecker, “Achievements Considered Harmful?”
  5. For interesting tasks: 1. Tangible, expected, contingent rewards reduce free-choice

    intrinsic motivation 2. Verbal, unexpected, informational feedback, increases free-choice and self-reported intrinsic motivation.
  6. • Don’t make a big fuss about them. • Use

    unexpected rewards. • Use absolute, not relative measures. • Use endogenous rewards. • Make them informational, not controlling.
  7. Jesse Schell’s DICE 2010 Talk google://jesse schell dice 2010 Chris

    Hecker: “Achievements Considered Harmful?” http://chrishecker.com/Achievements_Considered_Harmful Yahoo! Social Design Pattern Library http://developer.yahoo.com/ypatterns/social/ “What Can Left 4 Dead Teach Us About the Social Web?” http://mattt.me/ “Achievement Unlocked! Human Morality When Life Becomes A Videogame”