Amy Jo Kim discusses how game mechanics like collecting, points, feedback, exchanges, and customization can be applied to functional software and services to make them more fun, compelling, and addictive. She provides examples of how these mechanics are used in games and social networks like MySpace to engage users. Kim also analyzes how "serious" games like Brain Age for Nintendo DS and review sites employ these mechanics to motivate repeat play and participation.
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Putting the Fun in Functional
1. Putting the Fun in Functional applying game mechanics to functional software Amy Jo Kim www. ShuffleBrain .com
2. About ShuffleBrain We design games & services for clients on the cutting edge of Entertainment Technology
3. About Me Amy Jo Kim: Creative Director ShuffleBrain Trained in Psych, Neuroscience, CompSci Design social games, Web communities, mobile services Author, “Community Building on the Web”
4. What this talk is about using game mechanics to create applications and services that are fun, compelling, and addictive What this talk is NOT about using graphics, animation, sound and UI techniques from games to liven up functional software (that’s another topic :-)
5. Q: What is a game? A1: Formal Definition a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome* A2: Informal Definition a structured experience with rules & goals that’s fun *From Rules of Play by Eric Zimmerman and Katie Salen
6. Q: How do games shape behavior? A: By leveraging our primal response patterns
7. Q: How do games shape behavior? A: By engaging us in flow
8. How can game mechanics make an interactive experience more fun, compelling and addictive?