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    Gamification: toO muchof a gOod thing?

    Digital shoreditch

    4th may, 2011

    Prof. Richard A. Bartle

    University of essex

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    introduction

    This talk undertakes a simple thoughtexperiment

    Suppose gamification takes ofF and twoyears from now its ubiquitous

    Will it be ubiquitous five years later?

    We know itcan work for individualcases

    Scientology successfully gamified religion

    But Can it workacroSs the boardin a sustainable fashion?

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    introduction

    Gamification is a term several decadesold

    Usedto mean turning something not agame into a game

    Nowseems to mean turning a game into

    Formally, its puttinggame designpatternsto non-game use

    Implies You can gamify in difFerent ways it Doesnthaveto be just pointsification

    Typically itis, though, because its not undertakenby game designers...

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    Serious games

    Gamification differs from serious games:

    Serious games want a game at the end of it

    Gamification doesnt

    most gamification cant lead to a game

    Gamified activities arenot play and you

    cant lose at them

    Interestingly, serious games started out

    using simplified gamification techniques but

    Abandonedthem because they didnt deliver

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    rewards

    a key gamification aspect is rewards

    Intrinsic rewards areinherentto

    an activity itself Eg. formulating a cunNing plan in chess

    Extrinsic rewards areacquired

    for doing an activity

    Eg. phat lewt

    Gamification exclusively uses

    extrinsic rewards

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    [optional]

    In games, extrinsic rewards can be used for a

    number of things:

    To makeimplicit progress explicit

    xps make your character improve as you improve

    To breadcrumb players through directionless content

    es ou su osed to ll t ose u s

    To open upnewcontent or shortcutplayed-

    through content

    With this stone you can teleportto the city of gold

    To indicate the end of a narRative cycle That guy you killed was theboss of this dungeon wing

    To heightenthe response from an intrinsic reward

    Not only was thatfun, you getthis!

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    difference

    games tend to offer extrinsic rewards for

    activities the playeralready finds fun

    In Gamification, receipt of the reward isitselfthe fun

    worth receiving!

    They can beintrinsicaLly valuable

    A fun, jaunty victory tune Or extrinsicaLly valuable

    points

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    problem

    Gamification is basicallybribery

    You reward someone for doing something that you

    wantthem to do

    If the reward isntvaluable, its not a

    reward

    :goods or services arenot valuable!

    This will graduallydawn on people in

    receipt of those points Once people recognise thepaTtern from their

    pastexperiences, yourestuFfed

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    Next up

    If receipt ofextrinsic rewards is

    taken for granted, it can undermine

    intrinsic rewards Google overjustification effect

    content

    Wows torture quest

    Yet Rewards donthaveto beregular Irregularity canaDd more

    gameplaywithout implying a game

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    A dark path

    Regularity: pull this handle20times and

    wellgive you1

    employment, VaniLlagamification

    Irregularity: pull this handle and theres a

    gambling,advanced gamification

    This is starting to look like a variable

    ratio reinforcement schedule Operant conditioning

    Very interesting if you have stuff to sell!

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    eschewed

    Game designers studiouslyavoid operant

    conditioning (for extrinsic rewards)

    Its not fun Fun is intrinsic, not extrinsic

    Its an admission offailure

    It means the gameplay is too weak on its own

    Its only usable on naive players

    Once theyvelearnedthe pattern, theyavoid it

    Its iMmoral

    It can lead to psychological problems for

    some people

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    gamifiers

    What does this mean for gamifiers?

    They dontexpect it to be funanyway

    They readilyacknowledgethat theircontent isnt compelling

    Its preciselywhytheyre gamifying it!

    They need to realisethat this is a bubblethat will eventuallyburst

    They should expect to besued if they

    deliberatelytry toaDdict people

    Theyre notgame designers...

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    Player types

    Myplayer typestheory is invoked a

    lot for gamification

    People play [virtual worlds] for differentreasons

    , , ,

    Createcontent foraLl fourtypes

    Gamification problem: rewards have to

    beapPropriate for the player types Points, levels, badges, leaderboards etc.

    only appeal toachievers!

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    furthermore

    Socialisers dont wantachievement

    rewards, they want rewards that let them

    socialise better Which you should give themintrinsicaLly

    from thestart anyway

    Also, players change type over time

    The8-type model explains how this happens

    Players dontstay as achievers orwhatever forever theymove on

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    result

    IftOo much gamification goes on:

    People will realise thatworthleSs

    extrinsic rewardsare worthless yay. Another badge. Whoopee.

    People will eventuallyrecognise and

    avoid extrinsic operant conditioning tropes im not playingthis, its just likethat

    People willmove on from gamification if

    they were ever into it in the first place Do i reallycare if I lose the mayorship of my

    local starbucks?

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    conclusion

    Gamification willnot be ubiquitous after

    five years

    The more ithapPens, the less efFective itbecomes

    e s fo m :

    Non-gamers will have been trained and

    may want to play some actualgames

    Alsook news for

    gamifiers

    Beforethis happens, theres pots of money

    to be made!