The document discusses designing player journeys in gamification. It defines key concepts like player, journey, dynamics, mechanics and aesthetics. Dynamics refer to time-based patterns and systems, mechanics make progress visible, and aesthetics evoke emotion. The document also discusses designing for different player types and stages, including novices, experts and masters. It provides examples of social actions players can take and notes different player motivations like competition, cooperation and self-expression.
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
There’s something incredibly powerful about the deep long-lasting engagement that Kickstarter built into their platform. You find yourself coming back again and again - and getting better at something you care about. You’re deeply engaged.
That’s the power of Game Thinking. Learn how to harness Game Thinking for YOUR product at Game Thinking Live http://gamethinkinglive.com. Learn how leading-edge companies like Slack, AirBnB, Happify, Kickstarter build deep engagement into their products and services.
http://gamethinkinglive.com
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
Why is Tinder such an addictive dating platform? One of the reasons is that it is actually a casual game, back-boned with one of the most efficient feedback loop: the hunter's loop.
This deck will help you to better understand the loop and how to apply it to your products.
Successful innovations reach a mainstream audience—but they never start off that way. That’s the paradox of innovation that most entrepreneurs fail to embrace - at their peril.
That’s where Game Thinking comes in. Game Thinking is a step-by-step system for accelerating innovation and crafting products that people love…and keep loving. In Game Thinking, you empower your customers to get better at something they care about — like playing an instrument or leading a team. Come to this fast-paced training and equip yourself with the tools you need to create your next breakout hit.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
Following on from my last set of Core Principles of Gamification, here is a new slide deck outlining what the difference between game mechanics is compared to gamification elements. It also provides the 52 gamification mechanics and elements to use in projects as well as the Periodic Table of Gamification Elements.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
There’s something incredibly powerful about the deep long-lasting engagement that Kickstarter built into their platform. You find yourself coming back again and again - and getting better at something you care about. You’re deeply engaged.
That’s the power of Game Thinking. Learn how to harness Game Thinking for YOUR product at Game Thinking Live http://gamethinkinglive.com. Learn how leading-edge companies like Slack, AirBnB, Happify, Kickstarter build deep engagement into their products and services.
http://gamethinkinglive.com
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
Why is Tinder such an addictive dating platform? One of the reasons is that it is actually a casual game, back-boned with one of the most efficient feedback loop: the hunter's loop.
This deck will help you to better understand the loop and how to apply it to your products.
Successful innovations reach a mainstream audience—but they never start off that way. That’s the paradox of innovation that most entrepreneurs fail to embrace - at their peril.
That’s where Game Thinking comes in. Game Thinking is a step-by-step system for accelerating innovation and crafting products that people love…and keep loving. In Game Thinking, you empower your customers to get better at something they care about — like playing an instrument or leading a team. Come to this fast-paced training and equip yourself with the tools you need to create your next breakout hit.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
Following on from my last set of Core Principles of Gamification, here is a new slide deck outlining what the difference between game mechanics is compared to gamification elements. It also provides the 52 gamification mechanics and elements to use in projects as well as the Periodic Table of Gamification Elements.
Detailed presentation covering the fundamentals of gamification, helping business owners understand the process and crucial elements required to gamify their businesses product or service. GamifyConsultant.com offers gamification consultation services.
More Than Points: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
The buzz surrounding gamification as an engagement platform is reaching critical mass in our industry with the bulk of attention directed to shallow, superficial layers of points & badges but there’s more to unlock. Lot’s more.
By considering the psychological underpinnings of engagement driven by intrinsic player motivation, meaningful interactions and yes - mechanics, dynamics and aesthetics we can create a framework for architecting passionate user engagement, guiding behavior and ethically satisfying business goals.
Crafting Interesting Worlds Inspirations from Gaming User ExperiencesAmit Pande
My presentation on Gaming Experiences at USID 2008, Bangalore conference. I spoke about inspirations that consumer and enterprise software User Experience designers can gain from Gaming Experiences and Game Design
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Three Powerful Ideas to help investors make smart decisionsAmy Jo Kim
Have you ever been confused by conflicting advice from your stakeholders & colleagues? Do you fall for the siren song of seductive mockups? Learn how to navigate these challenges and spot the signs of a team that's headed for product/market fit.
