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GAMIFICATION
                   BRILLIANT OR BULLSHIT?
                              Paul Coulton




Saturday, 17 September 2011
GAMIFICATION ?
Saturday, 17 September 2011
Use of game
                                              mechanics to
                                               encourage
                                            engagement in an
                                               activity that
                                           otherwise might be
                                           considered a chore
                                                or boring




                              GAMIFICATION ?
Saturday, 17 September 2011
ALL GAMES
            AREN’T FUN
    “Asking me which Elf Bowling 1 or
    2 is better is like me asking you if
     you'd rather eat a spoonful of rat
       turds or hamster turds” IGN
               Review 2005



Saturday, 17 September 2011
“Games are not fun
         ALL GAMES                          because they‘re
                                           games, but when
        AREN’T FUN                           they are well-
    “Asking me which Elf Bowling 1 or
    2 is better is like me asking you if designed”- Sebastian
     you'd rather eat a spoonful of rat
       turds or hamster turds” IGN             Deterding
                              Review 2005



Saturday, 17 September 2011
Acting


                                         Killers                           Acheivers               Approximately
                                                                                                   25% of players




                                                   Killers                     Acheivers

                              Players                                                      World

                                         Socialisers                       Explorers




                                               Socialisers                     Explorers


                                                             Interacting


                                        PLAYER TYPES
          From Richard Bartle’s Classification of MUD Players (1996)

Saturday, 17 September 2011
Acting


                                         Killers                           Acheivers                  Approximately
                                                                                                      25% of players


                                                                                                     main goals points
                                                                                                   gathering and raising
                                                   Killers                     Acheivers
                                                                                                           levels
                              Players                                                      World

                                         Socialisers                       Explorers




                                               Socialisers                     Explorers


                                                             Interacting


                                        PLAYER TYPES
          From Richard Bartle’s Classification of MUD Players (1996)

Saturday, 17 September 2011
Acting


                                         Killers                           Acheivers                  Approximately
                                                                                                      25% of players


                                                                                                     main goals points
                                                                                                   gathering and raising
                                                   Killers                     Acheivers
                                                                                                           levels
                              Players                                                      World

                                         Socialisers                       Explorers
                                                                                                   like to fully explore
                                                                                                   game world and its
                                                                                                           limits



                                               Socialisers                     Explorers


                                                             Interacting


                                        PLAYER TYPES
          From Richard Bartle’s Classification of MUD Players (1996)

Saturday, 17 September 2011
Acting


                                         Killers                           Acheivers                  Approximately
                                                                                                      25% of players


                                                                                                     main goals points
                                                                                                   gathering and raising
                                                   Killers                     Acheivers
                                                                                                           levels
                              Players                                                      World

          The game is                    Socialisers                       Explorers
                                                                                                   like to fully explore
        essentially and
                                                                                                   game world and its
     backdrop to socilasing
                                                                                                           limits
       with other players



                                               Socialisers                     Explorers


                                                             Interacting


                                        PLAYER TYPES
          From Richard Bartle’s Classification of MUD Players (1996)

Saturday, 17 September 2011
Acting


                                         Killers                           Acheivers                  Approximately
                                                                                                      25% of players


         Like to impose                                                                              main goals points
      themselves on others                                                                         gathering and raising
                                                   Killers                     Acheivers
                                                                                                           levels
                              Players                                                      World

          The game is                    Socialisers                       Explorers
                                                                                                   like to fully explore
        essentially and
                                                                                                   game world and its
     backdrop to socilasing
                                                                                                           limits
       with other players



                                               Socialisers                     Explorers


                                                             Interacting


                                        PLAYER TYPES
          From Richard Bartle’s Classification of MUD Players (1996)

Saturday, 17 September 2011
Acting


                                         Killers                           Acheivers                  Approximately
                                                                                                      25% of players


         Like to impose                                                                              main goals points
      themselves on others                                                                         gathering and raising
                                                   Killers                     Acheivers
                                                                                                           levels
                              Players                                                      World

          The game is                    Socialisers                       Explorers
                                                                                                   like to fully explore
        essentially and
                                                                                                   game world and its
     backdrop to socilasing
                                                                                                           limits
       with other players



                                               Socialisers                     Explorers


                                                             Interacting


                                        PLAYER TYPES
          From Richard Bartle’s Classification of MUD Players (1996)

