Gamification course handnotes
Gamification is the use of game elements & game
design techniques in non game contexts.
Ex:
-
Nike + : running challenge, measurement => it
makes the experience more fun
-
Samsung nation leaderboard
Game elements: a
toolbox to build service
-
Points
-
Resource collection
-
Quests
-
Avatars
-
Social graph
-
Progression & Levels
-
Badges & Achievements
Game design
techniques: story design => designing the whole experience rather than
solely giving high graphical success: it’s the architecture of experience via
using elements, graphics etc..
Non game contexts: Some objective other than success
in the game => business, school, etc. Everything
Why study
gamification:
Games are powerfull things that attracts people and give
them exorbust experience which also have lessons from psychology, design,
strategy…
Examples &
categories:
Gamification can be used in:
-
External: marketing, sales, customer
engagement (in organization)
-
Internal: Hr, productivity enhancements,
crowdsourcing (in products/services)
-
Behavior change: Health & wellness,
sustainability, personal finance (motivating)
E.g.:
in Windows IT
department: 7 language quality game (internal)
Fun theory: speed limit enforcement etc…
·
Wittgenstein: “For how is the concept of a game
bounded? What still count as a game & what no longer does? Can you give
boundry? No.”
·
Bernard Smits: “the 3 process:
Pre-lusory goal
Constitutive rule
Lusory attitude
·
J.Huizinga: Oyun içinde gerçek hayat kuralları
kaybolur. The magic circle
·
Play:
o
“Play is the aimless expenditure of exuberent
energy” Friedrich Schiller
o
“Play is whatever is done spontaneously &
for its own sake” George Santayona
o
“Play creates a zone of proximal development of
the child. In play a child always behaves beyond his average age” Lev Vygotsky
o
“Play is free movement within a mere rigid
structure.” Katie Salen & Eric Zimmerman
circle is the rules frame: you can do
whatever you want within the rules
Games:
“A game is a closed, formal system that engages players in a
structured conflict & resolves in an unequal outcome.” Tracy Fullerton,
Chris Swain & Steven Hoffman
“A game is a series of meaningful choices.” Sid Meier
“A game is a … domain of contrived contingency that
generates interpretable outcomes” Thomas Mallaby
“A game is a problem-solving activity, approached with a
playful attitude.” Jesse Schell
-
Feel a freedom within the choices in a continuous
environment
Takeaways for Gamification
-
Voluntariness (Who ever must play; cannot play)
-
Learning or problem solving
-
Balance of structure and exploration
Steam içine kupon koyabilmek??
Some game statistics:
·
%44 of US/UK adults have played mobile games.
·
%97 of kids 12-17 play video games
·
The average game player is 30 years old.
·
%47 percent of all game players are women.
Sandbox: minecraft
Building: civilization, simcity (have actions create results
in system)
Social Building: The sims, farmville
MMOGs: WoW
Puzzle: Portal 2, Angry Birds
Why games?
·
E-business 2.0 => analytics, cloud, mobile
etc
·
Social Networks & media embededness
·
Loyalty
programs (2 billion loyalty reward programs memberships, 50 billion dolars of
rewards outstanding in US)
·
Management
& marketing research
Realty=>gets=>games
-
America’s Army Game (recruiting soldier)
-
“Play Money”Julian Dibbel book: WoW game Money
selling (400k peope in China living with it)
Real World Activity // Game Concept
1.
Monthly sales competition Challenge
2.
Frequent flyer program tiers Levels
3.
Weight Watchers group Team
4.
Free coffee after 10 purch Reward
5.
Amex platinium card Badge
Why gamification is beneficial?
-
Dodgeball: check-in (4sq)
İnsanları içeri çekmeli (critical mass) ki belirli yoğunluğa
ulaşılarak kullanım verimliliği artsın.
Dodgeball’ın eksikleri:
-
Engagement gap
-
Choices
-
Progression (yaptıklarımla bir yere
varamıyorum.. Motivation eksik)
-
Social interaction (collaborate, compete, see
what’re they doing)
-
Habit
Foursquare: mayorship badges: birader, kanka, kafa …
Thinking like a game
designer:
Your participants as players:
(customers, employees, community, target population)
-
Players are the counter of a game
-
Players feel a sense of autonomy/control (they
can make meaningful choices that can make results accordingly)
-
Players play (the freedom that they are like to
feel @ play)
Goal: set your players playing /and keep
them playing
Design
Rules
The player Journey:
1.
