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Gamification: You're Doing it Wrong

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GAMIFICATION
 YOU’RE DOING IT WRONG!

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PRESENTED BY
MICHAEL WILSON
............
@STOPWILSON | WWW.STOPWILSON.COM

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OVERVIEW
Beyond badges and progress bars, award winning
game developer Michael Wilson lectures on the
basics of game desig...

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Gamification: You're Doing it Wrong

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Beyond badges and progress bars, award winning game developer Michael Wilson lectures on the basics of game design and structure while applying those principles to modern digital design.

This class caters to both designers and developers currently trying to incorporate gaming features into their company’s products.

This class is theory and methodology, not practice, but we may reference design and programming principles, so rudimentary experience in design or development will be useful. 

Beyond badges and progress bars, award winning game developer Michael Wilson lectures on the basics of game design and structure while applying those principles to modern digital design.

This class caters to both designers and developers currently trying to incorporate gaming features into their company’s products.

This class is theory and methodology, not practice, but we may reference design and programming principles, so rudimentary experience in design or development will be useful. 

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Gamification: You're Doing it Wrong

  1. 1. GAMIFICATION YOU’RE DOING IT WRONG!
  2. 2. PRESENTED BY MICHAEL WILSON ............ @STOPWILSON | WWW.STOPWILSON.COM
  3. 3. OVERVIEW Beyond badges and progress bars, award winning game developer Michael Wilson lectures on the basics of game design and structure while applying those principles to modern digital design. This class caters to both designers and developers currently trying to incorporate gaming features into their company’s products. This class is theory and methodology, not practice, but we may reference design and programming principles, so rudimentary experience in design or development will be useful.
  4. 4. WHO THE ______ ARE YOU? I am a seasoned technologist and entrepreneur with experience in every aspect of the digital entertainment, software and advertising industries. With over 15 years of software development leadership in retail software and enterprise web development, my teams have deployed code for many fortune 500 companies including Procter & Gamble, IBM and Electronic Arts. Projects under my direct technical lead have won many awards including a Webby, selection as an Independent Games Festival Finalist and the coveted Cannes Gold Cyber Lion.
  5. 5. GAMES?
  6. 6. WHAT IS GAMIFICATION? ............
  7. 7. GAMIFICATION THE USE OF GAME DESIGN ELEMENTS IN NON-GAME CONTEXTS.
  8. 8. FITNESS
  9. 9. EDUCATION
  10. 10. LIFE
  11. 11. MAGIC FORMULA? SOMETHING POPULAR BLISSFUL NO ONE + GAME = PRODUCTIVITY WANTS TO DO MECHANIC
  12. 12. GAME MECHANICS • Achievements • Infinite Gameplay • Behavioral Momentum • Levels • Bonuses • Loss Aversion • Cascading Information • Lottery • Combos • Ownership • Community • Points Collaboration • Progression • Countdown • Quests • Discovery • Reward Schedules • Epic Meaning • Status via http://gamification.org/wiki/Game_Mechanics
