Gamification: Brilliant or Bullshit?

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GAMIFICATION BRILLIANT OR BULLSHIT? Paul Coulton Saturday, 17 September 2011
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Transcript of Gamification: Brilliant or Bullshit?

  • 1. GAMIFICATION BRILLIANT OR BULLSHIT?Paul CoultonSaturday, 17 September 2011

2. GAMIFICATION ?Saturday, 17 September 2011 3. Use of gamemechanics to encourageengagement in an activity that otherwise might be considered a choreor boringGAMIFICATION ?Saturday, 17 September 2011 4. ALL GAMESARENT FUNAsking me which Elf Bowling 1 or2 is better is like me asking you if youd rather eat a spoonful of rat turds or hamster turds IGN Review 2005Saturday, 17 September 2011 5. Games are not fun ALL GAMESbecause theyre games, but whenARENT FUN they are well-Asking me which Elf Bowling 1 or2 is better is like me asking you if designed- Sebastian youd rather eat a spoonful of rat turds or hamster turds IGN DeterdingReview 2005Saturday, 17 September 2011 6. Acting Killers Acheivers Approximately 25% of players Killers AcheiversPlayersWorld Socialisers Explorers Socialisers Explorers InteractingPLAYER TYPESFrom Richard Bartles Classication of MUD Players (1996)Saturday, 17 September 2011 7. Acting Killers AcheiversApproximately25% of players main goals points gathering and raising Killers Acheivers levelsPlayersWorld Socialisers Explorers Socialisers Explorers InteractingPLAYER TYPESFrom Richard Bartles Classication of MUD Players (1996)Saturday, 17 September 2011 8. Acting Killers AcheiversApproximately25% of players main goals points gathering and raising Killers Acheivers levelsPlayersWorld Socialisers Explorers like to fully explore game world and its limits Socialisers Explorers InteractingPLAYER TYPESFrom Richard Bartles Classication of MUD Players (1996)Saturday, 17 September 2011 9. Acting Killers AcheiversApproximately25% of players main goals points gathering and raising Killers Acheivers levelsPlayersWorldThe game isSocialisers Explorers like to fully exploreessentially and game world and its backdrop to socilasing limits with other players Socialisers Explorers InteractingPLAYER TYPESFrom Richard Bartles Classication of MUD Players (1996)Saturday, 17 September 2011 10. Acting Killers AcheiversApproximately25% of players Like to imposemain goals pointsthemselves on others gathering and raising Killers Acheivers levelsPlayersWorldThe game isSocialisers Explorers like to fully exploreessentially and game world and its backdrop to socilasing limits with other players Socialisers Explorers InteractingPLAYER TYPESFrom Richard Bartles Classication of MUD Players (1996)Saturday, 17 September 2011 11. Acting Killers AcheiversApproximately25% of players Like to imposemain goals pointsthemselves on others gathering and raising Killers Acheivers levelsPlayersWorldThe game isSocialisers Explorers like to fully exploreessentially and game world and its backdrop to socilasing limits with other players Socialisers Explorers InteractingPLAYER TYPESFrom Richard Bartles Classication of MUD Players (1996)Saturday, 17 September 2011 12. PossibiltyNaches Humour Purication Mark LeBlanc GiftingSurpriseExpression Schadenfreude Discovery Masochism ThrillSensationAnticipation FellowshipWonderNuturing Challenge Fantasy DestructionFiero NarrativeJesse Schell MISSING MOTIVATIONSSaturday, 17 September 2011 13. SelfReward Status AchievementsCompetition Altruism ExpressionEPICWINWINWINPointsWINEPIC WINWINLevelsWINEPICWIN WIN WINChallengesWIN VirtualWIN WINEPICWINWIN Goods Leader WINWINEPICWIN BoardsEPICWINWINWIN GiftingWIN GAMIFIERS HANDBOOKSaturday, 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 IncreaseReduceBehaviour BehaviourPositive Positive Response CostReinforcementStimulus(add stimulus) (remove stimulus)NegativeNegative Punishment ReinforcementStimulus (remove stimulus)(add stimulus)OPERANT CONDITIONINGSaturday, 17 September 2011 17. REINFORCEMENT SCHEDULESSaturday, 17 September 2011 18. Fixed Interval User gets points everytime they login REINFORCEMENT SCHEDULESSaturday, 17 September 2011 19. Variable Interval Fixed Interval User gets points everytime they login 10-15 games REINFORCEMENT SCHEDULESSaturday, 17 September 2011 20. Variable Ratio Fixed IntervalFixed Interval User gets points every User gets trophy after winning 50 gamestime they login 10-15 games REINFORCEMENT SCHEDULESSaturday, 17 September 2011 21. ContinuousIntervalRatio Variable FixedFixed Ratio Fixed Interval User gets points everyUser gets trophy after time they gameswinning 50 games time they login10-15 check-in REINFORCEMENT SCHEDULESSaturday, 17 September 2011 22. Variable Ratio ContinuousIntervalRatio Variable FixedFixed Ratio Fixed IntervalOn average every 3 User gets points everyUser gets trophy after games user gets some time they gameswinning 50 games time they login10-15 check-inpoints REINFORCEMENT SCHEDULESSaturday, 17 September 2011 23. 2015Time in Seconds10 5 0 0 123 4 5 Sections of Run GOAL GRADIENT EFFECTEven The Illusion Of Progress Is Motivating!Saturday, 17 September 2011 24. 20 InfoBucks Virtual Coffe Shop15Time in Seconds10 5 InfoBucks Virtual Coffe Shop 0 0 123 4 5 Sections of Run GOAL GRADIENT EFFECTEven The Illusion Of Progress Is Motivating!Saturday, 17 September 2011 25. Ebbinghaus IllusionSIZE MATTERS!Saturday, 17 September 2011 26. Ebbinghaus IllusionSIZE MATTERS!Saturday, 17 September 2011 27. Ebbinghaus IllusionSIZE MATTERS!Saturday, 17 September 2011 28. FLAVOURS OF GAMIFICATIONBadgication: the boy scoutrewardSaturday, 17 September 2011 29. MINDING THEGAPSCompleting the missingelements of a set is strongmotivator for many peopleand is the basis of what manyof these systems try to exploitSaturday, 17 September 2011 30. FLAVOURS OF GAMIFICATIONPointsication: Accumulatepoints for repeated activity.Saturday, 17 September 2011 31. BADGES ANDPOINTS ARE FEEDBACK Most implementations ofbadges and points reward repetition not achievementsSaturday, 17 September 2011 32. BADGES ANDPOINTS ARE FEEDBACK Most implementations ofbadges and points reward repetition not achievementsSaturday, 17 September 2011 33. Challenge ie ty A nx l owFd om e B or AbilitiesCsikszentmihalyiNewPlayerDesignMechanic Learns Grokked PROGRESSIVE GROKKING Playing video games is fun because it provides experiences ofcompetence, self-efcacy, mastery - Ralph KosterSaturday, 17 September 2011 34. Long Term Short TermIntrinsicExtrinsicAutonomyMasteryLoveFun MeaningPower GroupIdentity >Points BadgesLeaderBoards Rewards LevelsPunishmentsMOTIVATIONSSaturday, 17 September 2011 35. GAME OVERCongratulations you just unlocked @mysticmobile gamification badgeSaturday, 17 September 2011