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MORE THAN POINTS         GridGame Design Thinking
                                Systems
Architecting Engagement Through




Dustin DiTommaso | @DU5TBIN
WHAT IS A GAME?
WHAT IS A GAME?
A Structured, Voluntary Experience with
Rules and Goals that is Engaging and Fun.
FUN!!??!!??   O RLY??!!??
FARMVILLE
THREE THEORIES OF FUN

   RAPH KOSTER – A THEORY OF FUN
   “Fun comes from Learning and Mastery”
   NICOLE LAZZARO – FOUR KEYS TO FUN
   Hard Fun, Easy Fun, People Fun, Serious Fun
  MARC LEBLANC – EIGHT KINDS OF FUN
EIGHT KINDS OF FUN

  SENSATION:                FELLOWSHIP:
  Game as sense-pleasure    Game as social framework
  FANTASY:                  DISCOVERY:
  Game as make-believe      Game as uncharted territory
  NARRATIVE:                EXPRESSION:
  Game as unfolding story   Game as soap box
  CHALLENGE:                SUBMISSION:
  Game as obstacle course   Game as mindless pastime
WHAT IS GAMIFICATION?
WHAT IS GAMIFICATION?
“The process of using game design thinking and mechanics to
engage audiences and solve problems.”
WHAT IS GAMIFICATION?
“The process of using game design thinking and mechanics to
engage audiences and solve problems.”




PROBLEMS?
WHAT IS GAMIFICATION?
“The process of using game design thinking and mechanics to
engage audiences and solve problems.”




PROBLEMS?
PERSONAL: Self Improvement - Lose Weight, Learn Something

SOCIETAL: Reduce Speeding, Encourage Eco-Friendly Behaviors,
In uence Charity

SYSTEM: Obtain Data, Direct User Behavior, Teach Something,
Quell Trolls
GAMIFICATION IS NOT
The adding of a super cial layer of points and badges to your
product or service.
GAMIFICATION IS NOT
The adding of a super cial layer of points and badges to your
product or service.


A PANACEA. It cannot right the fundamental wrongs of a
product set.
GAMIFICATION IS NOT
The adding of a super cial layer of points and badges to your
product or service.


A PANACEA. It cannot right the fundamental wrongs of a
product set.



A GAME. (Necessarily)
GAMIFICATION IS NOT
The adding of a super cial layer of points and badges to your
product or service.


A PANACEA. It cannot right the fundamental wrongs of a
product set.



A GAME. (Necessarily)



FUN. (Necessarily)
SO, WHY GAMIFICATION?
Game Design techniques are another tool you can use along
with all the other methods we employ as Experience Designers
to craft compelling experiences and products.


The goals of gami cation are to achieve higher levels of
engagement, change behaviors and stimulate innovation.


+ Game Mechanics are Levers to Drive User Behavior.
SO, WHY GAMIFICATION?
Game Design techniques are another tool you can use along
with all the other methods we employ as Experience Designers
to craft compelling experiences and products.


The goals of gami cation are to achieve higher levels of
engagement, change behaviors and stimulate innovation.


+ Game Mechanics are Levers to Drive User Behavior.

GARTNER REPORT (MAY 2011)
“50% of all Innovation process will be gami ed by 2015”

“70% of the Global 2000 will have a gami ed app by they
same year”

“A gami cation company will exist that is big as Facebook.”
FOURSQUARE
         8 MILLION USERS
         Daily Check-ins/User dropped from 0.5 to 0.34
         when growing from 2 to 8 million accounts
A set.   (foursquare 2011)

         21% check in for the mayorship challenge and
         achievements

         54% check in ONLY when discounts are involved
MOTIVATION, ENGAGEMENT & MEANINGFUL INTERACTIONS

Games are voluntary, leisure activities. If forced to play, it is no longer a game.

User must be intrinsically motivated to engage with the game.
Users subconsciously ask themselves "Is this activity worth my time?
Does it gain me anything useful?"

CREATE MEANING: Tie goals & rewards to goals of user. [Mint Goals]
Offer users opportunity to inject their personal goals into the system
[buy a house, get out of debt, take a vacation]
INTRINSIC TRUMPS EXTRINSIC MOTIVATION
Self-Improvement, Community Recognition & Belonging,
Productivity, Sense of Meaning and Contribution, Entertainment & Fun

Extrinsic Motivations are the mechanics of the game:
Points, Levels, Badges, Rewards

GAME DESIGNERS GOAL?
1. Identify the core intrinsic motivation in the hearts of your users –
   Emotion Drives Action and Engagement
2. Build an Engagement Framework that supports this
FLOW
Flow is completely focused motivation.
It is a single-minded immersion
and represents perhaps the ultimate in
harnessing emotions in the service of

performing and learning.

