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GAMIFICATION YOU’RE DOING IT WRONG!

Gamification: You're Doing it Wrong

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Beyond badges and progress bars, award winning game developer Michael Wilson lectures on the basics of game design and structure while applying those principles to modern digital design. This class caters to both designers and developers currently trying to incorporate gaming features into their company’s products. This class is theory and methodology, not practice, but we may reference design and programming principles, so rudimentary experience in design or development will be useful. 

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Page 1: Gamification: You're Doing it Wrong

GAMIFICATION YOU’RE DOING IT WRONG!

Page 2: Gamification: You're Doing it Wrong

. . . . . . . . . . . . MICHAEL WILSON @STOPWILSON | WWW.STOPWILSON.COM

PRESENTED BY

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OVERVIEW

Beyond badges and progress bars, award winning game developer Michael Wilson lectures on the basics of game design and structure while applying those principles to modern digital design.

This class caters to both designers and developers currently trying to incorporate gaming features into their company’s products.

This class is theory and methodology, not practice, but we may reference design and programming principles, so rudimentary experience in design or development will be useful.

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WHO THE ______ ARE YOU?

I am a seasoned technologist and entrepreneur with experience in every aspect of the digital entertainment, software and advertising industries.

With over 15 years of software development leadership in retail software and enterprise web development, my teams have deployed code for many fortune 500 companies including Procter & Gamble, IBM and Electronic Arts.

Projects under my direct technical lead have won many awards including a Webby, selection as an Independent Games Festival Finalist and the coveted Cannes Gold Cyber Lion.

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GAMES?

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. . . . . . . . . . . . GAMIFICATION? WHAT IS

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GAMIFICATION THE USE OF GAME DESIGN

ELEMENTS IN NON-GAME

CONTEXTS.

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FITNESS

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EDUCATION

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LIFE

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MAGIC FORMULA?

SOMETHING

NO ONE

WANTS TO DO +

POPULAR

GAME

MECHANIC =

BLISSFUL

PRODUCTIVITY

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GAME MECHANICS

• Achievements

• Behavioral Momentum

• Bonuses

• Cascading Information

• Combos

• Community Collaboration

• Countdown

• Discovery

• Epic Meaning

• Infinite Gameplay

• Levels

• Loss Aversion

• Lottery

• Ownership

• Points

• Progression

• Quests

• Reward Schedules

• Status

via http://gamification.org/wiki/Game_Mechanics

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GAMES ARE

ADDICTIVE

Photo used under Creative Commons from Jeff Kubina

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. . . . . . . . . . . . GAMIFICATION? SO WHAT IS THE PROBLEM WITH

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IT’S A SET OF FEATURES

Progress Bars

Achievements

Badges

Scoreboards

Socialization

Competition

Challenges

etc.

GAMIFICATION

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THAT DON’T EQUATE TO FUN

Progress Bars

Achievements

Badges

Scoreboards

Socialization

Competition

Challenges

etc.

= FUN

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SO HOW DO WE

MANUFACTURE

FUN?

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DESIGN IT

TO BE FUN!

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WARNING! UTILITY > FUN

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. . . . . . . . . . . . BY DESIGN FUN IS

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WHAT IS A GAME?

Experience Toy Puzzle Game

Lacks

Interaction

Explicit

Rules

Inherent

Rules Outcome

Has

Interaction

Objectives

Conflict

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TOY

Photo used under Creative Commons from stevendepolo

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A TOY IS

DESIGNED FOR

PLAY

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PLAY = INTERACTION

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INHERENT “RULES” OF A TOY

• Interaction

• Physical/Environmental Rules

• Expectations

• Feedback (Light, Sound, etc.)

• Discovery

• Manipulation

• etc.

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BEND THE

RULES OF A

TOY?

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VISUAL FEEDBACK

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SURPRISE,

DELIGHT,

RANDOMNESS,

POSSIBILITES (BUT NO GOAL)

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PUZZLE

Photo used under Creative Commons from fdecomite

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A PUZZLE IS

FUN AND HAS A

RIGHT ANSWER

-- SCOTT KIM, PUZZLE MASTER (THE NEXT TETRIS)

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IMPLICIT RULES OF A PUZZLE

• Puzzles are a form of play.

• Puzzles have a goal or objective.

• Puzzles are “tricky.”

• Puzzles imply needed ingenuity.

PUZZLE

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EXPLICIT RULES OF A PUZZLE

A PUZZLE

HAS RULES

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GAME OR PUZZLE?

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A PUZZLE IS

FUN AND HAS (AT LEAST ONE)

RIGHT ANSWER

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FOLD.IT

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SURPRISE,

DELIGHT,

RANDOMNESS,

POSSIBILITES (NOW WITH A PURPOSE)

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GAME Photo used under Creative Commons from Muffet

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A GAME IS A PLAY

ACTIVITY WITH

RULES THAT

INVOLVES

CONFLICT -- INTERNATIONAL GAME DEVELOPERS ASSOCIATION

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RULES OF A GAME

• Games are an activity.

• Games have rules.

• Games have conflict.

• Games have goals.

• Games involve decision making.

• Games have an uncertain outcome.

GAME Portions of text used under Creative Commons from Ian Schreiber

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RULES OF A GAME, MAYBE?

• Games have Players?

• Games have Winners and Losers?

• Games are purposely inefficient?

• Games have outcomes?

• Games involve systems?

• Games are...?

GAME

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A GAMES ARE

STORY

MACHINES.