On boarding (giriş)
a.
Guides
b.
Highlighting
c.
Feedback
d.
Limited options(herşeyi yapamıypr, belli level
‘a kadar ilerleyebiliyorsun)
e.
Limited masters
f.
Impossible to fail (easy) => kolayca birşeyi
başarıp, eğitmek
Oyunu tanıtan, kolayca: reward vererek oyuna çeken; ilgi
çekici bölüm
2.
Scaffolding (gelişme)
3.
Pathways to mastery (sonuç)
BALANCE:
Too many x Few (choices)
Hard x Easy (difficulty)
“ x “ (Money
gaining), (buying), (rewarding)
Create an Experince: (+ fun, engagement)
Turntable.com => -
Listening music (Meaningful experience without really changing)
Tapping Emotions: What
makes engaging?
ð
FUN
“ In every job that must be done, there is an element of
fun. You find the fun & shop! The job’s a game.” Mary Poppins
-
C. Jungs schema
Categories of
funs:
-Winning, Problem-solving, Exploring, Chilling-out,
Teamwork, Recognition, Triumphing, Collecting, Suprise, Sharing, Role-playing,
Customization, Goofing-off
Understanding fun:
Nicole Lizarro’s 4 keys:
1.
Easy fun (casual, nice, easy…)
2.
Hard fun (problem solving, challenges, mastery…)
3.
People fun (with teamwork, collaboration,
socializing,… )
4.
Serious fun (doing things meaningful, goof for
community…)
Marc Leblanc’s 8 kinds of Fun
1.
Sensation
2.
Fantasy
3.
Narrative
4.
Challenge
5.
Fellowship
6.
Discovery
7.
Expression
8.
Submission (causal time)
Book: Raph Koster: “a theory of fun”
Takeaway:
1.
Fun can be designed
2.
Fun can be challenging
3.
Appeal to different kinds of fun
Finding Fun
VW: thefuntheory.com
Linkedin profile details=> completeness level
İt gives Feedback/ Progression/ Completation
Gamification: is finding fun in non-game thing by putting
(using) small elements of fun.
Breaking Games Down
Game Elements:
The elements of tic tac toe
-
The board/ The tokens/ Two players/ Competitive/
Turn based/ Win&draw states/ No progressin or scoring
* Experiences => GAMES <= Elements
The Pyramid of Elements:
Dynamics> Mechanics> Components
-
Her oyunda olması gerekmez. Aynı sırada olması
gerekmez. Genel başarılı şemayı belirtir.
Dynamics: Big
Picture aspects “grammar”
1.
Constraints
2.
Emotions
3.
Narrative
4.
Progression
5.
Relationships
Mechanics:
Processes that drive action forward: “verbs”
1.
Challenges
2.
Chance
3.
Competition
4.
Cooperation
5.
Feed-back
6.
Resource acquisiton
7.
Rewards
8.
Transactions
9.
Turns
10.
Win states
Components:
Specific examples of mechanics & Dynamics: “nouns”
1.
Achievement
2.
Avatars
3.
Badges
4.
Boss fights
5.
Collections
6.
Combat
7.
Content unlocking
8.
Gifting
9.
Leaderboards
10.
Levels
11.
Points
12.
Quests
13.
Social graph
14.
Teams
15.
Virtual goods
Lessons from the Pyramid
A variety of options/ Lower levels tend to implement one or
more higher-level concepts
The PBL Triad
1. Points: Keep score/ Determine win
states/ Connect to rewards/ Provide feedback/ Display of progress/ Data fort he
game designer/ Fungible
2. Badges: Representations of
achievements/ Flexibility(reward flexibility)/ Style(design gives aesthetic..)/
Signaling the importance of the gamified service (redentials: i’ve done all)
badge framework: openbadges.org
wiki.mozilla.org/badges
3. Leaderboards:
-
Ranking: Feedback on competition
-
Personalized leaderboards: friend relative
variant
Limitations of
Elements
-
The elements are NOT the game
-
NOT all rewards are fun; NOT all fun is
rewarding
-
Cookie cutter
·
Motivative
& meaningful:
o
Meaningful choices
o
Puzzles
o
Mastery
o
Community
o
Different kinds of users
People growing with
video games:
They already gonna be comfortable with gamification
principles: designs.