- Mihály Csíkszentmihályi
DESIGNING FOR FLOW
1. Provide Clear Goals, challenges and
direction containing just the right level of
dif culty.
2. Adjust the challenge based on
changing skill and mastery.
3. Unfold the challenges over time in
conjunction with developing mastery.
A NEW WAY OF SEEING
USABILITY vs. GAME DESIGN


USABILITY
Make it Easy for the User
Remove obstacles in the way of user goals
Make it Impossible to Fail
Clear Next Steps
Can’t Miss Navigation
Design for the perpetual intermediate [Cooper]

GAME DESIGN
Design for Thinking, Challenge and Problem Solving
Provide obstacles for the user to overcome
Opportunities for Failure
Encourage Exploration and Discovery
Path to Mastery requires design focus on noobs & experts
USABILITY vs. GAME DESIGN


USABILITY
Make it Easy for the User
Remove obstacles in the way of user goals
Make it Impossible to Fail
Clear Next Steps
Can’t Miss Navigation
Design for the perpetual intermediate [Cooper]

GAME DESIGN
HOW DO WE EFFECTIVELY APPLY GAME
DESIGN THINKING TO CRAFT ENGAGNING
EXPERIENCES FOR OUR USERS?
RESEARCH DRIVES DECISIONS
CRITICAL STAKEHOLDER QUESTIONS:
1. What is the main reason for Gamifying your product / service?
2. How does it bene t the user?
3. Will they enjoy it?

PLAYER QUESTIONS:
Who are your Users? What are their needs and goals? Why are they Playing?
What is their Primary Play Style? (Solo, Competitive, Cooperative)
Who are they Playing With?
What Social Actions do they nd enjoyable – and why?
What Metrics do they care about?

BUSINESS QUESTIONS:
What Actions do you want your players to take?
What are the goals of the business?
How do you get the users to ful ll those goals?
RESEARCH DRIVES DECISIONS
POSSIBLE DIFFERENCES FROM UCD METHODS
When conducting user research and creating player personas pay attention to:

Demographic Data: Gender, Age, Geographical Data

Motivations: Goals aren’t enough, we need to get to underlying motivation. Motivations
contain the emotions that drive goals. Why would they use the product? What are they
hoping to get out of it?

Online Identity: How do they interact online? Do they prefer anonymity? How closely do
they blend real-life Identity with Online and Game identity?

Frustrations: What are their current frustrations? How might Gami cation remedy this?
BARTLE’S PLAYER TYPES
EXPLORER
Gets positive experience by nding new things in world around them
(Secrets, Unlocks, Easter Eggs)

LIKES TO:
Find own route around the game system

Engage in Open-Ended Play

Learn or acquire information during gameplay

Achieve their Goals in their own way on their own time (Autonomous play)
DESIGN CHALLENGE:
Prefers to play at own pace. Likes to customize their experience and feels restricted
when game forces them to move on before they are ready.
ACHIEVER
Motivated by a Sense of Progress and Mastery of the System

LIKES TO:
Measure Objectives in the Game

Make Progress towards objectives

Gain Recognition for their successes

Complete Collections of Rewards

Acquire Unique or Rare Objects or Status

Analyze and Understand Game Mechanics
DESIGN CHALLENGE:
Can be hard to design proper level of challenge for these folks. Flow State.
SOCIALIZER
Play games mostly to connect with other people

LIKES TO:
Gain Friends and In uence People

Join or Lead Groups

Organize Cooperative Activities

Comment, Share, Award

Be Liked

Gain Prestige

DESIGN CHALLENGE:
Building a sustainable community for interaction among players
KILLER
Similar to Achiever, except play Win/Lose game and want to show others
”Look at Me, I Won!”

LIKES TO:
Compete

Win

Show-Off

Trash Talk, Taunt

DESIGN CHALLENGE:
Hitting the right dif culty level
Keeping them in Check from Hacking the System or Disrupting the Community
CONSIDER THE CONTINUUM
QUICK TIPS FOR ENGAGEMENT
ENGAGEMENT IS A JOURNEY
Design the Experience Over Time
Create Journey Maps (Timelines of player actions, reactions & emotions)
What does that Journey Towards Mastery look like?
Get In, Get Busy, Tell People, Come Back
ONBOARDING
Focus on N00B and First Time Experience
The First 60 seconds are crucial
Guide the User - N00B Can’t Lose
Action / Reward / Action / Action / Reward / Register / Invite Friends
GIVE THEN GET
Provide Value immediately when users arrive.
Give them the opportunity to engage, personalize and express preferences before
asking them to register.
QUICK TIPS FOR ENGAGEMENT
PICK THE RIGHT REWARDS AND FEEDBACK
Know your audience intimately and create enough Juicy Feedback for all levels of
the Journey (N00B, Regular, Master)
Light the Path of the Journey with Progress Mechanics
Achievable short term goals that work towards overarching long term goals

SOCIAL HOOKS
If you’ve created the RIGHT Rewards/Achievements then your Players will WANT to
share their Status with others.