Three massive mistakes that smart entrepreneurs makeAmy Jo Kim
Wanna find out the common and costly mistakes that cause smart innovators to stumble? Learn about the TAM myth, the siren song of seductive mockups, and the rush to build EXACTLY the wrong MVP - and find out what to do instead.
Do you want to learn how to attract the right people into your community - and get input from the RIGHT hot-core Superfans? This talk will teach you how.
The Game Thinking Roadmap: a PMs path to masteryAmy Jo Kim
Have you ever wondered if you're building the right MVP, and testing it on the right customers? Are you eager to avoid "leaky bucket syndrome" and drive long-term engagement? Would you like a roadmap for what to build, what to test, and who to test it on throughout your product development process? Level-up your PM skills with Game Thinking -- a design system and product roadmap for building products your customers will return to, again and again. You'll get a powerful framework, actionable tips, and a chance to apply these ideas to your own project.
How to drive user engagement like Slack, Snapchat & KickstarterAmy Jo Kim
How do breakthrough products keep pulling new customers in - while re-engaging the ones they already have? It’s not with tricks & external rewards, that’s for sure. Discover how Slack, Kickstarter, and Snapchat reduce churn and drive deep, game-like engagement by creating a coherent path to mastery and deploying engaged triggers to light the way.
Slack is a runaway hit — and everyone wants to figure out why. Slack lacks the outer trappings of a game — instead it pulls you along by unfolding new opportunities as your skills grow stronger. Learn how Slack’s Core Learning Loop drives a simple, compelling daily habit; why a single-player on-boarding bot creates a game-like experience; and why Slack’s early development practices created a strong foundation for rapid growth.
The 3 most common mistakes smart entrepreneurs make building their MVPAmy Jo Kim
In this information-packed webinar you'll discover the most common and costly MVP mistakes that cripple promising startups. You’ll also learn how to avoid these mistakes, and super-charge your path to product/market fit with Game Thinking. Taught by Amy Jo Kim, CEO of Shufflebrain, this training session covers:
- How coaching 50+ design teams worldwide revealed huge, costly blunfers in common MVP practices
- How leading startups like Slack use game thinking – NOT gamification – to avoid these mistakes and build products that people love
- How our Getting2Alpha system has helped dozens of entrepreneurs build the right MVP and find product/market fit
- Why the CEO of fast-growing startup Pley called Getting2Alpha ‘an invaluable investment’ after using it to go from idea to MVP in 5 weeks
Turbo-charge your product with Game Thinking - Lean Startup Conference 2015Amy Jo Kim
It’s easier than ever to create a new, innovative product, game, app or service. But most innovative projects never take off and reach their intended audience. What differentiates the ones that DO? What do teams who create genre-defining hits do differently? In this talk, you’ll learn 5 early design hacks that will help you find and delight your aspirational audience – illustrated with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify and Pley. You’ll come away with a smarter approach to early product design – and 5 practical, actionable hacks that will increase your odds of success.
5 Design Hacks to Build a Better Product in Less TimeAmy Jo Kim
Do you want to accelerate your early design and development process? Is it tricky to identify the right early customers to test your ideas on? Would you like a roadmap for creating a stripped-down yet compelling MVP? Learn the key design hacks and powerful step-by-step system for accelerating early design, perfected by Amy Jo Kim, CEO of Shufflebrain. Startups, game companies and media giants have used her GettingToAlpha system to turn innovative ideas into breakthrough hits.
Getting2Alpha: accelerate innovation with game design smartsAmy Jo Kim
Do you want to innovate faster and smarter? Do you want to create a better product in less time? Do you want to quickly turn your compelling vision into a stripped-down, high-learning MVP? Getting2Alpha is for you.
7 Habits of Breakthrough Entrepreneurs - Casual Connect 2015Amy Jo Kim
It’s easier than ever to create a startup around a new, innovative idea. But most startups fail -- and most innovative products never take off. What differentiates the projects that DO take off? What habits, behaviors and attitudes are shared by the teams who create genre-defining hits? In this talk, you’ll learn the 7 habits of breakthrough innovators - brought to life with front-line stories from the early days of eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Pley. You’ll come away with a smarter approach to innovative product design - and practical, actionable design shortcuts you can use right away to turbo-charge your path towards product/market fit.