  13. 13. GAMES ARE ADDICTIVE Photo used under Creative Commons from Jeff Kubina
  14. 14. SO WHAT IS THE PROBLEM WITH GAMIFICATION? ............
  15. 15. IT’S A SET OF FEATURES Progress Bars Achievements Badges Scoreboards GAMIFICATION Socialization Competition Challenges etc.
  16. 16. THAT DON’T EQUATE TO FUN Progress Bars Achievements Badges Scoreboards = FUN Socialization Competition Challenges etc.
  17. 17. SO HOW DO WE MANUFACTURE FUN?
  18. 18. DESIGN IT TO BE FUN!
  19. 19. WARNING! UTILITY > FUN
  20. 20. FUN IS BY DESIGN ............
  21. 21. WHAT IS A GAME? Lacks Has Explicit Conflict Interaction Interaction Rules Experience Toy Puzzle Game Inherent Objectives Outcome Rules
  22. 22. TOY Photo used under Creative Commons from stevendepolo
  23. 23. A TOY IS DESIGNED FOR PLAY
  24. 24. PLAY = INTERACTION
  25. 25. INHERENT “RULES” OF A TOY • Interaction • Physical/Environmental Rules • Expectations • Feedback (Light, Sound, etc.) • Discovery • Manipulation • etc.
  26. 26. BEND THE RULES OF A TOY?
  27. 27. VISUAL FEEDBACK
  28. 28. SURPRISE, DELIGHT, RANDOMNESS, POSSIBILITES (BUT NO GOAL)
  29. 29. PUZZLE Photo used under Creative Commons from fdecomite
  30. 30. A PUZZLE IS FUN AND HAS A RIGHT ANSWER -- SCOTT KIM, PUZZLE MASTER (THE NEXT TETRIS)
  31. 31. IMPLICIT RULES OF A PUZZLE • Puzzles are a form of play. • Puzzles have a goal or objective. • Puzzles are “tricky.” • Puzzles imply needed ingenuity. PUZZLE
  32. 32. EXPLICIT RULES OF A PUZZLE A PUZZLE HAS RULES
  33. 33. GAME OR PUZZLE?
  34. 34. A PUZZLE IS FUN AND HAS (A LEAST ONE) T RIGHT ANSWER
  35. 35. FOLD.IT
  36. 36. SURPRISE, DELIGHT, RANDOMNESS, POSSIBILITES (NOW WITH A PURPOSE)
  37. 37. GAME Photo used under Creative Commons from Muffet
  38. 38. A GAME IS A PLAY ACTIVITY WITH RULES THAT INVOLVES CONFLICT -- INTERNATIONAL GAME DEVELOPERS ASSOCIATION
  39. 39. RULES OF A GAME • Games are an activity. • Games have rules. • Games have conflict. • Games have goals. • Games involve decision making. • Games have an uncertain outcome. GAME Portions of text used under Creative Commons from Ian Schreiber
  40. 40. RULES OF A GAME, MAYBE? • Games have Players? • Games have Winners and Losers? • Games are purposely inefficient? • Games have outcomes? • Games involve systems? • Games are...? GAME
  41. 41. A GAMES ARE STORY MACHINES.
  42. 42. STORY Photo used under Creative Commons from DeusXFlorida
  43. 43. STORY Photo used under Creative Commons from StuSeeger
  44. 44. THE PIECES OF OUR STORY MACHINE ARE CALLED MECHANICS
  45. 45. GAME MECHANICS ARE CONSTRUCTS OF RULES INTENDED TO PRODUCE AN ENJOYABLE GAME OR GAMEPLAY
  46. 46. GAME MECHANICS • Achievements • Infinite Gameplay • Behavioral Momentum • Levels • Bonuses • Loss Aversion • Cascading Information • Lottery • Combos • Ownership • Community • Points Collaboration • Progression • Countdown • Quests • Discovery • Reward Schedules • Epic Meaning • Status via http://gamification.org/wiki/Game_Mechanics
  47. 47. DIALING IN THE FUN! ............
  48. 48. DESIGNING FUN IS ABOUT DESIGNING BALANCE
  49. 49. BALANCE Photo used under Creative Commons from cho45
  50. 50. WHAT TO BALANCE? Risk vs. Reward Luck vs. Skill Random vs. Predictive Completion vs. Endlessness …This vs. That…
