2. What is in a game?
What makes something a game?
3. A Definition of Games
“playing a game is a voluntary attempt to
overcome unnecessary obstacles”
Bernard Suits. The Grasshopper. 1978. p. 43
To play a game is:
• to attempt to achieve a specific state of affairs [prelusory goal],
• using only means permitted by rules [lusory means],
• where the rules prohibit use of more efficient in favour of less
efficient means [constitutive rules],
• and where the rules are accepted just because they make possible
such activity [lusory attitude].
Bernard Suits. The Grasshopper. 1978. p. 43
6. Using Challenge in Gameful
Design
To feel that one’s playing a game, one needs to be
confronted with a challenge and rules that prohibit
the most efficient means of overcoming it and one
must voluntarily decide to accept these rules.
So can applications afford this gameful experience?
How can game rules restrict the most efficient means
of achieving the intended in-game goals without
restricting the achievement of real-world goals?
7. Using Challenge in Gameful
Design
Focusing on other design elements instead of challenges
• Increase motivation by adding other elements and don’t focus on the gameful experience.
• Example: LinkedIn
Adding challenges that indirectly help achieve the main goal
• Create in-game goals, with rules on how to accomplish them. The achievement of the in-game
goals indirectly facilitates achievement of the real-world goal.
• Examples: Fitbit, Nike+, Habitica
Reframing existing challenges
• Help the user identify the inherent challenges of the activity and reframe them by approaching them
with a lusory attitude.
• Example: Super Better
10. Using Rewards in Gameful
Design
Rewards are not part of a definition of what’s a game.
Rewards can be used as an external incentive, but
they are not part of the gameful experience.
For example: one can play golf or race game without
rewards and they will still be games.
Additionally, rewards should be used sparingly to
avoid undermining intrinsic motivation.
12. Using Progression in Gameful
Design
Progression is essential for intrinsic motivation in
Gameful Design.
However, progression should represent the user’s
skill, not just repetition of tasks.
Therefore, use progression to show how much the
user is learning or acquiring the ability to tackle bigger
and more difficult challenges.
Don’t just track how many times the user repeated
the same boring task!
13. Suggested additional readings
Challenge Accepted!
The role of challenge for gameful design
I’m in it for the prize!
The role of rewards for gameful design
Level Up!
The role of progression for gameful design