It’s easier than ever to create a startup around a new, innovative idea. But most startups fail -- and most innovative products never take off. What differentiates the projects that DO take off? What habits, behaviors and attitudes are shared by the teams who create genre-defining hits? In this talk, you’ll learn the 7 habits of breakthrough innovators - brought to life with front-line stories from the early days of eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Pley. You’ll come away with a smarter approach to innovative product design - and practical, actionable design shortcuts you can use right away to turbo-charge your path towards product/market fit.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
11. Intrinsic value > extrinsic rewards
Threats Quests
Mastery
Autonomy
Satisfaction
Power
Sex Leaderboards
Meaning Love Rewards
Belonging Fun
Badges
Learning
Punishments Levels
Loss of Power
Points
14. Gamification Glossary
Gamification using game techniques to make activities more engaging & fun
Player the person playing your game (AKA user, consumer, customer)
16. Gamification Glossary
Gamification using game techniques to make activities more engaging & fun
Player the person playing your game (AKA user, consumer)
Journey a player’s experience/progression over time (AKA lifecycle)
18. Journey = Lifecycle + Progression
Master
Expert
Novice
Good games give the player something to master
19. Think Like a Game Designer
Dynamics Mechanics
Player
Journey
Aesthetics
Use game techniques to guide and motivate the players journey
20. Gamification Glossary
Gamification using game techniques to make activities more engaging & fun
Player the person playing your game (AKA user, consumer)
Journey a player’s experience/progression over time (AKA lifecycle)
Dynamics the time-based patterns & systems in your game
21. Game Dynamics = patterns over time
Dynamics
Pacing
Appointments
Progressive
Unlocks Reward
Schedules
Dynamic
Systems
23. Gamification Glossary
Gamification using game techniques to make activities more engaging & fun
Player the person playing your game (AKA user, consumer)
Journey a player’s experience/progression over time (AKA lifecycle)
Dynamics the time-based patterns & systems in your game
Mechanics the systems & features that make progress visible
24. Game Mechanics make progress visible
Mechanics
Points Levels
Leaderboards
Player Badges
Journey Missions
Virtual
Goods
26. Gamification Glossary
Gamification using game techniques to make activities more engaging & fun
Player the person playing your game (AKA user, consumer)
Journey a player’s experience/progression over time (AKA lifecycle)
Dynamics the time-based patterns & systems in your game
Mechanics the systems & features that make progress visible
Aesthetics the overall experience that yields emotional engagement
27. Game Aesthetics evoke emotion
Aesthetics
Curiosity Satisfaction
Surprise
Trust
Delight
Fun Envy Pride
Connection
28. Emotion drives action & engagement
A good game takes the player on an emotional journey over time
29. Gamification Glossary
Gamification using game techniques to make activities more engaging & fun
Player the person playing your game (AKA user, consumer)
Journey a player’s experience/progression over time (AKA lifecycle)
Dynamics the time-based patterns & systems in your game
Mechanics the systems & features that make progress visible
Aesthetics the overall experience that yields emotional engagement
Social Actions how players engage with each other in your game
30. Social Actions Building Blocks of Social Engagement
Player
Journey
WHO am I playing with? HOW are we engaging? WHAT are we engaging around?
36. Elevator Pitch
Goal: create a short, compelling elevator pitch
Purpose: clarify and articulate your project vision
#Players: 1-8
Duration: 20-30 min
Rules: Fill in the boxes below, with these caveats:
1) this pitch is directed at people who can greenlight & join your project
2) your secret sauce CANNOT reference game mechanics
My company (company name)is
developing (a defined offering) to help
(target player)(solve a problem)using
(secret sauce / unique differentiator)
52. Player Journey
Goal: describe key stages of your player’s lifecycle / journey
Purpose: design a game that will attract and support Newbies, Regulars AND Enthusiasts
Step 1: create a Persona (AKA Player Story) for a canonical early-adopter Player
Description can include gender, age, socio-economic status, gaming experience, aspirations, fears, daily