Saturday, 17 September 2011
PossibiltyNaches
                                               Humour
                                                                 Purification
       Mark LeBlanc                       Gifting
                                                                      Surprise
              Expression       Schadenfreude
       Discovery     Masochism
                                                                           Thrill
                              Sensation
                                        Anticipation
 Fellowship
                                                                  Wonder
                                              Nuturing
         Challenge       Fantasy
                                                   DestructionFiero
                 Narrative                                            Jesse Schell



                       MISSING MOTIVATIONS
Saturday, 17 September 2011
Self
                              Reward   Status   Achievements                Competition   Altruism
                                                               Expression
                                EPIC
                                        WIN          WIN                        WIN
        Points
                                WIN




                                        EPIC
                                                     WIN                        WIN
        Levels
                                        WIN




                                                    EPIC
                                WIN     WIN                                     WIN
    Challenges
                                                    WIN




       Virtual                  WIN     WIN
                                                                  EPIC
                                                                  WIN
                                                                                WIN


       Goods
       Leader                           WIN          WIN
                                                                                EPIC
                                                                                WIN

       Boards
                                                                                            EPIC
                                        WIN          WIN                        WIN
       Gifting
                                                                                            WIN




                     GAMIFIERS HANDBOOK
Saturday, 17 September 2011
IS IT REALLY
               NEW?
Saturday, 17 September 2011
IS IT REALLY
               NEW?
Saturday, 17 September 2011
Outcome of Conditioning

                                           Increase            Reduce
                                          Behaviour           Behaviour

                              Positive       Positive
                                                               Response Cost
                                          Reinforcement
                              Stimulus    (add stimulus)
                                                             (remove stimulus)


                              Negative        Negative
                                                               Punishment
                                           Reinforcement
                              Stimulus   (remove stimulus)
                                                              (add stimulus)




            OPERANT CONDITIONING
Saturday, 17 September 2011
REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
Fixed Interval
           User gets points every
              time they login




     REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
Variable Interval
               Fixed Interval
           User gets points every
              time they login
               10-15 games




     REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
Variable Ratio
               Fixed Interval
                Fixed Interval
           User gets points every
           User gets trophy after
             winning 50 games
              time they login
               10-15 games




     REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
ContinuousIntervalRatio
             Variable Fixed
              Fixed Ratio
               Fixed Interval
         User gets points every
          User gets trophy after
           time they games
            winning 50 games
             time they login
              10-15 check-in




     REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
Variable Ratio
         ContinuousIntervalRatio
             Variable Fixed
              Fixed Ratio
               Fixed Interval
          On average every 3
         User gets points every
          User gets trophy after
         games user gets some
           time they games
            winning 50 games
             time they login
              10-15 check-in
                  points




     REINFORCEMENT SCHEDULES
Saturday, 17 September 2011
20


                  15
Time in Seconds




                  10


                   5


                   0
                       0   1      2      3       4   5
                               Sections of Run



                           GOAL GRADIENT EFFECT
                                Even The Illusion Of Progress Is Motivating!

Saturday, 17 September 2011
20
                                                           InfoBucks     Virtual Coffe Shop



                  15
Time in Seconds




                  10


                   5                                       InfoBucks     Virtual Coffe Shop


                   0
                       0   1      2      3       4   5
                               Sections of Run



                           GOAL GRADIENT EFFECT
                                Even The Illusion Of Progress Is Motivating!

Saturday, 17 September 2011
Ebbinghaus Illusion




                              SIZE MATTERS!
Saturday, 17 September 2011
Ebbinghaus Illusion




                              SIZE MATTERS!
Saturday, 17 September 2011
Ebbinghaus Illusion




                              SIZE MATTERS!
Saturday, 17 September 2011
FLAVOURS OF
   GAMIFICATION
        Badgification: the boy scout
                  reward




Saturday, 17 September 2011
MINDING THE
        GAPS
        Completing the missing
      elements of a set is strong
      motivator for many people
    and is the basis of what many
    of these systems try to exploit



Saturday, 17 September 2011
FLAVOURS OF
   GAMIFICATION
        Pointsification: Accumulate
        points for repeated activity.