-
Future: usage of students
-
Competitive advantage: things going up to
digital, so games is a booster of learning, communicating, joining, adapting new
Things.
XEO Design Research:
Criteria:
1.
What players like most about playing?
2.
Creates unique emotion without story
3.
Already present ultra popular games
4.
Supported by psychology theory & other
larget study
Hard Fun:
(emotions from meaningful challenges, strategies, puzzles)
-
Playing to see how good i’am
-
Playing to beat the game
-
Having multiple objectives
-
Requiring strategy rather than luck
Challenges=> choice of strategies + collaboration +
competitiveness
Easy Fun:
Exploratiın, excitement & adventure
Altered States:
How a game makes them feel inside
-
Clearing my mind by clearing a level
-
Avoiding boredom
-
Feeling better about myself
People Factor:
-
It’s the people that are addictive not the game
-
I don’t play but it’s fun to watch
-
It’s fun to spend time with friends.
Emotions During Play
Fear
|
Threat of harm object moving quickly to hit player, sudden fal lor
loss of support, possibility of pain
|
Suprise
|
Sudden change => duygu değişim anları
|
Disgust
|
Rejection of outside norms. (symbol triggers: vomit, urine, blood…)
|
Naches/ Kvell
|
Pleasure or pride at the accomplishment of a child or mentee.
|
Fiero
|
Personal triumph over adversity. The ultimate game emotion:
overcoming difficult obstacles
|
Schadenfreunde
|
Gloat over misfortune of a rival
|
Wonder
|
Overwhelming improbability
|
Gamification as motivational design
Motivation: Driving force
=> i liked it, someone told me to, rewarding bonuses, other rewards…
The behaviorism:
Behaviorè Consequences:
positive/negative (operant conditioning)
èinfluencing
via stimulus (classical conditioning)
Behavioral Economics
-
People make mistakes consistently
-
Loss aversion (Losses >gains)
-
Power of defaults
-
Confirmation bias
Leanings from
behaviorism
=>> Observation
/feed-back loops /reinforcement
·
Watch: observe what people do with these games
(conditions)
Dopamine system: pleasure & learning in response to feel
suprising, rewarding, valuable
Cognitive Evaluation
Theory
Rewards:
-
Tangible/ intangible
-
Expected/ unexpected
-
Contingency:
o
Task non-contingent
o
Engagement contingent
o
Completation contingent
o
Performance contingent
e.g.: Samsung Nation “Cruise Badge” (intangible, unexpected,
engagement-contingent badge)
Reward
Schedules:
-
Continuous
-
Fixed Ratio
-
Fixed Interval
-
Variable
o
Competitive/
Noncomp.
o
Certain/
Uncertain
e.g.:
Merit badge => fixed ratio
Slot Machine: gives coins => variable schedule, reward
machine
Potential Abuse
(manipulation => randomness)
Hedonic Treadmill experiment
-
Grapejuice,
tone, dopamine
(ödülü
almaktansa, anticipation bizi mutlu ediyor.)
Overemphasis on
Status
Cognitivism:
Intrinsic /Extrinsic Motivation
Intrinsic rewards=> inside driving happiness
Extrinsic
rewards=> fame, fortune, someone told to do, Money etc…
1.
Status: saygı duyulan olmak, vs
2.
Access: level kazanarak tüm araçlara
erişebilirlik sağlamak
3.
Power: güçlü olmak
4.
Stuff: getting some stuff: eşyalar kazanmak,
koleksiyon yapmak
-
Badges may be it’s just fun, enjoyable pattern..
How rewards can de-motivate?
-
İntrinsic motivation’u extrinsic yapar.
(overjustification effect)
-
İnteresting: enjoyable tasks…
Self Determination
Theory
Competence Autonomy Relatedness
Reference book: Daniel H. Pink “Drive”
Design Thinking
=> user experience
Design:
·
Purposive (has to be a goal)
·
Human-centered (design around people: the
experience) =solutions for people
·
Balance of analytical & creative
o
Abductive reasoning: inference from best
available exploration.
