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8/3/2019 Shore Ditch
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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!