Saturday, 17 September 2011
BADGES AND
      POINTS ARE
       FEEDBACK
         Most implementations of
        badges and points reward
       repetition not achievements




Saturday, 17 September 2011
BADGES AND
      POINTS ARE
       FEEDBACK
         Most implementations of
        badges and points reward
       repetition not achievements




Saturday, 17 September 2011
Challenge




                                                               ie ty
                                                           A nx

                                                                       l ow
                                                                  F
                                                                              d om
                                                                             e
                                                                         B or
                                                                                     Abilities


                                                              Csikszentmihalyi




    New                  Player    Design
  Mechanic               Learns   Grokked

                 PROGRESSIVE GROKKING
       “Playing video games is fun because it provides experiences of
              competence, self-efficacy, mastery” - Ralph Koster

Saturday, 17 September 2011
Long Term                           Short Term

                              Intrinsic                            Extrinsic




            Autonomy



              Mastery



                        Love
                                  Fun




                                 Meaning
                                          Power



                                           Group
                                          Identity
                                                     >      Points




                                                         Badges


                                                                  Leader
                                                                  Boards
                                                                           Rewards



                                                                                 Levels




                                                                                Punishments




                                          MOTIVATIONS
Saturday, 17 September 2011
GAME OVER
                      Congratulations you just unlocked
                       @mysticmobile gamification badge




Saturday, 17 September 2011

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Advanced Computer Architecture – An IntroductionAdvanced Computer Architecture – An Introduction
Advanced Computer Architecture – An Introduction
 

Gamification: Brilliant or Bullshit?