technology or shopping habits – whatever is most relevant for your product
Step 2: fill in the boxes with “day in the life” scenarios for each key stage
Master
Expert
Novice
60. Social Actions (2010)
Win
Challenge Create
Achievers
Showoff
Compare
Express
Like
Help
Share
Socializers
Comment
Give Greet
61. Social Actions (2010)
Win
Challenge Create
Achievers
Showoff
Compare
Express
Like View
Help Explore
Share
Socializers Explorers
Rate
Comment Vote
Give Greet Curate Review
62. Social Actions (2010)
Hack Win
Harass
Challenge Create
Cheat
Killers Achievers
Heckle Taunt
Showoff
Compare
Tease
Express
Like View
Help Explore
Share
Socializers Explorers
Rate
Comment Vote
Give Greet Curate Review
63. Which Social Actions do YOU enable?
Hack Win
Harass
Challenge Create
Cheat
Killers Achievers
Heckle Taunt
Showoff
Compare
Tease
Express
Like View
Help Explore
Share
Socializers Explorers
Rate
Comment Vote
Give Greet Curate Review
64. Which social
Now add these SOCIAL ACTIONS to your player journey
Master
Enthusiast
Expert
Regular
Novice
Newbie
66. Keeping Score
Points & Progression in the Player’s Journey
Anytime you make numbers visible, you’ve enabled a game
67. Points track & define progress
Experience Points (XP)
earned directly via players’ actions - used to track & reward certain activities
uni-directional metric – only goes UP (reflects persistence + skill)
Redeemable Points (credits, coins)
earned directly via player actions – used to track & reward certain activities
bi-directional metric - can ―cash in‖ points to purchase goods or services
Currency (bucks, $$)
bi-directional metric - purchased with real money to acquire (often exclusive) goods & services
Skill Points (Score, Rank)
earned via interacting with the game or system – reflects mastery of the activity or game
Social Points (Social XP, Reputation, Ratings)
earned via the actions of OTHER players – can be a proxy for quality/reputation/influence
lets you track & reward socially valuable contributions & actions
93. Progress Mechanics
Goal: choose and rank-order your top-5 Progress Mechanics
Purpose: identify the core system and features to guide and support your player journey
#Players: 1-8
Duration: 20-30 min
Step 1: Choose Top 5 Progress Mechanics Step 2: Rank-order & Customize
Levels
Global Leaderboards
Social Leaderboards
Badges
Collections
Progress Bar
Missions
Hints
Tutorial
Personal Stats
Population Stats
Virtual Goods
Reputation
Ratings
116. What to Customize?
Goal: define the core Social Object that your players will customize
Purpose: focus your Customization/Virtual Goods strategy
Duration: 5-10 min
Step 1: Choose 1-3 Social Object(s) to Customize (fewer is better)
Profile
Dashboard
Home Page
Blog
Avatar
Location (specify)
Other
Step 2: Briefly describe how Customization will work at key stages of the Journey
Master
Expert
Novice
127. Why does Foursquare work?
1. Core activity has intrinsic motivation
checking into venues delivers lightweight fun, has both personal & social value
128. Why does Foursquare work?
1. Core activity has intrinsic motivation
checking into venues delivers lightweight fun, has both personal & social value
2. Progress mechanics light the way
badges guide players towards action & completion + have element of surprise
mayorships mirror real-world dynamics, stimulate loyalty &competition
129. Why does Foursquare work?
1. Core activity has intrinsic motivation
checking into venues delivers lightweight fun, has both personal & social value
2. Progress mechanics light the way
badges guide players towards action & completion + have element of surprise
mayorships mirror real-world dynamics, stimulate loyalty & competition
3. Social Actions aligned with Social Needs
explore, showoff, share, compare, compete
130. Social Engagement Loop
Visible Progress / Reward Motivating Emotion
Pts / Stats / Awards / Messages Fun / Delight / Trust / Pride / Curious
Player Re-engagement (social) Call to Action
Task / Mission / Game / Quiz Customize / Share / Help / Compete
131. Newbie: Learn about CheckIns
Earn Pts, Compare w/friends Curiousity / Competition
Checkin Checkin Again to
explore & discover
133. Master: Earn/Defend Mayorship
Earn/Defend Mayorship Pride / Competition
Checkin Get Special Privileges
(discounts, access, prizes)
134. Engagement Loop 1
Goal: fill in the boxesup your core engagement loop
Purpose: identify key systems & actions that drive repeat play
#Players: 1-8
Duration: 20-30 min
Step 1: Fill in the boxes with actions specific to your game
Visible Progress / Reward Motivating Emotion
Pts / Stats / Awards / Messages Fun / Delight / Trust / Pride / Curious
Player Re-engagement (social) Call to Action
Task / Mission / Game / Quiz Customize / Share / Help / Compete
Newbie
Onboarding
135. Engagement Loop 2
Step 2: create a Social Engagement Loop
for each Stage of the Player’s Journey
Master
Enthusiast
Expert
Regular
Novice
Newbie
136. Gamification Idol
Goal: Define and communicate your project’s value prop and player journey
Purpose: Design a game that will attract/support newbies AND Enthusiasts
#Players: 1-8
Duration: 20-30 min
Step 1: Prepare your Game Pitch
+ +
Step 2: Pitch Your Game to the Judges & Audience – get feedback
138. Gamification Idol: Questions
1) VISION
What’s our vision for this project? What’s the key benefit? Where’s the fun?
