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2011 09-15 Gamification Summit NYC The magic potion of gamification
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The Magic PotionThe Magic Potion of GamificationMichael Wu, PhDPrincipal Scientist of Analytics
September 16th, 2011Gamification Summit NYC
what’s the magic behind gamification?C dRCommunal
CollaborationCollection DiscoveryCountdown
Cross SituationalLeader-boards
Fixed Ratio Free Lunch
Fun Once,Fun Always Lottery
P i tReputation
DelayedMechanics
Response
Status Serendipity
Variable RatioReward Schedule
AppointmentAvoidance
CommunalDiscovery
Leader-boards
Fixed RatioReward Schedule
Free Lunch
IntervalReinforcement
LoyaltyModifiersMoral Hazardof Game Play
Points
RankReinforcer
R d S h d l
Shell GameStatus Serendipity
Urgent Virtual Items
SocialCohesion
AppointmentDynamic
CascadingChain SchedulesSet Completion
CompanionGaming
EnvyEpic Meaning
Schedules
Loss AversionMicro Leader-boards
PrivacyReward Schedules
Rolling Social Fabric of Games
UrgentOptimism
Viral Game Mechanics
Virtual Items
ContingencyAchievement Behavioral Contrast
InformationTheory
CombosDisincentives
EndlessGames
Free Lunch Level UpLoss Aversion
Ownership
Pride
Progression Dynamic
PhysicalGoods
Variable Interval
Viral Game MechanicsVirality
Contingency
Infinite Gameplay
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Behavioral Momentum BlissfulProductivity
Disincentives
ExtinctionFixed Interval
Reward Schedules
Ownership Progression Dynamic
QuestRatio Reward
SchedulesReward Schedules
Real-timeMechanics
▪ F B h i M d l (FBM)
behavior model▪ Fogg Behavior Model (FBM):
• 3 Factors underlying human behavior.• Temporal convergence of 3 factors.
Motivation Ability TriggerAction
wants can told to
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▪ F B h i M d l (FBM)
behavior model▪ Fogg Behavior Model (FBM):
• 3 Factors underlying human behavior.• Temporal convergence of 3 factors.
Trigger
vatio
n
activation
Action Mot
iv threshold
Ability
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Ability
4
▪ Ab h M l ’ hi h f d (1943)
what motivates people▪ Abraham Maslow’s hierarchy of needs (1943)
Game mechanics/dynamicsbeing-needs(meta-needs) status, achievements,
ranks reputation etcdeficiencyneeds
ranks, reputation, etc.social cohesion, virality & most communal/community dynamics
security, money (gambling)
y
food, water, etc
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, ,
▪ Ab h M l ’ hi h f d (1943)
what motivates people▪ Abraham Maslow’s hierarchy of needs (1943)
Game mechanics/dynamicsDan Pink’s intrinsicmotivators (2009)being-needs
(meta-needs)M l ’ t ti t
motivators (2009)
E autonomy ownership, blissful productivity, serendipity etcMaslow’s meta-motivators:
iV
mastery
serendipity, etc.
points, progression, level up, set l ti t
D R
purpose
completion, etc.
epic meaning, quest, discovery,
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D justice, save the world, etc.
▪ H b h i l d th h diti i
Watson & Skinner: Learning & Conditioning▪ Human behaviors are learned through conditioning
• Radical: disregard innate needs, only use external conditions & reinforcement• The conditioned reinforcers (which are
usually some kind of points) are learned and they become the motivator
• However, points themselves are not inherently rewardinginherently rewarding
▪ Proper use of points depends onthe reward schedulethe reward schedule• When, how many, and at what rate the
points are given (or taken away)• P i d l l d i
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• Progression and level up dynamics
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▪ Fl ti l t t f i t i i
Mihaly Csikszentmihalyi: Flow▪ Flow: an optimal state of intrinsic
motivation• Forget about physical feelings (e.g. hunger,
sleep), passage of time, and their ego
▪ Skill ~ Challenge Flow
▪ Certainty vs. Uncertainty• People love the control state
/ f & f• b/c it gives them a sense of security & safety• People hate the boredom state• People like arousal
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• People dislike worry
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▪ P l i kill ti i t th
Mihaly Csikszentmihalyi: Flow▪ People acquire skills over time move into the
relaxation/boredom state• We are motivated by challenges,
t h dshallow
steep learning curveto get back to flow
surprises, and varieties, to avoid boredom
• IRL, matching challenge to l ’ kill tl i h d
a bit too hard
way too hard learningcurve
people’s skills exactly is hard• They are either too easy (boring)
or too hard (frustrating)too easy
▪ Gamification must adapt & evolve with the player
too easy
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▪ U ti bilit ( lit )
ability: 2 perspectives▪ User perspective: ability (reality)
▪ Task perspective: simplicity (perceptual)activation
2 ways to push a user beyond histi ti th h ld at
ion
activationthreshold
activation threshold• Hard way: Increase his real ability
by motivating him to train & practice Mot
iva
• Easier way: Increase the task’sperceived simplicity (or user’s perceived ability)
Ability
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▪ T k th t t l i l t t i
what is simplicity▪ Tasks that are truly simple must not require any resources
you don’t have
▪ Simplicity is a measure of your access to the following 3 categories of resources at the time when you need to g yperform the task• Effort resources: physical effort + mental effort. • Scarce resources: time money authority/permission attention etcScarce resources: time, money, authority/permission, attention etc.• Adaptability resources: capacity to break norms, which may be personal
(routines), social, behavioral, cultural, etc.
