6. Used ‘Game Layers’
/Layer of Abstraction
Weren't manipulation
Playful Perception
Mind numbing jobs
Dating
Holding a conversation
Sales – Cold Calling
Raising Angel/VCMoney
Game layers worked.
17. Copernican Turn
New engagement methods are needed
AppBrand
Property
Site Service
Media
User, Viewer,
Reader Customer
18. Not just for Readers/Audiences:
Identifying the ‘player’: Who do
you want to motivate?
Readers
Authors/Content Creators
Amplifiers (platforms, influencers)
News organizations/media companies
themselves
And what do you want them to do?
20. Rest of this talk:
Some Pitfalls
Designing for Sustained engagement
Different User Contract
Using the Flow Channel
Types of Motivation
Intrinsic Needs Satisfaction
Power of Habit
UI & UX
21. Four Common Pitfalls
To use motivational design most
effectively, remember that:
Pleasure is contextual
No one methodology is a panacea “One
size does not fit all”
Rewards can backfire
Being creepy, controlling or manipulative
has a cost
46. “Playing a game is the voluntary attempt to overcome
unnecessary obstacles” – Bernard Suits
A Goal
Rules
Voluntary
Obstacles
A Feedback
System
Credit: Jane McGonigal:
Reality is Broken
47. Designing for Sustained
Engagement
I. Establish a different user “contract”
A game is voluntary framework for the user
experience
Obstacles desirable!
53. Two Types of Motivation
Extrinsic Motivation – Behavior
that is motivated by contingencies
(rewards, punishments) that are
separate from the enjoyment of the
activity itself
Intrinsic Motivation – The activity
itself is its own reward because it is
inherently satisfying. In particular,
humans have specific intrinsic needs
that motivate.
55. Why People do things
Taiichi Ohno’s (Toyota): ‘Ask “Why?” 5
times and the nature of the problem as
well as its solution becomes clear.’
Avoid or Relieve Pain (easy one)
Experience Pleasure (trickier)
But as humans, we have a *need* to
experience pleasure
Either way= satisfying a need
58. 3 Drivers of Intrinsic Motivation
Scott Rigby - Immersyve
• Feeling “good at”
• Expanding capability
• Learning
• Mastery
COMPETENCE
• Freedom and agency
• Exercising volition
• Choosing
• Many opportunities for
action
AUTONOMY
• You matter to others
,they matter to you
• Meaningful connections
• Competitive, cooperative,
• Even removed:
characters in a book or
movie, developers of an
app.
RELATEDNESSC A R
59. Competence, Autonomy & Relatedness:
most reliable predictors of engagement
• Multiple longitudinal studies
with 20,000+ subjects
• Underlying psychological
causality vs. solely outcome
metrics (e.g., “clicks” or “fun”)
PENS predicts
sustained engagement...
“Fun” does not.
(PENS) Methodology: Personal Experience of Needs Satisfaction
Approach uses statistical regression analysis to predict long-term engagement
Competence, Autonomy,
Relatedness
Predictive power
with p values <.01
62. Competence Satisfaction in
Journalism
Learning
Sense of Completion (article, paper)
Leveraging knowledge in other
situations—noticeably on top of current
events
63. PENS design: Autonomy
Mechanics of Choice and Opportunity
Open Environment - Playground
Progression choices (focus, tree-structure)
Sense of purpose/volition
64. Autonomy Satisfaction in
Journalism
Personal goals might include:
Becoming smarter, well informed
Gaining depth in a particular subject/domain
Being up to date, current, hip, in-the know
Relaxation, decompression, comforting ritual
65. PENS design: Relatedness
You matter to others, they matter to you
Competitive cooperative
Reciprocity awesome; synchronicity, meh
Player to Player; P2NPCs; P2Dev; P2Brand
Clear effort applied on my
behalf=Relatedness
Hey! It’s the
Hero of
Kvatch! I
can’t believe
it! Wow!”