2) PLAYSTYLE
Who’s playing? Who are they playing WITH? What’s their primary playstyle?
What social actions do they find engaging – and why?
139. Gamification Idol: Questions
1) VISION
What’s our vision for this project? What’s the key benefit? Where’s the fun?
2) PLAYSTYLE
Who’s playing? Who are they playing WITH? What’s their primary playstyle?
What social actions do they find engaging – and why?
1) MASTERY
What’s the core activity and feedback system? What are players optimizing? What
skills are they learning and mastering? What journey are they on? What’s driving
them to keep playing? What does it mean to ―play well?‖
140. Gamification Idol: Questions
1) VISION
What’s our vision for this project? What’s the key benefit? Where’s the fun?
2) PLAYSTYLE
Who’s playing? Who are they playing WITH? What’s their primary playstyle?
What social actions do they find engaging – and why?
1) MASTERY
What’s the core activity and feedback system? What are players optimizing? What
skills are they learning and mastering? What journey are they on? What’s driving
them to keep playing? What does it mean to ―play well‖?
2) PROGRESS
How will you ―light the way‖ towards mastery? How will players know how to get
started, and what to do? How will they know if they’re playing well, or poorly?
141. Gamification Idol: Questions
1) VISION
What’s our vision for this project? What’s the key benefit? Where’s the fun?
2) PLAYSTYLE
Who’s playing? Who are they playing WITH? What’s their primary playstyle?
What social actions do they find engaging – and why?
1) MASTERY
What’s the core activity and feedback system? What are players optimizing? What
skills are they learning and mastering? What journey are they on? What’s driving
them to keep playing? What does it mean to ―play well‖?
2) PROGRESS
How will you ―light the way‖ towards mastery? How will players know how to get
started, and what to do? How will they know if they’re playing well, or poorly?
3) ENGAGEMENT
What activities and events will re-engage players throughout their lifecycle? How
do these activities leverage core social actions?
142. Thank You!
amyjokim@gmail.com
Follow me on Twitter @amyjokim
144. Daniel Pink
TWITTER SUMMARY
Carrots & sticks are so last century. For 21st century
work, we need to upgrade to autonomy, mastery & purpose.
COCKTAIL PARTY SUMMARY
When it comes to motivation, there’s a gap between what
science knows and what business does. Our current
business operating system–which is built around
external, carrot-and-stick motivators–doesn’t work and often
does harm. We need an upgrade. And the science shows
the way. This new approach has three essential elements:
1. Autonomy – the desire to direct our own lives.
2. Mastery — the urge to get better and better at something
that matters.
3. Purpose — the yearning to do what we do in the service
of something larger than ourselves.
145. Tom Chatfield
7 Lessons Learned From Games
1) Progress: Bars, Levels, Points, Badges, Customization – we
like to see our progress
2) Missions: Provide multiple long-and-short-term aims for
players to tackle
3) Credit: track & reward effort, not just achievement
4) Feedback: tangibly link actions to consequences
5) Surprise: add the Element of Uncertainty to drive and
sustain interest
6) People: we're most engaged by people – esp
collaborating in groups
7) Engagement: games are perfectly tuned to dole out rewards
that engage the brain and keep us questing for more
147. Brian Reynolds Keynote - GDCOnine 2010
TSI, TSO* http://www.gdcvault.com/play/1013798/Bears-and-Snakes-The-Wild
In practice, good game design (like all design)
= vision + iteration. Start with a good
idea, then iterate, experiment, learn & evolve.
* Throw Sh*t in, Take Sh*t Out
148. Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs
Richard Bartle, 1996
http://www.mud.co.uk/richard/hcds.htm
MDA Framework + 8 Kinds of Fun
Marc LeBlanc, Robin Hunicke, Robert Zubeck
http://algorithmancy.8kindsoffun.com/
Punished by Rewards
Alfie Kohn
Web Reputation Systems
Randy Farmer