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STORY

Photo used under Creative Commons from DeusXFlorida

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STORY

Photo used under Creative Commons from StuSeeger

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THE PIECES OF

OUR STORY

MACHINE ARE

CALLED

MECHANICS

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GAME MECHANICS ARE

CONSTRUCTS OF RULES

INTENDED TO PRODUCE

AN ENJOYABLE GAME

OR GAMEPLAY

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GAME MECHANICS

• Achievements

• Behavioral Momentum

• Bonuses

• Cascading Information

• Combos

• Community Collaboration

• Countdown

• Discovery

• Epic Meaning

• Infinite Gameplay

• Levels

• Loss Aversion

• Lottery

• Ownership

• Points

• Progression

• Quests

• Reward Schedules

• Status

via http://gamification.org/wiki/Game_Mechanics

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. . . . . . . . . . . . FUN! DIALING IN THE

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DESIGNING FUN

IS ABOUT

DESIGNING

BALANCE

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BALANCE

Photo used under Creative Commons from cho45

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WHAT TO BALANCE?

Risk

Luck

Random

Completion

…This

Reward

Skill

Predictive

Endlessness

That…

vs.

vs.

vs.

vs.

vs.

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THESE ARE THE

BIG THREE,

BUT THERE ARE

MANY OTHERS

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RISK VS.

REWARD

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RISK

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RISK VS. REWARD

• Think of RISK and REWARD as a

mechanic to drive MEANING.

RISK = EFFORT

EFFORT + REWARD =

MEANING

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CHALLENGE & DIFFICULTY

According to human nature, it is

inevitable that a person will learn and

gain more skill presented a

challenge and a chance to grow—

therefore a game must increase in

difficulty as the player progresses in

order to continue to be challenging

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MORE CHALLENGE =

MORE EFFORT =

MORE RISK

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SO, GAMIFING A

TASK WITH OUT

RISK* WILL

INHERENTLY

MAKE IT UN-FUN

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*FIND A VERSION OF RISK

• Risk of Loss

– Tangential loss

– Compounding loss

– Ultimatum loss

• Risk of Effort

• Other kinds of Risk?

RISK

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REWARDS ARE

EASY.

TOO EASY?

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THINK ABOUT YOUR REWARDS

• Too Plentiful? (Points)

• Not Valuable? (Coupons, Badges)

• Not Legal? (Cash)

• Meaningless?

REWARD

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REWARDS NEED

MEANING

FOR THE

AUDIENCE

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MEANING. LIKE IT OR NOT.

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LUCK VS.

SKILL

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Photos used under Creative Commons from dupo-x-y & Muffet

LUCK SKILL

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ALL GAMES

HAVE SOME

LUCK

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ALL GAMES

HAVE SOME

SKILL

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SOURCES OF LUCK

• Random Number Generators (Dice, Coins,

etc.)

• Simultaneous Choices (Rock, Paper,

Scissors)

• Hidden Information (Cards, Stock Market)

• Environment (Weather, imperfections,

etc.)

LUCK

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LUCK LEVELS

THE PLAYFIELD

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LUCK IS

INCLUSIVE

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SOURCES OF SKILL

• Physical (Exercise, Practice, etc.)

• Intelligence (IQ, Problem Solving, etc.)

• Familiarity (Experience, Practice, etc.)

• Endurance (Willpower, etc,)

SKILL

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SKILL TAKES

EFFORT

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SKILL ADDS

MEANING

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MANIPULATING

LUCK

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MANIPULATE

LUCK VIA SAP*

*SKILL ADVANTAGE PERCENTAGE

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* JUST A GUESS

NBA JAM’S SAP = 5%*

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WHEN SKILL

GETS AN

ADVANTAGE,

DIAL UP THE

LUCK

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SO, GAMIFING A

TASK WITH OUT

LUCK WILL

INHERENTLY

MAKE IT UNFAIR

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RANDOM VS.

PREDICTIVE

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Photos used under Creative Commons from dupo-x-y & Muffet

RANDOM PREDICTIVE

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RANDOMNESS

ISN’T

LUCK

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PREDICTIONS

ARE

ODDS

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CHESS IS VERY RANDOM

• The Shannon number, named after Claude Shannon, is an estimated lower bound on the game-tree complexity of chess

• Shanon’s number is estimated at 10,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 (1046.7) games

• More than the estimated number of atoms in the Universe

via http://en.wikipedia.org/wiki/Shannon_number

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Photos used under Creative Commons from Muffet

Page 86: Gamification: You're Doing it Wrong

CHESS IS PREDICTIVE

IN BOOK

IN BOOK

IN BOOK IN BOOK

IN BOOK

IN BOOK

IN BOOK IN BOOK

NOVELTY

IN BOOK IN BOOK

IN BOOK IN BOOK

IN BOOK IN BOOK IN BOOK

IN BOOK

IN BOOK

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KNOWING THE

POSSIBLE

OUTCOME MAKES

VARIATIONS

MORE EXCITING

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WHO WINS?

i

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PREDICTIVE

OUTCOMES

CREATE

UNDERDOGS

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PREDICTIVE

OUTCOMES

CREATE

RIVALRIES

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WHO IS THE

UNDERDOG?

Photo used under Creative Commons from Mike_fleming

Page 92: Gamification: You're Doing it Wrong

SO, GAMIFING A

TASK WITH OUT

PREDICTION WILL

INHERENTLY

MAKE IT BORING

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. . . . . . . . . . . . TOGETHER BRING IT

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ARE YOU

CREATING

CONFLICT?

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ARE YOU

CREATING

MEANING?

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ARE YOU

CREATING

BALANCE?

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Risk

Luck

Random

Reward

Skill

Predictive

vs.

vs.

vs.