3. Use of game
mechanics to
encourage
engagement in an
activity that
otherwise might be
considered a chore
or boring
GAMIFICATION ?
Saturday, 17 September 2011
4. 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
5. “Games are not fun
ALL GAMES because they‘re
games, but when
AREN’T FUN they are well-
“Asking me which Elf Bowling 1 or
2 is better is like me asking you if designed”- Sebastian
you'd rather eat a spoonful of rat
turds or hamster turds” IGN Deterding
Review 2005
Saturday, 17 September 2011
6. Acting
Killers Acheivers Approximately
25% of players
Killers Acheivers
Players World
Socialisers Explorers
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartle’s Classification of MUD Players (1996)
Saturday, 17 September 2011
7. Acting
Killers Acheivers Approximately
25% of players
main goals points
gathering and raising
Killers Acheivers
levels
Players World
Socialisers Explorers
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartle’s Classification of MUD Players (1996)
Saturday, 17 September 2011
8. Acting
Killers Acheivers Approximately
25% of players
main goals points
gathering and raising
Killers Acheivers
levels
Players World
Socialisers Explorers
like to fully explore
game world and its
limits
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartle’s Classification of MUD Players (1996)
Saturday, 17 September 2011
9. Acting
Killers Acheivers Approximately
25% of players
main goals points
gathering and raising
Killers Acheivers
levels
Players World
The game is Socialisers Explorers
like to fully explore
essentially and
game world and its
backdrop to socilasing
limits
with other players
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartle’s Classification of MUD Players (1996)
Saturday, 17 September 2011
10. Acting
Killers Acheivers Approximately
25% of players
Like to impose main goals points
themselves on others gathering and raising
Killers Acheivers
levels
Players World
The game is Socialisers Explorers
like to fully explore
essentially and
game world and its
backdrop to socilasing
limits
with other players
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartle’s Classification of MUD Players (1996)
Saturday, 17 September 2011
11. Acting
Killers Acheivers Approximately
25% of players
Like to impose main goals points
themselves on others gathering and raising
Killers Acheivers
levels
Players World
The game is Socialisers Explorers
like to fully explore
essentially and
game world and its
backdrop to socilasing
limits
with other players
Socialisers Explorers
Interacting
PLAYER TYPES
From Richard Bartle’s Classification of MUD Players (1996)
Saturday, 17 September 2011
12. PossibiltyNaches
Humour
Purification
Mark LeBlanc Gifting
Surprise
Expression Schadenfreude
Discovery Masochism
Thrill
Sensation
Anticipation
Fellowship
Wonder
Nuturing
Challenge Fantasy
DestructionFiero
Narrative Jesse Schell
MISSING MOTIVATIONS
Saturday, 17 September 2011
18. Fixed Interval
User gets points every
time they login
REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
19. Variable Interval
Fixed Interval
User gets points every
time they login
10-15 games
REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
20. Variable Ratio
Fixed Interval
Fixed Interval
User gets points every
User gets trophy after
winning 50 games
time they login
10-15 games
REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
21. ContinuousIntervalRatio
Variable Fixed
Fixed Ratio
Fixed Interval
User gets points every
User gets trophy after
time they games
winning 50 games
time they login
10-15 check-in
REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
22. Variable Ratio
ContinuousIntervalRatio
Variable Fixed
Fixed Ratio
Fixed Interval
On average every 3
User gets points every
User gets trophy after
games user gets some
time they games
winning 50 games
time they login
10-15 check-in
points
REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
23. 20
15
Time in Seconds
10
5
0
0 1 2 3 4 5
Sections of Run
GOAL GRADIENT EFFECT
Even The Illusion Of Progress Is Motivating!
Saturday, 17 September 2011
24. 20
InfoBucks Virtual Coffe Shop
15
Time in Seconds
10
5 InfoBucks Virtual Coffe Shop
0
0 1 2 3 4 5
Sections of Run
GOAL GRADIENT EFFECT
Even The Illusion Of Progress Is Motivating!
Saturday, 17 September 2011
28. FLAVOURS OF
GAMIFICATION
Badgification: the boy scout
reward
Saturday, 17 September 2011
29. 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
30. FLAVOURS OF
GAMIFICATION
Pointsification: Accumulate
points for repeated activity.
Saturday, 17 September 2011
31. BADGES AND
POINTS ARE
FEEDBACK
Most implementations of
badges and points reward
repetition not achievements
Saturday, 17 September 2011
32. BADGES AND
POINTS ARE
FEEDBACK
Most implementations of
badges and points reward
repetition not achievements
Saturday, 17 September 2011
33. Challenge
ie ty
A nx
l ow
F
d om
e
B or
Abilities
Csikszentmihalyi
New Player Design
Mechanic Learns Grokked
PROGRESSIVE GROKKING
“Playing video games is fun because it provides experiences of
competence, self-efficacy, mastery” - Ralph Koster
Saturday, 17 September 2011
34. Long Term Short Term
Intrinsic Extrinsic
Autonomy
Mastery
Love
Fun
Meaning
Power
Group
Identity
> Points
Badges
Leader
Boards
Rewards
Levels
Punishments
MOTIVATIONS
Saturday, 17 September 2011
35. GAME OVER
Congratulations you just unlocked
@mysticmobile gamification badge
Saturday, 17 September 2011