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Gamification through Rewards, Meaning and Play

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Presentation on theme: "Gamification through Rewards, Meaning and Play"— Presentation transcript:

1 Gamification through Rewards, Meaning and Play
Scott Nicholson Director, Because Play Matters Game Lab Associate Professor, School of Information Studies, Syracuse University

2 Gamification through Rewards, Meaning and Play
Scott Nicholson Director, Brantford Games Network Professor of Games, Wilfrid Laurier University,

3 Overview The Gamification Journey What is gamification?
BLAP gamification Design activity A RECIPE for Meaningful gamification Design Activity The Gamification Journey Reflection

4 What is Gamification? Gamification is the application of gameful or playful layers to motivate engagement with a specific context Specific Context

5

6

7 Taking something in the real world Adding a game-y goal
Typical Gamification Taking something in the real world Adding a game-y goal Developing a structure to support the goal Adding a reward

8 Reward-based Gamification Process
Points (unit of control)

9 Reward-based Gamification Process
Levels (progress in system) Points (unit of control)

10 Reward-based Gamification Process
Levels (progress in system) Points (unit of control) Leaderboards (competition)

11 Reward-based Gamification Process
Levels (progress in system) Points (unit of control) Achievements (additional paths) Leaderboards (competition)

12 Reward-based Gamification Process
Levels (progress in system) Badges (public display) Points (unit of control) Achievements (additional paths) Leaderboards (competition)

13 Badges Levels / Leaderboards Achievements Points BLAP Gamification

14 Creating a Point-based System
Identify desired behaviors Connect behaviors with points Reward points with incentives Profit!

15 Levels – Single-player Journey

16 Leaderboards - Competition
Taken Oct. 1, 2012 from

17 Different Types of Leaderboards
Everyone or a subgroup of people Defined by the creator Defined by the user (friends) Overall or specific to a task Ongoing or reset Reset every so often for everyone (once a week, all are reset) Reset every seven days for each person (rolling resets)

18 Types of Achievements Unusual (or usual) use cases
Exploration – Trying something new Collection – Systematic exploration Loyalty Tutorials Expected or Unexpected

19 Badges Designed for public view (certification)
May be based upon achievements Also based upon skills or interests Informal learning New skills Different learning paths Creates groups

20 BLAP Summary Points Levels Leaderboards Achievements Badges

21 "once you start giving someone a reward, you have to keep her in that reward loop forever"

22 (lack of) Rewards punish
Rewards damage relationships Rewards ignore reasons Rewards discourage risk- taking

23 Rewards replace pre-existing interest
Intrinsic Motivation Reward

24 Decreasing impact of rewards
Volkow, N. D., Wang, G.-J., Fowler, J. S., Tomasi, D., Telang, F. and Baler, R. (2010), Addiction: Decreased reward sensitivity and increased expectation sensitivity conspire to overwhelm the brain's control circuit. Bioessays, 32: 748–755. doi:  /bies

25 Survey of Fitocracy users
“Perceived enjoyment and usefulness of the gamification decline with use” Koivisto, J. & Hamari, J. (2014). Demographical differences in perceived benefits from gamification. Computers in Human Behavior.

26 The Gamification Backlash (Michael Wu)
Motivation

27 The Gamification Backlash (Michael Wu)
Motivation

28 The Gamification Backlash (Michael Wu)
Short-Term Goals: Making the Sale Teaching a Skill Motivation

29 The Gamification Backlash (Michael Wu)
Motivation Long-Term Goals: Changing Habits Building Loyalty

30 The Gamification Backlash (Michael Wu)
Motivation Long-Term Goals: Changing Habits Building Loyalty

31 Games are more than rewards
Game = Form of Play with Goals and Structure Maroney, K. (2001). My entire waking life. The Games Journal, May. Retrieved from

32 Games are more than rewards
Game = Play + Goals + Structure Game – Play = Goals + Structure = Reward-Based Gamification Games without Play??

33 Meaningful Gamification
Make the context meaningful Avoid incentives and rewards that replace intrinsic motivation Use the gameful or playful layer to build intrinsic motivation

34 Making Gamification Meaningful
Give the player information Put the PLAY back in Player Allow the player choices And the ability to share choices Make informed play the reward Use external rewards sparingly Put the player’s benefits first in design Different players need different things

35 RECIPE for Meaningful Gamification
Reflection Exposition Choice Information Play Engagement

36 Play Optional Freedom to explore (fail) with boundaries

37 Exposition Player-driven narratives

38 Choice Player-determined goals and milestones

39 Choice Badge Pathways by Carla Casilli -

40 sessionm-gamification.jpg?w=558&h=9999&crop=0
Information Explains the reasons behind the system sessionm-gamification.jpg?w=558&h=9999&crop=0

41 Engagement Enhancing social connections and creating new ones

42 Reflection Connecting activities to self http://game.nypl.org/

43 RECIPE for Meaningful Gamification
Reflection Exposition Choice Information Play Engagement

44 Kim’s Player’s Journey
Kim, A. (2013). The Player’s Journey: A 5-Step Framework for Designing Engaging Experiences. Available online at

45 Community of Practice

46 Gameful and Playful Layers
Meaningful Gamification Reward-based Gamification

47 The Gamification Journey
Newbie Onboarding Attract through unmet needs Using Extrinsic Motivators sparingly Explorer Finding meaning Choosing paths Creating & Playing Reflecting Building Intrinsic Motivation Enthusiast Community of Practice Long-term involvement in external context No Gamification Meaningful Gamification Reward-based Gamification

48 The Gamification Journey TL;DR
Reject Rewards Make Motivation Meaningful Cultivate Communities

49 To Learn More


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