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Gamification as Motivational
       Architecture

          Prof. Kevin Werbach
     Dept. of Legal Studies & Business Ethics
      Wharton School, Univ. of Pennsylvania
          werbach@wharton.upenn.edu
                Twitter: @kwerb
Regulation




http://commons.wikimedia.org/wiki/File:Boulton_and_Watt_centrifugal_governor-MJ.jp
Nudges
•  We are “predictably irrational” (Ariely), prone
   to mental “mistakes” (Kahnman & Tversky)
  –  E.g., loss aversion, anchoring, temporal biases

•  Insight: leverage this knowledge to create
   “choice architectures” (Sunstein & Thaler)
  –  E.g., changing defaults,
     mandating disclosure
  –  Governments applying,
     especially U.S., U.K.
My Grudge with Nudge
•  Not the standard conservative critique!
  –  (the “Nanny State”)

•  Choice limited to behaviorist conception
  –  What people do, not why they do it
  –  Deviations from “rationality” aren’t all “mistakes”
  –  Good data (“RECAP”) doesn’t always produce good results

•  Architecture reduced to construction
  –  Real architecture is a design practice
Missing Piece: Motivation
•  How does the experience satisfy human needs?
•  Why do people comply?
•  Can we go beyond basic compliance?



•  Behaviorism is right… until it isn’t
  –  Teresa Amabile’s research on creativity
  –  Deci & Ryan on motivation in the workplace, school, etc.
Games as Motivational Design
•  Good games are fun
  –  Challenges, contingency, competition, teamwork, etc.
  –  Voluntariness necessitates engagement techniques
•  Games are designed artifacts
  –    Process: iterative, human-centered, goal-oriented
  –    Rich palette (e.g., points, levels, avatars, virtual goods)
  –    Developed practice (e.g. playtesting, narrative, balance)
  –    Focus on the player journey
  –    Recognition that users will game the system
Beyond Nudges




vs.       vs.
Average speed in 3-day
Stockholm test decreased
    from 32 to 25 kmph.



http://www.youtube.com/watch?v=iynzHWwJXaA
http://www.whitehouse.gov/blog/2011/11/23/games-grand-challenges
Private Sector
Gamification
   Models
Pointsification as Motivational Design




               Recyclebank
Fortunately,
  it gets
   better
Social Dynamics




     OPower
Integrated Experiences




     Zamzee (Hope Labs)
Rewards+Chance+Social




    CAPRI (Balaji Prabhakar)
Data Protection Issues
•  All interactions trackable
•  Granular user data feeds analytics
  –  “We’re running several hundred tests at any given time for every
     one of our games.” – Mark Pincus, Zynga (2010)
•  To whom do achievements belong?
Reasons for Optimism
•  Public sector doesn’t need to monetize
  –  Nascent industry of gamification vendors and adopters
     seeking guidance
•  Player-centric design
•  Gamified UX for privacy policies (Calo)
Gamify the Privacy Policy?
Thank you!

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Werbach cpdp gamification 2013

  • 1. Gamification as Motivational Architecture Prof. Kevin Werbach Dept. of Legal Studies & Business Ethics Wharton School, Univ. of Pennsylvania werbach@wharton.upenn.edu Twitter: @kwerb
  • 3. Nudges •  We are “predictably irrational” (Ariely), prone to mental “mistakes” (Kahnman & Tversky) –  E.g., loss aversion, anchoring, temporal biases •  Insight: leverage this knowledge to create “choice architectures” (Sunstein & Thaler) –  E.g., changing defaults, mandating disclosure –  Governments applying, especially U.S., U.K.
  • 4. My Grudge with Nudge •  Not the standard conservative critique! –  (the “Nanny State”) •  Choice limited to behaviorist conception –  What people do, not why they do it –  Deviations from “rationality” aren’t all “mistakes” –  Good data (“RECAP”) doesn’t always produce good results •  Architecture reduced to construction –  Real architecture is a design practice
  • 5. Missing Piece: Motivation •  How does the experience satisfy human needs? •  Why do people comply? •  Can we go beyond basic compliance? •  Behaviorism is right… until it isn’t –  Teresa Amabile’s research on creativity –  Deci & Ryan on motivation in the workplace, school, etc.
  • 6. Games as Motivational Design •  Good games are fun –  Challenges, contingency, competition, teamwork, etc. –  Voluntariness necessitates engagement techniques •  Games are designed artifacts –  Process: iterative, human-centered, goal-oriented –  Rich palette (e.g., points, levels, avatars, virtual goods) –  Developed practice (e.g. playtesting, narrative, balance) –  Focus on the player journey –  Recognition that users will game the system
  • 8. Average speed in 3-day Stockholm test decreased from 32 to 25 kmph. http://www.youtube.com/watch?v=iynzHWwJXaA
  • 11. Pointsification as Motivational Design Recyclebank
  • 12. Fortunately, it gets better
  • 13. Social Dynamics OPower
  • 14. Integrated Experiences Zamzee (Hope Labs)
  • 15. Rewards+Chance+Social CAPRI (Balaji Prabhakar)
  • 16. Data Protection Issues •  All interactions trackable •  Granular user data feeds analytics –  “We’re running several hundred tests at any given time for every one of our games.” – Mark Pincus, Zynga (2010) •  To whom do achievements belong?
  • 17. Reasons for Optimism •  Public sector doesn’t need to monetize –  Nascent industry of gamification vendors and adopters seeking guidance •  Player-centric design •  Gamified UX for privacy policies (Calo)