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Reality Check: Gamification 10 years later Sebastian Deterding (@dingstweets) University of York, Digital Creativity Labs

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chapter 1 Time travel

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early 2000s: fear of exodus into the virtual

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exemplary: second life

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late 2000s: fears of the virtual invading

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“gamification” examplary: gamification

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gamification The use of game design elements in non-game contexts

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business

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health

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education

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a heated debate

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»Gamification presents the best tools humanity has ever invented to create and sustain engagement in people. [...] It’s a proven approach using breakthroughs in design and technology to vastly improve the world as we know it.« – Gabe Zichermann, 2012

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»Gamification is bullshit.« – Ian Bogost, 2011

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so 10 years later: who is right?

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chapter 1 Does it work?

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My empire of crud

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first, a quick detour into the replication crisis 2005 theory: Most findings are false 2015+ data: 39% of studies replicate, mean effect sizes half

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behaviour change, behavioral economics fraught with fraud

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behaviour change, behavioral economics fraught with fraud

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technology making us addicted and depressed?

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a.k.a. “let’s run all the analyses!” technology making us addicted and depressed?

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a.k.a. “let’s run all the analyses!” Average effect is equal to wearing glasses or eating potatoes technology making us addicted and depressed?

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games and phones are addicting dopamine pumps?

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games and phones are addicting dopamine pumps? 0 empirical studies directly testing the relation

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100k+ papers later, we know next to nothing

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gamification *can* work

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gamification *can* work

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butt #1 it’s not easily replicable

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e.g. there’s pokémon go! … adding 144bn steps in the us in 1 year alone!

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5 easy steps to gamification success, pokémon go-style 1. Create a 100+ year old trusted brand for quality family entertainment (Nintendo) 2. Create the world’s largest media franchise with hundreds of millions of fans across the globe (Pokémon) 3. Get Google $, talent, and infrastructure to build your alpha (Ingress) 4. Find a game mechanic that fits hand in glove with the franchise’s core fantasy and runs on the world’s largest install base OSs 5. Make a game and don’t care 1 second about gamification or behaviour change

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butt #2 we don’t know what works when and how

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we mostly have just-so stories without data Slack onboarding bot ≈ Early bot levels in WoW Game-inspired onboarding caused Slack’s success How alike are they, really? Was Slack really game-inspired? Are WoW’s bot levels working? Is Slack’s bot working? And IFF all that were true: how generalisable is that?

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most of this is not empirically tested

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specific understandings and uses differ – and matter codecademy van Roy, Deterding & Zaman, 2018 khan academy

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specific contexts differ – and matter  500 steps 8th day without cycling – you really should step it up! What about a 5 minute ride today? C’mon, your friends in California did it! Frank & Engelke, 2001, Reeve 1996

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specific designs differ – and matter Goveia, Pereira, Karapanos et al., 2016

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butt #3 gamification ignores sweating the details, a.k.a. (game) design

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Goveia, Pereira, Karapanos et al., 2016

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12 months in …

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A skilled team following standard UX and game design best practices* is more predictive of success than any design element or gamification method. contention *User research, (re)framing, abduction, iteration, playcentric design, polish, …

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chapter 3 Did it conquer the world?

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In 2010, gamification is the new black.* * “black” = Opens the door to innovation departments and hearts of bored or desperate middle managers. 2008 2017 2016 2018 2019 big data 2005 web 2.0 machine learning Blockhain, VR/XR chatbots tech ethics, 5G

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literally disappeared from the map in 2015 … … and today?

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need a job?

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need a job?

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we see some areas that ‘work’ areas with heavy adoption • Self-care/mgmt apps (Headspace) • Private learning (Khan Academy, MindWare) • Corporate health programmes (Virgin Health Miles) • Corporate training (Supercell) • Crowdsourcing (Zooniverse) areas with low/slow adoption • Medical interventions • Formal schooling • Factory floors

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hypothesis: a matter of market fit incumbents regulation buyers users task structure production adoption factors • Incumbents don’t have buyers, regulators in capture • Little regulation • Buyer is individual consumer (b2c) • User is game literate • Task is unengaging, repetitive, piecemeal, easily assessable, digital opportunity Incumbents (edu publishers, insurers, health tech, …) enter market and buy in products/teams.

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(not talking about ‘premium’ applied games offerings)

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game design elements behaviour change techniques ≈ A behaviour change technique is “an active component of an intervention designed to change behaviour ... the smallest component compatible with retaining the postulated active ingredients” (Michie & Johnson, 2013) behaviour change (design) is the new gamification

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this is coming from health …

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spreading across design

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not just old wine in new bottles Engagement design Gamification Behavioural design

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chapter 4 Summary

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gamification *can* work

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but most current research findings are crud 2005 theory: Most findings are false 2015+ data: 39% of studies replicate, mean effect sizes half

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successes are not necessarily replicable

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we have mostly stories not data on what works when & why

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good design process likely matters more than gamification

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in fact, gamification has disappeared from the map

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and been replaced by behaviour change design

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though there are some potential markets incumbents regulation buyers users task structure production

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So if you want to get into gamification today?

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if you want to get into gamification today … 1. Don’t trust the science. 2. Read up on and consider reframing your work as behaviour change design. 3. Practice your fundamentals: game and UX design. 4. Consider your market fit: go in-house with an incumbent (educational publisher, health tech, energy provider, …) or startup if you have an uncrowded market niche that is not captured by incumbents, and a partner with deep domain expertise, or consultant in an agency that looks for behaviour change expertise.

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[email protected] @dingstweets codingconduct.cc thank you.