  • 1. GAMIFICATION BRILLIANT OR BULLSHIT? Paul Coulton Saturday, 17 September 2011
  • 3. Use of game mechanics to encourage engagement in an activity that otherwise might be considered a chore or boring GAMIFICATION ? Saturday, 17 September 2011
  • 4. ALL GAMES AREN’T FUN “Asking me which Elf Bowling 1 or 2 is better is like me asking you if you'd rather eat a spoonful of rat turds or hamster turds” IGN Review 2005 Saturday, 17 September 2011
  • 5. “Games are not fun ALL GAMES because they‘re games, but when AREN’T FUN they are well- “Asking me which Elf Bowling 1 or 2 is better is like me asking you if designed”- Sebastian you'd rather eat a spoonful of rat turds or hamster turds” IGN Deterding Review 2005 Saturday, 17 September 2011
  • 6. Acting Killers Acheivers Approximately 25% of players Killers Acheivers Players World Socialisers Explorers Socialisers Explorers Interacting PLAYER TYPES From Richard Bartle’s Classification of MUD Players (1996) Saturday, 17 September 2011
  • 7. Acting Killers Acheivers Approximately 25% of players main goals points gathering and raising Killers Acheivers levels Players World Socialisers Explorers Socialisers Explorers Interacting PLAYER TYPES From Richard Bartle’s Classification of MUD Players (1996) Saturday, 17 September 2011
  • 8. Acting Killers Acheivers Approximately 25% of players main goals points gathering and raising Killers Acheivers levels Players World Socialisers Explorers like to fully explore game world and its limits Socialisers Explorers Interacting PLAYER TYPES From Richard Bartle’s Classification of MUD Players (1996) Saturday, 17 September 2011
  • 9. Acting Killers Acheivers Approximately 25% of players main goals points gathering and raising Killers Acheivers levels Players World The game is Socialisers Explorers like to fully explore essentially and game world and its backdrop to socilasing limits with other players Socialisers Explorers Interacting PLAYER TYPES From Richard Bartle’s Classification of MUD Players (1996) Saturday, 17 September 2011
  • 10. Acting Killers Acheivers Approximately 25% of players Like to impose main goals points themselves on others gathering and raising Killers Acheivers levels Players World The game is Socialisers Explorers like to fully explore essentially and game world and its backdrop to socilasing limits with other players Socialisers Explorers Interacting PLAYER TYPES From Richard Bartle’s Classification of MUD Players (1996) Saturday, 17 September 2011
  • 11. Acting Killers Acheivers Approximately 25% of players Like to impose main goals points themselves on others gathering and raising Killers Acheivers levels Players World The game is Socialisers Explorers like to fully explore essentially and game world and its backdrop to socilasing limits with other players Socialisers Explorers Interacting PLAYER TYPES From Richard Bartle’s Classification of MUD Players (1996) Saturday, 17 September 2011
  • 12. PossibiltyNaches Humour Purification Mark LeBlanc Gifting Surprise Expression Schadenfreude Discovery Masochism Thrill Sensation Anticipation Fellowship Wonder Nuturing Challenge Fantasy DestructionFiero Narrative Jesse Schell MISSING MOTIVATIONS Saturday, 17 September 2011
  • 13. Self Reward Status Achievements Competition Altruism Expression EPIC WIN WIN WIN Points WIN EPIC WIN WIN Levels WIN EPIC WIN WIN WIN Challenges WIN Virtual WIN WIN EPIC WIN WIN Goods Leader WIN WIN EPIC WIN Boards EPIC WIN WIN WIN Gifting WIN GAMIFIERS HANDBOOK Saturday, 17 September 2011
  • 14. IS IT REALLY NEW? Saturday, 17 September 2011
  • 15. IS IT REALLY NEW? Saturday, 17 September 2011
  • 16. Outcome of Conditioning Increase Reduce Behaviour Behaviour Positive Positive Response Cost Reinforcement Stimulus (add stimulus) (remove stimulus) Negative Negative Punishment Reinforcement Stimulus (remove stimulus) (add stimulus) OPERANT CONDITIONING Saturday, 17 September 2011
  • 18. Fixed Interval User gets points every time they login REINFORCEMENT SCHEDULES Saturday, 17 September 2011
  • 19. Variable Interval Fixed Interval User gets points every time they login 10-15 games REINFORCEMENT SCHEDULES Saturday, 17 September 2011
  • 20. Variable Ratio Fixed Interval Fixed Interval User gets points every User gets trophy after winning 50 games time they login 10-15 games REINFORCEMENT SCHEDULES Saturday, 17 September 2011
  • 21. ContinuousIntervalRatio Variable Fixed Fixed Ratio Fixed Interval User gets points every User gets trophy after time they games winning 50 games time they login 10-15 check-in REINFORCEMENT SCHEDULES Saturday, 17 September 2011
  • 22. Variable Ratio ContinuousIntervalRatio Variable Fixed Fixed Ratio Fixed Interval On average every 3 User gets points every User gets trophy after games user gets some time they games winning 50 games time they login 10-15 check-in points REINFORCEMENT SCHEDULES Saturday, 17 September 2011
  • 23. 20 15 Time in Seconds 10 5 0 0 1 2 3 4 5 Sections of Run GOAL GRADIENT EFFECT Even The Illusion Of Progress Is Motivating! Saturday, 17 September 2011
  • 24. 20 InfoBucks Virtual Coffe Shop 15 Time in Seconds 10 5 InfoBucks Virtual Coffe Shop 0 0 1 2 3 4 5 Sections of Run GOAL GRADIENT EFFECT Even The Illusion Of Progress Is Motivating! Saturday, 17 September 2011
  • 25. Ebbinghaus Illusion SIZE MATTERS! Saturday, 17 September 2011
  • 26. Ebbinghaus Illusion SIZE MATTERS! Saturday, 17 September 2011
  • 27. Ebbinghaus Illusion SIZE MATTERS! Saturday, 17 September 2011
  • 28. FLAVOURS OF GAMIFICATION Badgification: the boy scout reward Saturday, 17 September 2011
  • 29. MINDING THE GAPS Completing the missing elements of a set is strong motivator for many people and is the basis of what many of these systems try to exploit Saturday, 17 September 2011
  • 30. FLAVOURS OF GAMIFICATION Pointsification: Accumulate points for repeated activity. Saturday, 17 September 2011
  • 31. BADGES AND POINTS ARE FEEDBACK Most implementations of badges and points reward repetition not achievements Saturday, 17 September 2011
  • 32. BADGES AND POINTS ARE FEEDBACK Most implementations of badges and points reward repetition not achievements Saturday, 17 September 2011
  • 33. Challenge ie ty A nx l ow F d om e B or Abilities Csikszentmihalyi New Player Design Mechanic Learns Grokked PROGRESSIVE GROKKING “Playing video games is fun because it provides experiences of competence, self-efficacy, mastery” - Ralph Koster Saturday, 17 September 2011
  • 34. Long Term Short Term Intrinsic Extrinsic Autonomy Mastery Love Fun Meaning Power Group Identity > Points Badges Leader Boards Rewards Levels Punishments MOTIVATIONS Saturday, 17 September 2011
  • 35. GAME OVER Congratulations you just unlocked @mysticmobile gamification badge Saturday, 17 September 2011