what is gamification?
▪ Gamification:
• The use of game attributes to drive game-like player behavior in a non-game
context with predictability
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what is gamification?
▪ Gamification:
• The use of game attributes to drive game-like player behavior in a non-game
context with predictability
• game attributes
• game mechanics, game dynamics, game design principles, gaming psychology, player
journey, narratives, incentives, etc.
twitter: mich8elwu
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what is gamification?
▪ Gamification:
• The use of game attributes to drive game-like player behavior in a non-game
context with predictability
• game attributes
• game mechanics, game dynamics, game design principles, gaming psychology, player
journey, narratives, incentives, etc.
• game-like player behavior
• engagement, interaction, competition, collaboration, awareness, learning, obsession,
and/or any other observed player behavior during game play
twitter: mich8elwu
linkedin.com/in/MichaelWuPhD 13
what is gamification?
▪ Gamification:
• The use of game attributes to drive game-like player behavior in a non-game
context with predictability
• game attributes
• game mechanics, game dynamics, game design principles, gaming psychology, player
journey, narratives, incentives, etc.
• game-like player behavior
• engagement, interaction, competition, collaboration, awareness, learning, obsession,
and/or any other observed player behavior during game play
• non-game context
• work, education, health & fitness, sale & marketing, community participation, civic
engagement, volunteerism, goodwill, etc. (anything but a game)
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what can gamification do for your business?
▪ 3 of the most common commercial use case of gamification
• Deepens engagement
• Internally: collaboration between teams + employees
• Externally: collaboration between customers
• Sustains loyalty
• Onboards new users (employees, customers)
▪ So what?
customer spending
average customer
2.5x community user
superfan 10x
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Mihaly Csikszentmihalyi: Flow
▪ Flow: an optimal state of
intrinsic motivation
• Forget about physical feelings
(e.g. hunger, sleep), passage of
time, and their ego
▪ Skill ~ Challenge Flow
▪ Certainty vs. Uncertainty
• People love the control state
• People hate the boredom state
• People like arousal
• People dislike worry
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Mihaly Csikszentmihalyi: Flow
▪ People acquire skills over steep learning curve
time move into the to get back to flow
shallow
way too hard learning
boredom state
curve
▪ We are motivated by a bit too hard
challenges, surprises, and
varieties, to avoid boredom
• IRL, matching challenge to too easy
people’s skills exactly is hard
• They are either too easy (boring)
or too hard (frustrating)
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Mihaly Csikszentmihalyi: Flow
▪ Good games are designed
to maximize flow. How?
▪ Game designers: controls
the difficulty of the levels
▪ Players: the next step they
take is always a baby step
relative to the ability they
already acquired
already acquired ability the next step
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A game
||
structured
puppy steps
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Thank you
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