·
Iterative (prototyping & playtesting)
Gamification
Design Framework “the 6D”
1.
Define your business objectives
2.
Delineate target behaviors
3.
Describe your players
4.
Devise activity loops
5.
Don’t forget the fun!
6.
Deploy the appropriate tools
Objectives &
Behaviors
1.
Business Obj.: ultimate goals
4square: - social sharing ability/ -Coupon rewarding …
How to achive: -List & rank possible objectives /
-eliminate means to ends / -justify objectives
2.
Target behaviors:
Specific/ Success Metrics (“win states”; what are the
decision points?),
Analytics (DAU/MAU –daily/monthly avg. Users-, Virality, Volume
of Activity)
Describe Players: (Richard
Bartle) Motivational Types
Engagement Leap:
Motivation
Action
Feed-back
Progression Loops
Daha büyük parçaları birleştiren küçük parçalar…
e.g. : Samsung nation: exciting new social loyalty program.,
Fitocracy: funny exercicing
the PBL tool is not enough => FUN is important /reinforce
FUN.
Tools:
Taking Stock
Two approaches to gamification
Is Gamification is right for me?
1.
Motivation:
Where would you derive value from encouraging behavior?
a.
Emotional connections, unique skills, creativity
or teamwork
b.
To make boring tasks interesting
2.
Meaningful Choices:
Are your target activities sufficiently interesting?
a.
Structure: must be able to encode in rules or
algorithms, points for twitter sharing v. Product registration
b.
Conflicts: designing for happines (psychology:
Martin Seligman, Mihaly Csikszentmihalyi)
P ositive emotions
E ngagement
R elationship
M eaning
A chievement in games
(the book: “Flourish”)
3.
Structure:
Can the desired behaviors be
modeled through algorithms?
4.
Potential Conflicts: Can the game avoid tension with other
motivational causes?
Conditions
for Flow
·
Clear goals
·
Balance between perceived challenges
& perceived skills.
·
Clear & immediate feed-back
Social
Engagement Verbs & Actions
-
Mapping out the actions & interpret who’s
participate etc…
Zero-sum games:
-
Head- to-head battles
-
War simutations
-
Rank-ordered competitions
-
Gambling
Game: a
structured experience with rules & goals that’s fun to play ( Sims, Ultima
O., Rock Band …)
Non-zero-sum
games: We’re partners:
-
Party games
-
Charity walks
-
Playground…
What’s your player
journey?
-
Differentiate by layers: newbie, regular,
expert…
“Internal
Applications”
1.
Intranet engagement
a.
SAP community network
2.
Productivity enhancement: Motivation rises
a.
For call centers:
i.
Profile
ii.
Leaderboard
iii.
Level
iv.
Achievements
v.
Customer Satisfaction
3.
Add KPIs (Key Performance Indicatiors)
4.
Efficiency Enhancement
a.
Answering e-mail more efficiently
5.
Knowledge Management
a.
Deloitte WhoWhatWhere
6.
Human Resource
a.
Hiring
b.
Onboarding
c.
Acculturation
d.
Corporate Training
e.
Performance Review
f.
Employee Recognition
g.
T & E
7.
Innovation
a.
Idea market place: to come with ideas
(stockmarket)
8.
Serious games
a.
Training: for managing manufacturing plant
(Siemens)
9.
Workplace Motivations
a.
Rewards: Pay/ Bonuses/ Stock Options/ Praise/
Promotions/ Responsibility
i.
All of them are extrinsic motivations
10.
Skill Development (intrinsic)
a.
Problem solving, engaging
i.
Points/ Badges/ Leaderboards …
ii.
Learn & be effective
11.
Information (intrinsic)
a.
Garsonların satışlarına göre not veriyor. (Puan
+ leaderboard üzerinde = feedback) (X yemeği: +A, potential extra tips…)
12.
Corporate Citizenship:
a.
FUN: environment, teamwork
b.
Zappified courface
i.
Facepicture, co-workers…
13.
GAME X JOB
a.
Saatte 20 call yapma = 10 pts
b.
Customer satisfaction: müşterinin araması;
teşekkürü = 100 pts
c.
Customer streak: 2x200 pts
14.
Neye önem vererek yapılmasını istiyoruz? =>
elements of desired service?