  51. 51. THESE ARE THE BIG THREE, BUT THERE ARE MANY OTHERS
  52. 52. RISK VS. REWARD
  53. 53. RISK
  54. 54. RISK VS. REWARD • Think of RISK and REWARD as a mechanic to drive MEANING. RISK = EFFORT EFFORT + REWARD = MEANING
  55. 55. CHALLENGE & DIFFICULTY According to human nature, it is inevitable that a person will learn and gain more skill presented a challenge and a chance to grow— therefore a game must increase in difficulty as the player progresses in order to continue to be challenging
  56. 56. MORE CHALLENGE = MORE EFFORT = MORE RISK
  57. 57. SO, GAMIFING A TASK WITH OUT RISK* WILL INHERENTLY MAKE IT UN-FUN
  58. 58. *FIND A VERSION OF RISK • Risk of Loss – Tangential loss – Compounding loss – Ultimatum loss • Risk of Effort • Other kinds of Risk?
  59. 59. REWARDS ARE EASY. TOO EASY?
  60. 60. THINK ABOUT YOUR REWARDS • Too Plentiful? (Points) • Not Valuable? (Coupons, Badges) • Not Legal? (Cash) • Meaningless? REWARD
  61. 61. REWARDS NEED MEANING FOR THE AUDIENCE
  62. 62. MEANING. LIKE IT OR NOT.
  63. 63. LUCK VS. SKILL
  64. 64. LUCK SKILL Photos used under Creative Commons from dupo-x-y & Muffet
  65. 65. ALL GAMES HAVE SOME LUCK
  66. 66. ALL GAMES HAVE SOME SKILL
  67. 67. SOURCES OF LUCK • Random Number Generators (Dice, Coins, etc.) • Simultaneous Choices (Rock, Paper, Scissors) • Hidden Information (Cards, Stock Market) • Environment (Weather, imperfections, etc.)
  68. 68. LUCK LEVELS THE PLAYFIELD
  69. 69. LUCK IS INCLUSIVE
  70. 70. SOURCES OF SKILL • Physical (Exercise, Practice, etc.) • Intelligence (IQ, Problem Solving, etc.) • Familiarity (Experience, Practice, etc.) • Endurance (Willpower, etc,)
  71. 71. SKILL TAKES EFFORT
  72. 72. SKILL ADDS MEANING
  73. 73. MANIPULATING LUCK
  74. 74. MANIPULATE LUCK VIA SAP* *SKILL ADVANTAGE PERCENTAGE
  75. 75. NBA JAM’S SAP = 5%* *JUSTAGUESS
  76. 76. WHEN SKILL GETS AN ADVANTAGE, DIAL UP THE LUCK
  77. 77. SO, GAMIFING A TASK WITH OUT LUCK WILL INHERENTLY MAKE IT UNFAIR
  78. 78. RANDOM VS. PREDICTIVE
  79. 79. RANDOM PREDICTIVE Photos used under Creative Commons from dupo-x-y & Muffet
  80. 80. RANDOMNESS ISN’T LUCK
  81. 81. PREDICTIONS ARE ODDS
  82. 82. CHESS IS VERY RANDOM • The Shannon number, named after Claude Shannon, is an estimated lower bound on the game-tree complexity of chess • Shanon’s number is estimated at 10,000,000,000,000,000,000,000,000,000,00 0,000,000,000,000,000,000 (1046.7) games • More than the estimated number of atoms in the Universe via http://en.wikipedia.org/wiki/Shannon_number
  83. 83. Photos used under Creative Commons from Muffet
  84. 84. CHESS IS PREDICTIVE IN BOOK IN BOOK IN BOOK IN BOOK IN BOOK IN BOOK IN BOOK IN BOOK IN BOOK IN BOOK IN BOOK IN BOOK IN BOOK IN BOOK IN BOOK IN BOOK IN BOOK NOVELTY
  85. 85. KNOWING THE POSSIBLE OUTCOME MAKES VARIATIONS MORE EXCITING
  86. 86. WHO WINS? i
  87. 87. PREDICTIVE OUTCOMES CREATE UNDERDOGS
  88. 88. PREDICTIVE OUTCOMES CREATE RIVALRIES
  89. 89. WHO IS THE UNDERDOG? Photo used under Creative Commons from Mike_fleming
  90. 90. SO, GAMIFING A TASK WITH OUT PREDICTION WILL INHERENTLY MAKE IT BORING
  91. 91. BRING IT TOGETHER ............
  92. 92. ARE YOU CREATING CONFLICT?
  93. 93. ARE YOU CREATING MEANING?
  94. 94. ARE YOU CREATING BALANCE?
  95. 95. Risk vs. Reward Luck vs. Skill Random vs. Predictive

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