DESIGN ETHICALLY
Addiction is not the same as Engagement
There is certainly ‘Click-Whir’ Behavioral Psych at work behind many mechanics.
Use them Responsibly.
REFERENCES: A PATH TO MASTERY
100,000 POINTS
Nic Kelman, “Yes, but is it a game?” from Games : Required essay from a not so
required book.
Raph Koster, A Theory of Fun for Game Design : It’s not a game if it’s not fun
Jesse Schell, The Art of Game Design – A Book of Lenses : Tactical and practical
James Paul Gee, What Video Games Have to Teach Us about Learning & Literacy :
Pairs nicely with Koster’s book

Marc Leblanc, 8 Types of Fun : Many implications for creating engagement
architectures
50,000 POINTS
Marc Leblanc, MDA a Formal Process of Game Design : Origin of the Mechanics,
Dynamics, Aesthetics framework
Mihály Csikszentmihályi, Flow – The Psychology of Optimal Experience : Many
implications for creating engagement architectures
Bateman, Boon, 21st Century Game Design : Pragmatic approach to Game Design
REFERENCES: A PATH TO MASTERY
25,000 POINTS
Nicole Lazzaro, Why We Play Games : Four Kinds of Fun / Keys to Player Experience
Daniel Pink, Drive : Cliff Notes approach to Motivation
Jane McGonigal, Reality is Broken : Overeaching, Games will Save the World Treatise
Zicherman, Linder, Game-Based Marketing : Enthusiastic, Behaviorist argument for
Gami cation Pro teering.




BONUS POINTS
Bartle Player Type Quiz : http://www.game-on-book.com/bartle
Jesse Schell, DICE2010 Gamepocalypse Preso [VIDEO] : http://bit.ly/jT6LvD
Daniel Pink, The Surprising Science of Motivation [VIDEO] : http://bit.ly/j7PVke
Dustin DiTommaso
Experience Design Director
Email: dustin@madpow.net
Twitter: @DU5TBIN

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GridGame Design Thinking Systems Architecting Engagement Through