15.
Point layers önemli
16.
Corporate Citizenship Behavior
a.
Altruism/ Consciesousness/ Civic Virtue/
Courtesy/ Sportsmanship => When they’re in gamification whole level.
|
SKILLS
|
||
CORE
|
UNIQUE
|
FEATURE
|
|
in-role
|
|
|
V
|
Citizenship
|
X
|
|
|
X: Because
a good corparate citizen tasks part of its collaborative activity
Y: in Role
+ Future => gamification workplace
1.
Participating in involved responsibility doing
better or promoting better standards…
2. Playbor: PLAY/ LABOR
a. Disneyland
hotel laundry crews (leaderboard => “electronic whip”)
b. RYPPLE: implify behavior
i.
Coaching peer, recognize good jobs,
feed-backing people …)
c. Design
a great experience by finding intrinsicly motivating
i.
Recognition of work
ii.
Data & behavior
d. Dropbox
etc. game design (doesn’t work, endorsing with Money)
e. Create
a meaningful badge in corporate culture
f.
Traditional companies
Gamification for
Good:
-
Motivational tool to encourage people, motivate
them.
-
How to gamification can be applied in Social
Good? (intrinsic)
o
İnherent relatedness
o
Reward for doing good?
§
Try to avoid them.
o
Behavior change
Social Good
Applications
Ex:
-
Zamzee : Uses
gamelike sys. For health patients)
-
Superbetter : Health goals, achievements
For positive behavior change
·
Energy & Environment (opower.com) =>
communities energy savings
·
Recycle Bank => earn points => Redeem
=> Rewards
·
The Multiplayer Classroom (designing coursework
as a game) Grading system with quest,
challenges …
·
Government: Taxing/ Workers/ Applying citizens/
promote policy
o
Games for grand challenges (Office, science,
technology policy… )
Social Impact
Techniques
-
Feedback & Rewards
-
Monitoring
-
Communal pressure
-
Competition
-
Impact
-
Chance
Examples:
·
Stanfordcapri.org
o
CAPRI : congrestion & parking relief
incentives
·
Kukui cup: youtube (Hawai university) =>
üniversite de daha az enerji harcamak ve de yarışarak ödül kazanmak.
·
Practicallygreen.com => şirket olarak
verimliliği arttırmak.
Sustainable
Behavior Change
-
Habit Formation:
o
Fogg Behavior Model
B = mat (@ the same
moment)
|
·
Triggers: push us to activity
Triggers is most effective where motivation is high &
the task is perceived as somewhat difficult.
-
Motivation & ability trade-off
-
Trigger timing
-
Trigger types:
o
Spark (yetenek var motivasyon gerek)
o
Facilitator (yetenek az, motivasyon var) =>
kolaylaştırıcı çözümler
o
Signal (ikisi de var) bi sinyal ile aktive etmek
gerek
·
Engagement loops => “Motivation”
·
Progression loops => “Perceived Ability”
·
Good Games trigger effectively
Engagement loops: aksiyonun
derecesine göre feedback artar.
Progression loops:
·
Practicallygreen.com /Suzan:
o
Community: creating, interacting them is vital
thing
o
Feed-back: level-up, new title, mastery
·
Puanlarda deneyim kullanıcı için daha değerli
olmak
o
PBL insanlarda stickness sağlayıp, ürünü
kullanmayı arttıran ve de deneyimini köpürten bir araçtır.
·
“Gamification is the high fructose corn syrup of
engagement” (Kathy Sierra)
·
Implications
o
Names are powerful
·
Gamification’ın uygulanmasında çok dikkat
edilmeli ve de aşırı kullanım ve dikkat çekiciliği uzun vadede zarar verebileceğinden
uzak durulmalıdır.
·
Gamification proposes to replace real incentives
with fictional ones.
·
İçeriği ve gamification sistemini oluştururken
insanların geliş motivasyonları unutulmadan oluşturulması gerekiyor.
-
San Fransisco Köprüsü => 6.00 pm => $6 // 7.00 pm => $4
o
Tehlikeli olabilir (iyi dizayn edilmezse)
o
Cheating
-
Transparency is important in marketing &
workforce usage
-
Intellectual property => virtual goods
o
Gift cards (What happens after expiration?)
o
The CARD act
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