GAMIFICATIONBRILLIANT 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 World
Interacting
Acting
Killers
Killers
Acheivers
Acheivers
Socialisers
Socialisers
Explorers
Explorers
From Richard Bartle’s Classification of MUD Players (1996)
Approximately 25% of players
Saturday, 17 September 2011
PLAYER TYPES
Players World
Interacting
Acting
Killers
Killers
Acheivers
Acheivers
Socialisers
Socialisers
Explorers
Explorers
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 World
Interacting
Acting
Killers
Killers
Acheivers
Acheivers
Socialisers
Socialisers
Explorers
Explorers
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 World
Interacting
Acting
Killers
Killers
Acheivers
Acheivers
Socialisers
Socialisers
Explorers
Explorers
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 World
Interacting
Acting
Killers
Killers
Acheivers
Acheivers
Socialisers
Socialisers
Explorers
Explorers
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 World
Interacting
Acting
Killers
Killers
Acheivers
Acheivers
Socialisers
Socialisers
Explorers
Explorers
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
DestructionNuturing
Anticipation
Schadenfreude
Gifting
HumourPossibiltyNaches
Purification
Surprise
Thrill
Wonder
FieroJesse 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 AchievementsSelf
ExpressionCompetition 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 ConditioningOutcome 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 IntervalUser gets points every
time they login
Saturday, 17 September 2011
REINFORCEMENT SCHEDULES
Fixed IntervalUser gets points every
time they login
Variable IntervalUser gets points every
10-15 games
Saturday, 17 September 2011
REINFORCEMENT SCHEDULES
Fixed IntervalUser gets points every
time they login
Variable IntervalUser gets points every
10-15 games
Fixed RatioUser gets trophy after
winning 50 games
Saturday, 17 September 2011
REINFORCEMENT SCHEDULES
Fixed IntervalUser gets points every
time they login
Variable IntervalUser gets points every
10-15 games
Fixed RatioUser gets trophy after
winning 50 games
Continuous Fixed RatioUser gets points every
time they check-in
Saturday, 17 September 2011
REINFORCEMENT SCHEDULES
Fixed IntervalUser gets points every
time they login
Variable IntervalUser gets points every
10-15 games
Fixed RatioUser gets trophy after
winning 50 games
Continuous Fixed RatioUser gets points every
time they check-in
Variable RatioOn average every 3
games user gets some points
Saturday, 17 September 2011
GOAL GRADIENT EFFECTEven The Illusion Of Progress Is Motivating!
0
5
10
15
20
0 1 2 3 4 5
Tim
e in
Sec
onds
Sections of Run
Saturday, 17 September 2011
GOAL GRADIENT EFFECTEven The Illusion Of Progress Is Motivating!
0
5
10
15
20
0 1 2 3 4 5
Tim
e in
Sec
onds
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
NewMechanic
PlayerLearns
DesignGrokked
Flow
Anxiety
Boredom
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 OVERCongratulations you just unlocked @mysticmobile gamification badge
Saturday, 17 September 2011