  • 1. MORE THAN POINTS GridGame Design Thinking Systems Architecting Engagement Through Dustin DiTommaso | @DU5TBIN
  • 2. WHAT IS A GAME?
  • 3. WHAT IS A GAME? A Structured, Voluntary Experience with Rules and Goals that is Engaging and Fun.
  • 4. FUN!!??!!?? O RLY??!!??
  • 6. THREE THEORIES OF FUN RAPH KOSTER – A THEORY OF FUN “Fun comes from Learning and Mastery” NICOLE LAZZARO – FOUR KEYS TO FUN Hard Fun, Easy Fun, People Fun, Serious Fun MARC LEBLANC – EIGHT KINDS OF FUN
  • 7. EIGHT KINDS OF FUN SENSATION: FELLOWSHIP: Game as sense-pleasure Game as social framework FANTASY: DISCOVERY: Game as make-believe Game as uncharted territory NARRATIVE: EXPRESSION: Game as unfolding story Game as soap box CHALLENGE: SUBMISSION: Game as obstacle course Game as mindless pastime
  • 9. WHAT IS GAMIFICATION? “The process of using game design thinking and mechanics to engage audiences and solve problems.”
  • 10. WHAT IS GAMIFICATION? “The process of using game design thinking and mechanics to engage audiences and solve problems.” PROBLEMS?
  • 11. WHAT IS GAMIFICATION? “The process of using game design thinking and mechanics to engage audiences and solve problems.” PROBLEMS? PERSONAL: Self Improvement - Lose Weight, Learn Something SOCIETAL: Reduce Speeding, Encourage Eco-Friendly Behaviors, In uence Charity SYSTEM: Obtain Data, Direct User Behavior, Teach Something, Quell Trolls
  • 12. GAMIFICATION IS NOT The adding of a super cial layer of points and badges to your product or service.
  • 13. GAMIFICATION IS NOT The adding of a super cial layer of points and badges to your product or service. A PANACEA. It cannot right the fundamental wrongs of a product set.
  • 14. GAMIFICATION IS NOT The adding of a super cial layer of points and badges to your product or service. A PANACEA. It cannot right the fundamental wrongs of a product set. A GAME. (Necessarily)
  • 15. GAMIFICATION IS NOT The adding of a super cial layer of points and badges to your product or service. A PANACEA. It cannot right the fundamental wrongs of a product set. A GAME. (Necessarily) FUN. (Necessarily)
  • 16. SO, WHY GAMIFICATION? Game Design techniques are another tool you can use along with all the other methods we employ as Experience Designers to craft compelling experiences and products. The goals of gami cation are to achieve higher levels of engagement, change behaviors and stimulate innovation. + Game Mechanics are Levers to Drive User Behavior.
  • 17. SO, WHY GAMIFICATION? Game Design techniques are another tool you can use along with all the other methods we employ as Experience Designers to craft compelling experiences and products. The goals of gami cation are to achieve higher levels of engagement, change behaviors and stimulate innovation. + Game Mechanics are Levers to Drive User Behavior. GARTNER REPORT (MAY 2011) “50% of all Innovation process will be gami ed by 2015” “70% of the Global 2000 will have a gami ed app by they same year” “A gami cation company will exist that is big as Facebook.”
  • 18. FOURSQUARE 8 MILLION USERS Daily Check-ins/User dropped from 0.5 to 0.34 when growing from 2 to 8 million accounts A set. (foursquare 2011) 21% check in for the mayorship challenge and achievements 54% check in ONLY when discounts are involved
  • 19. MOTIVATION, ENGAGEMENT & MEANINGFUL INTERACTIONS Games are voluntary, leisure activities. If forced to play, it is no longer a game. User must be intrinsically motivated to engage with the game. Users subconsciously ask themselves "Is this activity worth my time? Does it gain me anything useful?" CREATE MEANING: Tie goals & rewards to goals of user. [Mint Goals] Offer users opportunity to inject their personal goals into the system [buy a house, get out of debt, take a vacation] INTRINSIC TRUMPS EXTRINSIC MOTIVATION Self-Improvement, Community Recognition & Belonging, Productivity, Sense of Meaning and Contribution, Entertainment & Fun Extrinsic Motivations are the mechanics of the game: Points, Levels, Badges, Rewards GAME DESIGNERS GOAL? 1. Identify the core intrinsic motivation in the hearts of your users – Emotion Drives Action and Engagement 2. Build an Engagement Framework that supports this
  • 20. FLOW Flow is completely focused motivation. It is a single-minded immersion and represents perhaps the ultimate in harnessing emotions in the service of performing and learning. - Mihály Csíkszentmihályi
  • 21. DESIGNING FOR FLOW 1. Provide Clear Goals, challenges and direction containing just the right level of dif culty. 2. Adjust the challenge based on changing skill and mastery. 3. Unfold the challenges over time in conjunction with developing mastery.
  • 22. A NEW WAY OF SEEING USABILITY vs. GAME DESIGN USABILITY Make it Easy for the User Remove obstacles in the way of user goals Make it Impossible to Fail Clear Next Steps Can’t Miss Navigation Design for the perpetual intermediate [Cooper] GAME DESIGN Design for Thinking, Challenge and Problem Solving Provide obstacles for the user to overcome Opportunities for Failure Encourage Exploration and Discovery Path to Mastery requires design focus on noobs & experts
  • 23. USABILITY vs. GAME DESIGN USABILITY Make it Easy for the User Remove obstacles in the way of user goals Make it Impossible to Fail Clear Next Steps Can’t Miss Navigation Design for the perpetual intermediate [Cooper] GAME DESIGN
  • 24.
  • 25. HOW DO WE EFFECTIVELY APPLY GAME DESIGN THINKING TO CRAFT ENGAGNING EXPERIENCES FOR OUR USERS?