“…Brave,
brave Sir
Robin…”
66. Relatedness Satisfaction in
Journalism
Interacting with writers, reporters, authors,
editors
Being known by other readers
Being invited to contribute/being interviewed
Knowing people involved in the story
Meeting staff, subjects, other readers
67. Final Concept: Power of
Habit
Nir Eyal: Hooked
Best set of Distinctions I’ve seen based
in a Behavioral framework
70. Action
Fogg’s Elements of Simplicity
Time – how long
Money – financial cost
Physical Effort – labor involved
Brain Cycles – mental effort
Social Deviance – how accpeted
Non-Routine – how disruptive
71. UI crash course
Its never fun if you can’t figure out how to
play
Confusing UI will bounce people in a
heartbeat
Concept of “Distinction”
Pattern recognition
Distinguishing something from its background
78. UI: lowering the threshold for
action
And not creating an experience of anti-
competence
79. The Fundamentals of UX
Understand the reason people use a
product or service
Lay out the steps the customer must
take to get the job done from
Implementation to Outcome
Start removing steps (or failing that,
making each step as easy as possible)
until you have the simplest process
possible
80. The Fundamentals of UX
Identify a Desire
Use technology to take out the steps
83. 3 Drivers of Intrinsic Motivation
Scott Rigby - Immersyve
• Feeling “good at”
• Expanding capability
• Learning
• Mastery
COMPETENCE
• Freedom and agency
• Exercising volition
• Choosing
• Many opportunities for
action
AUTONOMY
• You matter to others
,they matter to you
• Meaningful connections
• Competitive, cooperative,
• Even removed:
characters in a book or
movie, developers of an
app.
RELATEDNESSC A R
86. Think about your habits
Hygiene, Nutirtion
Exercise
Facebook/Instagram/Twitter
Media Consumption
87. Roadmap for sustained
engagement
I. Focus on satisfying Intrinsic as well as extrinsic
needs
II. Establish a fertile context for the experience:
Align with an Epic Quest and offer Voluntary
challenges and a foundation of support.
III. Design with the power of work/Investment in
mind
IV. Be Mindful of Flow- segment the experience for
satisfying challenges if necessary
V. V. Keep it Simple
VI. Establish Habits
89. You CAN make experiences
better
Ask yourself these
simple questions:
Given what I know about
my guests…
Why will they like this
experience?
How can I get them to like
it more?
Credit: Jesse Schell: The
Pleasure Revolution
95. Credits
Scott Rigby- CEO Immersyve, author, Glued to Games (with Richard Ryan)
Nir Eyal- Consultant, Author, Hooked
Jane McGonigal- Creative Director, Social Chocolate, author, Reality Is Broken, Ph.D. Berkeley
Sebastian Deterding-PhD at the Research Center for Media and Communication at Hamburg
University
Mihaly Csikszentmihalyi, Claremont Graduate University, former head of psychology at
the University of Chicago
Amy Jo Kim- designer of social gaming systems, PHD University of Washington
Wanda Meloni, M2 Research: http://slidesha.re/gg49nb
Dr. Byron Reeves of the Department of Communication at Stanford &
J. Leighton Read, Executive Chairman, Seriosity, Inc., authors of Total Engagement
David Edery Principal, Fuzbi co-author with Ethan Mollick of Changing the Game: How Video
Games Are Transforming the Future of Business
Gabe Zichermann and Joselin Linder authors of Game Based Marketing
http://gamebasedmarketing.com/ Chair of Gamification.co
James Currier of Ooga Labs who also credits Clay Shirky and Bret Terrill
Jesse Schell, Professor of Entertainment Technology CMU, CEO Schell Games. Jesse’s talk from
DICE: http://tiny.cc/TebRw The pleasure revolution: http://www.youtube.com/watch?v=4PkUgCiHuH8
Keith Smith, & Carrie Peters of BigDoor.
Rajat Paharia & Mike Earhart of Bunchball
Scott Schnaars & MattHart of Badgeville
Eric Eastman, John Bito, Nathan Affolter, Jason Griffith, Jimmer Sivertsen, Julie Hill & Mike
Kerr of Bobber
My sincere apologies to anyone on this list or otherwise who feels they were not properly
credited. Kindly point out my error and I will edit accordingly.
97. The Challenge
Great games are hard enough:
Only 4% of games that go into production are
profitable
Add a “real world” activity and you
multiply the difficulty of success
Often not enough just to have the “form of
a game”