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Gamification by Design by Mind Map: Gamification by Design
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Gamification by Design

Player motivation

Reinforcement

Fixed-interval, Low level of engagement, A worker gets a paycheck every 2 weeks

Variable ration, Slot machine

Why people play

To de-stress

To have fun

To socialize

To de-stress

To have fun

To have fun

To socialize

To socialize

Player types

Explorers

Achievers, the majority of system, site and product designers are high-achieving people. So you naturally infer that the majority of players are similarly inclined. This turns out not to be true at all. The majority are socializers

Socializers, The average person is looking to socialize, not win. Winning is not what drives society., Socializers are the most universal

Killers, They have to win and someone else has to lose. Moreover, others need to see it happen or it wasn’t really a win

http://en.wikipedia.org/wiki/Bartle_Test

Intrinsic vs. Extrinsic motivation

when cash is introduced as a motivator, people’s performance on creative or complex tasks drops (Dan Pink)

Overjustification/replacement bias argues that replacing an intrinsic motivation with an extrinsic reward is a fairly easy thing to do, once you start giving someone a reward, you have to keep him in that reward loop forever. Because when you take it away, he will no longer possess the level of intrinsic motivation with which they began.

when we make the motivation extrinsic, we shift that locus of responsibility from hope to structure and process

when something is designed well, it feels intrinsic to the player

Progress to Mastery

Novice

Expert

Master

Expert

Expert

Master

Master

Visionary

your system should enable the player to stop at any level

Socializing actions should happen across all levels of the mastery chain

the game someone is playing at the novice level is different than the game someone else is playing at the expert or master levels, Elder game

Be the Sherpa

Your player is on her own journey

You must be the guide up the mountain. That is how you obtain long-term, enduring loyalty and connection from your players

Give them the status, access, power and stuff that gets them where they need to go. Do it right and they’ll forever be yours

Motivators

Personal - yo've accomplished X

Across group - you are the first who accomplished this

Fundamentals

Loyalty

"Купи 10, получи 11-ую бесплатно", Цена приза/лояльности точно известна

SAPS, Status, Badges, Leader boards, Access, Power, Stuff, Цена приза/лояльности не определена, Игроки склонны переоценивать

The house always wins

Be house

Or get played

Exercises

RANK YOUR TOP 5 USER ACTIONS

Advocate Argue Comment Compare Compete Curare Explore Express Flirt Give Greet Harass Help Join Like Poke Rate Read Recommend Share Show off Taunt View Vote

Once you have ranked the five most important user actions to your service (an auctioning of goods) place them on Bartle’s chart

Take note if you don’t have any actions in the socializer quadrant. You are probably missing something about the experience

RANK THE TOP 5 USER ACTIONS ON THE SCALE OF PROGRESSION TO MASTERY

It is important for a designer to now look at those top 5 user actions and decide where they should go on the scale of progression to mastery—understanding, of course, that not everything can or should come at the novice level.

RANK YOUR OWN GOALS AND OBJECTIVES FOR GAME DESIGN

Managing money Making and keeping relationships Career success Helping others and doing “good” Being knowledgeable Being healthy

ASSIGNED POINT VALUES

USING A METAPHOR

Like Amex or the Boyscouts, creatively describe the proposed levels for your gamified experience. Without using precious metals or gems, imagine what would be an interesting leveling system for your system

BADGE DESIGN

Consumers respond to good design

DESIGN AN A VS. B QUIZ

Like those used in Netflix or at HOT or NOT, ask your canonical player a question as part of an onboarding experience. Allow the question to be fun yet informative for you. It can be expressed visually or with words.

Write two questions: An opening question and a follow up question dependent on the answer chosen by the player.

CREATE THE FIRST CHALLENGE

Compose the first challenge after your player is onboarded

CREATE A SOCIAL ENGAGEMENT LOOP

MDA framework

Mechanics

Points, Cash score, Video game score, Social networking score, Keeping score, Composite metrics, Point systems, Redeemable, Skill, Karma, Reputation

Levels

Leaderboards

Badges, Can replace levels as effective progress markers

Onboarding, is the act of bringing a novice into your system, The first minute a player spends with your system is not the time to explain anything to anyone, allow the player to experience the site, offer in that very first minute something of value, At the tutorial level, at level zero, there should be no choices, In a nutshell, you want to offer players a clear path that follows the basic pattern, Action Reward Action Action Reward Join (register) Invite friends

Challenges/quests, Some people enter the game with no idea of its goals or fundamental drives

Engagement loop, Motivating emotion, Player re-engagement, Social call to action, Visible progress/reward

Dynamics