  • 26. RESEARCH DRIVES DECISIONS CRITICAL STAKEHOLDER QUESTIONS: 1. What is the main reason for Gamifying your product / service? 2. How does it bene t the user? 3. Will they enjoy it? PLAYER QUESTIONS: Who are your Users? What are their needs and goals? Why are they Playing? What is their Primary Play Style? (Solo, Competitive, Cooperative) Who are they Playing With? What Social Actions do they nd enjoyable – and why? What Metrics do they care about? BUSINESS QUESTIONS: What Actions do you want your players to take? What are the goals of the business? How do you get the users to ful ll those goals?
  • 27. RESEARCH DRIVES DECISIONS POSSIBLE DIFFERENCES FROM UCD METHODS When conducting user research and creating player personas pay attention to: Demographic Data: Gender, Age, Geographical Data Motivations: Goals aren’t enough, we need to get to underlying motivation. Motivations contain the emotions that drive goals. Why would they use the product? What are they hoping to get out of it? Online Identity: How do they interact online? Do they prefer anonymity? How closely do they blend real-life Identity with Online and Game identity? Frustrations: What are their current frustrations? How might Gami cation remedy this?
  • 29. EXPLORER Gets positive experience by nding new things in world around them (Secrets, Unlocks, Easter Eggs) LIKES TO: Find own route around the game system Engage in Open-Ended Play Learn or acquire information during gameplay Achieve their Goals in their own way on their own time (Autonomous play) DESIGN CHALLENGE: Prefers to play at own pace. Likes to customize their experience and feels restricted when game forces them to move on before they are ready.
  • 30. ACHIEVER Motivated by a Sense of Progress and Mastery of the System LIKES TO: Measure Objectives in the Game Make Progress towards objectives Gain Recognition for their successes Complete Collections of Rewards Acquire Unique or Rare Objects or Status Analyze and Understand Game Mechanics DESIGN CHALLENGE: Can be hard to design proper level of challenge for these folks. Flow State.
  • 31. SOCIALIZER Play games mostly to connect with other people LIKES TO: Gain Friends and In uence People Join or Lead Groups Organize Cooperative Activities Comment, Share, Award Be Liked Gain Prestige DESIGN CHALLENGE: Building a sustainable community for interaction among players
  • 32. KILLER Similar to Achiever, except play Win/Lose game and want to show others ”Look at Me, I Won!” LIKES TO: Compete Win Show-Off Trash Talk, Taunt DESIGN CHALLENGE: Hitting the right dif culty level Keeping them in Check from Hacking the System or Disrupting the Community
  • 34. QUICK TIPS FOR ENGAGEMENT ENGAGEMENT IS A JOURNEY Design the Experience Over Time Create Journey Maps (Timelines of player actions, reactions & emotions) What does that Journey Towards Mastery look like? Get In, Get Busy, Tell People, Come Back ONBOARDING Focus on N00B and First Time Experience The First 60 seconds are crucial Guide the User - N00B Can’t Lose Action / Reward / Action / Action / Reward / Register / Invite Friends GIVE THEN GET Provide Value immediately when users arrive. Give them the opportunity to engage, personalize and express preferences before asking them to register.
  • 35. QUICK TIPS FOR ENGAGEMENT PICK THE RIGHT REWARDS AND FEEDBACK Know your audience intimately and create enough Juicy Feedback for all levels of the Journey (N00B, Regular, Master) Light the Path of the Journey with Progress Mechanics Achievable short term goals that work towards overarching long term goals SOCIAL HOOKS If you’ve created the RIGHT Rewards/Achievements then your Players will WANT to share their Status with others. DESIGN ETHICALLY Addiction is not the same as Engagement There is certainly ‘Click-Whir’ Behavioral Psych at work behind many mechanics. Use them Responsibly.
  • 36. REFERENCES: A PATH TO MASTERY 100,000 POINTS Nic Kelman, “Yes, but is it a game?” from Games : Required essay from a not so required book. Raph Koster, A Theory of Fun for Game Design : It’s not a game if it’s not fun Jesse Schell, The Art of Game Design – A Book of Lenses : Tactical and practical James Paul Gee, What Video Games Have to Teach Us about Learning & Literacy : Pairs nicely with Koster’s book Marc Leblanc, 8 Types of Fun : Many implications for creating engagement architectures 50,000 POINTS Marc Leblanc, MDA a Formal Process of Game Design : Origin of the Mechanics, Dynamics, Aesthetics framework Mihály Csikszentmihályi, Flow – The Psychology of Optimal Experience : Many implications for creating engagement architectures Bateman, Boon, 21st Century Game Design : Pragmatic approach to Game Design
  • 37. REFERENCES: A PATH TO MASTERY 25,000 POINTS Nicole Lazzaro, Why We Play Games : Four Kinds of Fun / Keys to Player Experience Daniel Pink, Drive : Cliff Notes approach to Motivation Jane McGonigal, Reality is Broken : Overeaching, Games will Save the World Treatise Zicherman, Linder, Game-Based Marketing : Enthusiastic, Behaviorist argument for Gami cation Pro teering. BONUS POINTS Bartle Player Type Quiz : http://www.game-on-book.com/bartle Jesse Schell, DICE2010 Gamepocalypse Preso [VIDEO] : http://bit.ly/jT6LvD Daniel Pink, The Surprising Science of Motivation [VIDEO] : http://bit.ly/j7PVke
  • 38. Dustin DiTommaso Experience Design Director Email: dustin@madpow.net Twitter: @DU5TBIN