SRC = Stimulus Response Compatibility Default options are stickyh-p://www.thetwentyﬁrsAloor.com/?p=1616 People respond to feedback Expect error CHOICE ARCHITECTURE
‘A nudge…is any aspect of the choice architecture that alters people’s behavior in a predictable way without forbidding options or significantly changing their economic incentives.h-p://www.crea?ve-‐lifestyles.com/nudging-‐your-‐way-‐to-‐a-‐passionate-‐life/
Anatomy of a game:1. A goal2. Rules3. Feedback System4. Voluntary participation
Anatomy of motivation:1. Purpose2. Mastery3. Progression4. Autonomy
The use of game mechanics/dynamics to drive game-liked engagement and actions in non-game environments (e.g. work, education, exercise, etc.) - Michael WuInventing new work and business practices that engage employees, customers and consumers as effectively as a good game. - Jane McGonigal The process of using game thinking and game mechanics to solve problems and engage users. - Gabe Zichermann
SethPriebatsch(Scvngr) ‘This is not a game yet. They should get points for doing this on time. You should lose points for not doing this on time. They should recognize that they have built an appointment dynamic and then consciously leverage the game.
1. Achievement 24. Lo-ery h-p://techcrunch.com/2010/08/25/scvngr-‐game-‐mechanics/ 2. Appointment Dynamic 25. Loyalty 3. Avoidance 26. Meta Game 4. Behavioral Contrast 27. Micro Leader-‐boards 5. Behavioral Momentum 28. Modiﬁers 6. Blissful Produc?vity 29. Moral Hazard of Game Play 7. Cascading Informa?on Theory 30. Ownership 8. Chain Schedules 31. Pride 9. Communal Discovery 32. Privacy 10. Companion Gaming 33. Progression Dynamic 11. Con?ngency 34. Ra?o Reward Schedules 12. Countdown 35. Real-‐?me v. Delayed Mechanics 13. Cross Situa?onal Leader-‐boards 36. Reinforcer 14. Disincen?ves 37. Response 15. Endless Games 38. Reward Schedules 16. Envy 39. Rolling Physical Goods 17. Epic Meaning 40. Shell Game 18. Ex?nc?on 41. Social Fabric of Games 19. Fixed Interval Reward Schedules 42. Status 20. Fixed Ra?o Reward Schedule 43. Urgent Op?mism 21. Free Lunch 44. Variable Interval Reward Schedules 22. Fun Once, Fun Always 45. Variable Ra?o Reward Schedule 23. Interval Reward Schedules 46. Viral Game Mechanics 47. Virtual Items
Killers are the most ac.ve and most engaged member of the community. They are just expressing their behavior in a bad way.
Replacement & thelast word on intrinsic& extrinsicmotivation…“When tasks are directly tiedto material rewards, constantcalculation of the anticipatedpayoffs can diminish interestin the activity itself.Rewarding behaviour thatwould otherwise be done forfree can backfire.”