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▪ Si li it d d i
what is simplicity▪ Simplicity dependencies
• Individual: different people have access to different resources• Time & context: resource can be lost and become in accessible or gain
▪ Resource trade off• Time + money• Simplicity is a function of your scarcest resource at the time when you need to
perform the task
▪Motivation + Ability can also trade off▪Motivation + Ability can also trade off• Usually happens at extreme the ends
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▪ A t k i i d i l if l t it ith f
perceived simplicity▪ A task is perceived simple if you can complete it with fewer
resources than you expect• You expect the task to be harder
▪ S h i /d i d i d t i lif▪ Some game mechanics/dynamics designed to simplify• Divide and conquer• Cascading information theory• Chaining reward schedules• Behavioral momentum (people’s tendency to follow personal norms, routines)
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▪ S thi th t t t ll th t t th
what is a trigger and why is it needed▪ Something that prompts or tells the users to carry out the
target behavior now.• User must aware of the trigger.• Must understand what the trigger means.
▪Why a trigger is necessary• Unaware of his ability (e.g. unaware of options or simplicity of task)• Hesitant (e.g. question his motivation)• Distracted (e.g. engaged in another routine activity)
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▪ H bilit b t t ti t d S k
trigger depends on behavioral trajectory▪ Has ability but not motivated: Spark
• built-in as part of the motivation mechanism
▪Motivated but lack ability (or perceived▪Motivated, but lack ability (or perceived ability): Facilitator• highlights the task’s simplicity at
ion activation
threshold• often used with the progress bar dynamics to
create anticipation as user improve towards his goal M
otiv
a threshold
▪ Has ability and motivated: Signal• should only serve as a reminder Ability
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trigger depends on gaming personalityBartle type Characteristics Effective triggerKiller (<1%) highly competitive challenge themSocializer hate confrontation, followers, value show that their friends are ~80%
, ,relationship doing it
Achiever ~10% driven by status (i.e. special access, etc.) spark trigger associated
with an status increaseExplorer ~10%
driven by discovery & uniqueness of their contributions, hate spatial & temporal limits
call upon their unique skill, no time pressure
▪ Trigger is all about timing!• Poorly timed trigger: spam mails + pop ups ads
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▪ If k h ifi ti k th
an evaluative framework+ a design paradigm▪ If we know why gamification works, then…
• We can evaluate the effectiveness of any gamification strategies
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▪M ti ti
speed camera lottery▪Motivation:
win $ lottery
▪ Abilit▪ Ability: the player is driving, and has the ability to yslow down the car
▪ Trigger: gglottery sign on camera fixture
thi i k t i
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• this is a spark trigger
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▪ If k h ifi ti k th
an evaluative framework + a design paradigm▪ If we know why gamification works, then…
• We can evaluate the effectiveness of any gamification strategies• We can design and create new gamification that drives a specific action
• It’s all about driving players above the activation threshold by temporal alignment of1. Motivating them by positive feedback2. Increasing their ability (or perceived ability) by simplifying the behavior3 A d th l i th t i t th i ht ti3. And then applying the proper trigger at the right time
▪ The magic formula of gamification• Place the proper triggers in the behavioral trajectory of motivated players at• Place the proper triggers in the behavioral trajectory of motivated players, at
the moment when they feel the greatest excess in their ability
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Thank youThank you
Q&A + Discussion
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reference▪ M bl ti l ifi ti▪ My blog articles on gamification (hyperlinked: clickable in pdf)
• Gamification from a Company of Pro Gamers• The Magic Potion of Game Dynamics
G ifi ti 101 Th P h l f M ti ti• Gamification 101: The Psychology of Motivation• Simplicity Counts - Even in Gamification• The Final Touch: Trigger and Gamify• No Game No Gain: Realizing the ROI of Your Facebook Fans• No Game, No Gain: Realizing the ROI of Your Facebook Fans• The Future of Enterprise Software will be Fun and Productive• Real Life Gamification: The Good, the Bad, and the Ugly• What is Gamification, Really?What is Gamification, Really?• The Gaming Industry, Gamification, and Work• Gamification beyond Business and Future Challenges
• Few more to come before I close this chapter, so follow me on twitter or g+
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