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David Mullich
Electric Sheep Game Consulting
The Gamer
ESRB.ORG
These Are Gamers Too
So, Why Do We Play Games?
Because They’re FUN!
Duh!
Man The Player
 In his 1938 book Homo Ludens,
Dutch historian Johan Huizinga
discusses the importance of play
and society.
 Huizinga suggests that play may be
the primary formative element of
human culture. Johan Huizinga
1872-1945
The Magic Circle
Inside the magic circle, real-world events have
special meanings.
What About When The “Play” Is
Gaming?
The Experience That Gamers Get
 Urgent Optimism: An immediate need to
overcome an obstacle in our path, with a
decent amount of certainty and faith that we
can accomplish the task
 Social Fabric: Gaming can be a social
activity, where gamers can meet new people
and new bonds are formed
 Blissful Productivity: Willing to work long
and hard at something if they find good
purpose and reason behind it
 Epic Meaning: A grand purpose for going
on the quest or adventure we have chosen
How Can We Tap Into This?
Gamification
The integration of game design techniques into non-
game environments (e.g., work, advertising,
education, etc.) to improve engagement, loyalty, and
learning.
Coined in 2002 by Nick Pelling but didn’t gain popularity until 2010
New Word – Old Idea
Gamification Is Serious Business
Richard Bartle’s User Types
Gamification User Types?
You’ve got it all wrong!,
says Richard Bartle
Marczewski’s Gamification User
Types
© gamified.co.uk 2014
Richard Bartle and
Andrzej Marczewski
Players
© gamified.co.uk 2014
Motivated by Rewards. Will play
your “game” for the purpose of
gaining rewards.
Socializer
© gamified.co.uk 2014
Motivated by Relatedness. They
want to interact with others and
create social connections.
Philanthropist
© gamified.co.uk 2014
Motivated by Purpose. This
group is altruistic, wanting to give
back to other people and enrich
the lives of others in some way.
Disruptors
© gamified.co.uk 2014
Motivated by Change. They
come in two basic types:
Improves and Destroyers.
Free Spirit
© gamified.co.uk 2014
Motivated by Autonomy. Some
are looking to be creators, others
are explorers.
Achiever
© gamified.co.uk 2014
Motivated by Mastery. They are
looking to learn new things and
improve themselves.
Game Rewards
 Intrinsic Rewards
 New Challenges
 New Levels
 Better Weapons
 More Story
 Extrinsic Rewards
 Earning Money
 Losing Weight
 Learning Skills
Reward Schedules
 Random Rewards
 Fixed Rewards
 Time Dependent
Rewards
The Player’s Journey
Marczewski
Amy Jo Kim
A Gamification Exercise
Onboarding Activity Loop
Mastery Activity Loop
GAME Framework
Gather
What
What are you
gamifying?
Describe the
problem.
Why
Why are you
doing it?
Describe the
desired
outcome.
Who
Who is the
target audience?
Describe who
they are and
why they might
engage.
Gather
Record the
reasons for what
you are doing and
who will be
involved.
Phases of User Journey
Act, Measure and Enrich
Act
Describe how you will gamify the
user’s journey.
Measure
Describe what your metrics are and
measures of success.
User Types
What user types are you expecting or
trying to encourage at each phase.
Enrol
Describe what the first phase of the
user’s journey looks like. Describe what
they first experience and what elements
and mechanics will help them get
started.
Enthuse
Now that the user is on board, give
them encouragement to keep going and
using the system. This phase may see
accelerated use.
Engage
After the initial excitement has died
down, what are you going to use to
keep the user engaged? You have to
reduce any reliance on points and
badges at this phase.
Endear/Enrich
What will your users stay for, and how
long will you encourage the longevity of
the system?
A Checklist for Gamification
 I know WHAT I am going to gamify
 I know WHY I am going to gamify it
 I know HOW I am going to gamify it
 I have discussed this with potential users
 I have implemented a beta of the solution
 I have run user testing with a group
 The users have provided feedback
 I have made changed based on the feedback
 I have launched the solution
 I am collecting quantifiable feedback and
success/failure metrics
David Mullich
@David_Mullich
Electricsheep.biz
Thank you for playing!

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Engaging Your Advertising With Gamification

Editor's Notes

  1. Cooperation and competition reflect two ends of a spectrum. Individual players often have a preference for where they fall along this spectrum. For them, a game’s fun factor is higher the closer it comes to their personal preference. Cooperative games make players work together to complete objectives. Massively multiplayer online games often include lots of cooperative gameplay.In other games, the objective is to outperform and opponent. Competition motivates people to practice their skills and think of different ways to succeed. Whether playing with friends, family or even rivals, multiplayer games help build and strengthen ties.
  2. The magic circle is a place of dreams and fantasy. It's an escape for everyday problems and chores. And the most important: everything inside the magic circle is, in some way, transformative. Each time a person leaves the magic circle they bring meaning and experience.
  3. Extra Credits, Season 2, Episode 10 – Gamification