Successfully reported this slideshow.
Your SlideShare is downloading. ×

Richard Bartle - "A Game Designer’s View of Gamification"

Ad
Ad
Ad
Ad
Ad
Ad
Ad
Ad
Ad
Ad
Ad
Upcoming SlideShare
Hr kpi dashboard
Hr kpi dashboard
Loading in …3
×

Check these out next

1 of 18 Ad

Richard Bartle - "A Game Designer’s View of Gamification"

Download to read offline

Imagine you’re a novelist who has developed a way to write better fiction. Now suppose that journalists have adopted it for writing better factual stories; you might be moderately surprised to learn that it works. This is my situation with Gamification: I developed a method for designing better games that seems to work for purposes expressly not games. In this talk, I discuss how and why it is that a game design tool can be applied successfully to Gamification theory, hopefully giving some insight into the game designer’s mind in the process.

Imagine you’re a novelist who has developed a way to write better fiction. Now suppose that journalists have adopted it for writing better factual stories; you might be moderately surprised to learn that it works. This is my situation with Gamification: I developed a method for designing better games that seems to work for purposes expressly not games. In this talk, I discuss how and why it is that a game design tool can be applied successfully to Gamification theory, hopefully giving some insight into the game designer’s mind in the process.

Advertisement
Advertisement

More Related Content

Slideshows for you (20)

Viewers also liked (20)

Advertisement

Similar to Richard Bartle - "A Game Designer’s View of Gamification" (20)

More from Gabe Zichermann (20)

Advertisement

Recently uploaded (20)

Richard Bartle - "A Game Designer’s View of Gamification"

  1. 1. A g a m e d e s ig n e r ’ s v ie w o f g a m if ic a t io n G a m if ic a t io n s u m M it 19th June 2012 d r Richard A. B a r t l e University of essex, uk
  2. 2. introduction • imagine you’re a n o v e l i s t who has developed a way to write better f ic t io n • Now Suppose j o u r n a l i s t s have adopted it for writing better f a c t u a l stories • you might be moderately s u r p r i s e d to learn that it w o r k s • This is my situation with g a m if ic a t io n • I developed a method for designing
  3. 3. Player types • So This is why i’m here today: • it’s a way to p a r t i t i o n mmo players
  4. 4. Where else? • And here’s a picture of a g o th – Taken from gothsuptrees.net
  5. 5. New partition #1 • This is another, equally v a l i d partition: • It’s c o m p l e t e and reasonably
  6. 6. New partition #2 • Here’s yet a n o t h e r way of doing it: • A l s o complete and correct
  7. 7. utility • New partition #1 tells you n o t h i n g you didn’t already k n o w • it’s n o t u s e f u l for game design – Unless your game has p h y s i c a l implications involving w o m b s and age • New partition #2 has more i n t e r e s t i n g things to say • You c o u l d vaguely use it in games – M inecraft/artists, mass effect/connoiseurs, angry birds/customers, the sims/designers
  8. 8. New partition #3 • These graphs are e a s y to come up with: • you were deciding which one you are,
  9. 9. works • That one actually w o r k s for mmorpgs – Solo play versus group play – Sandbox versus theme park • It C o u l d be used in gamification, too • Also, there are p l e n t y of existing psychometric profiling systems – Minnesota multiphasic personality inventory – Five factor model • it’s n o t h a r d to take one, give it
  10. 10. New partition #4 • This is a slice of m y e r s - b r i G g s • Thinking/feeling, extraversion/introversion
  11. 11. 15th september 1967 • From my primary school mathematics book
  12. 12. Player types • Given all these p o s S i b i l i t i e s , why did gamification go with m M o player types? • The answer seems to be that they strike ac hord • Other typologies look at p e r s o n a l i t y , or a c t i v i t y , or w o r ld v ie w – All of which are perfectly reasonable • Player type theory is the only one aimed at what different people find f u n
  13. 13. alternatives • The alternatives a r e n ’ t fun-centric • F o r m a l approaches tend to be too b r o a d - b r u s h to jive with gamification’s requirements – Reiss d e s i r e profile: 16 intrinsic motivators, including eating, romance, v e n g e a n c e , ... • I n f o r m a l approaches rely heavily on stereotypes and folk wisdom – “women like <whatever>”, “young people dislike <whatever>”, “<whatever> attracts students”
  14. 14. utility • Player types give gamification a way to marry up r e w a r d s with a c t i v i t y • If you o n l y give “points” for an activity, you o n l y reward achievers – If you want to reward e x p l o r e r s , give them more i n f o r m a t i o n , not p o in t s • It’s o b v i o u s There must be much b e t T e r partitions you can use • A g a m e d e s i g n e r would actually be l o O k i n g for these – for
  15. 15. A confession • i d i d n ’ t formulate player type theory to say “t h e s e are the d i f F e r e n t things mmo players find fun” • I d i d it to say “mmo players f i n d different things fun” • P r i o r to this, designers only created mmos that they, p e r s o n a l L y found fun • t o d a y , they create mmos that p e o p l e find fun • Game designers treat p e o p l e as
  16. 16. gamification • I see the s a m e thing with gamification • In my school, g o l d stars were best, then s i l v e r , then stars in b l o c k colour • yet Some kids didn’t w a n t gold or silver • T h e y wanted the s a m e block colour as their f r i e n d s • E x t r i n s i c rewards meant for achievers c o u l d have been used to
  17. 17. contribution • Player type theory’s m a i n contribution to gamification i s n ’ t that the latter now accounts for achievers, explorers, s o c i a l i s e r s and killers • It’s the mere fact that it now accounts for different users a t a l l
  18. 18. conclusion • Game designers find gamification w e ir d – We would be a p P a L l e d if our games were so bad we had to b r i b e people to play them • However, we d o have much in c oMmon • The first question game designers ask is: W h o do you want to p l a y this game? • For those h e r e , it’s: Who do you want

×