This document discusses gamification, which is the process of using game mechanics and game thinking to engage users and solve problems in non-game contexts such as work, education, and health. It provides an overview of key concepts in gamification including game dynamics, game mechanics, motivation, and choice architecture. It also summarizes perspectives on gamification from thought leaders like Jane McGonigal, Gabe Zichermann, and Seth Priebatsch. Resources on gamification like relevant presentations, websites, and experts are also referenced.
4. SRC = Stimulus Response
Compatibility
Default options are sticky
h-p://www.thetwentyfirsAloor.com/?p=1616
People respond to feedback
Expect error
CHOICE
ARCHITECTURE
5. ‘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/
6.
7. Anatomy of a game:
1. A goal
2. Rules
3. Feedback System
4. Voluntary participation
13. The use of game mechanics/dynamics to
drive game-liked engagement and actions
in non-game environments (e.g. work,
education, exercise, etc.)
- Michael Wu
Inventing 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
17. Seth
Priebatsch
(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.'
18.
19. 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
44. Killers
are
the
most
ac.ve
and
most
engaged
member
of
the
community.
They
are
just
expressing
their
behavior
in
a
bad
way.
45. Replacement & the
last word on intrinsic
& extrinsic
motivation…
“When tasks are directly tied
to material rewards, constant
calculation of the anticipated
payoffs can diminish interest
in the activity itself.
Rewarding behaviour that
would otherwise be done for
free can backfire.”