Gamification Gameful Design Playful Design 1 CS 349 - - - PowerPoint PPT Presentation

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Gamification Gameful Design Playful Design 1 CS 349 - - - PowerPoint PPT Presentation

Gamification Gameful Design Playful Design 1 CS 349 - Gamification Why Gamification? Gamification is mainly concerned with users motivation . - Motivated users engage with a system or application more often and for longer periods. -


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Gamification

Gameful Design Playful Design

CS 349 - Gamification 1

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Why Gamification? Gamification is mainly concerned with users’ motivation.

  • Motivated users engage with a system or application more often and for longer periods.
  • Motivated employees are more effective in their activities.
  • A system may be great at performing its function, but users must be motivated to use it!

What do games make us experience that motivate us to play? How can we foster the same type of motivation in activities that are not games?

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Motivation in Games

Bernard Suits

The Grasshopper: Games, Life and Utopia. 3rd Ed. Broadview, 2014.

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“Playing a game is a voluntary attempt to overcome unnecessary obstacles.”

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Theory of Motivation Intrinsic Motivation

  • Occurs when the activity is enjoyable by itself.
  • It’s fostered by:

Autonomy: feeling free to choose one’s own goals and activities Competence: feeling capable of accomplishing one’s goals and learning new things Relatedness: feeling connected with other people

Extrinsic Motivation

  • Occurs when motivation comes from the expectation of earning something (a

reward) in return from completing an activity.

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Sources: Self-determination Theory (SDT).

  • S. Rigby and R. Ryan. Glued to Games: How Video Games Draw Us In and Hold Us Spellbound. Praeger: 2011.
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Motivation in Games: Autonomy

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Motivation in Games: Competence

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Motivation in Games: Relatedness

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Motivation in Games: Rewards

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What is Gamification?

Gamification is “the use of game design elements in non-game contexts”.

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Level Description Example

Game interface design patterns Common design solutions Badges, leaderboards, levels Game design patterns and mechanics Reoccurring parts of the design of a game that concern gameplay Time constraint, limited resources, turns Game design principles and heuristics Evaluative guidelines to analyze design problems solutions Enduring play, clear goals, variety of game styles Game models Conceptual models of the components of game experience MDA; challenge, fantasy, curiosity; game design atoms Game design methods Game design-specific practices and processes Playtesting, play-centric design, value conscious game design

Source: S. Deterding, D. Dixon, R. Khaled, L. Nacke. From Game Design Elements to Gamefulness: Defining “Gamification”. MindTrek ‘11.

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What is Gamification?

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Source: S. Deterding, D. Dixon, R. Khaled, L. Nacke. From Game Design Elements to Gamefulness: Defining “Gamification”. MindTrek ‘11.

Play:

▪ Unstructured ▪ Free ▪ Voluntary ▪ Often explores new

ways of interacting with objects

Games:

▪ Structured ▪ Goal-oriented ▪ Bound by rules ▪ Voluntary ▪ Ways of interacting

with objects are specified by the rules

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What is Gamification?

Gamifying an Information System or application

  • Adding game design elements to foster intrinsic and extrinsic motivation
  • It will not turn an IS or application into a game
  • The extend of gamification can range from a very simple intervention with a few game

design elements to something that resembles a full game

Gamification is different from Serious Games

  • Gamification = adding game design elements to non-games
  • Serious Games = building fully developed games for “serious” purposes

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Gamification (playful design) example

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http://www.rleonardi.com/interactive-resume/

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Gamification example: GamEffective

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http://www.gameffective.com/products/overview/

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Gamification example: Fitbit

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https://www.fitbit.com/ca/app

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Gamification example: Habitica

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https://habitica.com/

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Gamification example: Duolingo

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https://www.duolingo.com/

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Gameful and Playful Design

There are plenty of proposed gameful design methods

  • Until now, there’s no agreement on what is the best approach

Some well-known methods:

  • Lens of Intrinsic Skill Atoms (Sebastian Deterding)
  • Intrinsic Motivation RAMP (Andrzej Marczewski)
  • Octalysis Framework (Yu-kai Chou)
  • Gamification Toolkit (Kevin Werbach and Dan Hunter)

Some well-known card deck inspired methods:

  • PLEX (Playful Experience) Cards (Andrés Lucero)
  • Gamification Inspiration Cards (Andrzej Marczewski)
  • Gamification Toolkit (PlayGen)

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Gameful Design: The Lens of Intrinsic Skill Atoms

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Source: S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335.

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Gameful Design: The Lens of Intrinsic Skill Atoms

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Source: S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335.

Skill atom of inviting contacts:

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Gameful Design: The Lens of Intrinsic Skill Atoms

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Source: S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335.

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Gameful Design: The Lens of Intrinsic Skill Atoms

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Source: S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335.

Some of the problems identified with the skill atom of inviting contacts:

  • List of contacts was too long, the system did not limit and structure choice into clear and doable

chunks (lens of bite-sized actions and limited choices)

  • Feedback consisted of a single line of text, it was neither juicy, surprising, or varied (lens of juicy,

varied, and surprising feedback)

  • Users did not receive clear feedback about their invitations (lens of immediate and actionable

feedback, lens of graspable progress)

  • The system did not offer any call to action after inviting contacts (lens of next best action)
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Gameful Design: The Lens of Intrinsic Skill Atoms

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Source: S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335.

Screenshot of a success message prototype:

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Gameful Design: The Lens of Intrinsic Skill Atoms

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Source: S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335.

Some suggested solutions for the skill atom of inviting contacts:

  • Appeal to motives: “34 addresses that will soon be automatically kept up to date for you”
  • Next best action: “synchronize contacts from your address book?”
  • Juicy feedback: the number of invited contacts dissolves into an animation of butterflies that fly

across the interface

  • Varied feedback: butterflies change unexpectedly with the kind and number of invitations
  • Interim goals and Graspable progress: a larger butterfly in the sidebar, which visualized progress in

the four dimensions of a “well-rounded” profile: contacts, profile completion, events, and group memberships

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Gameful Design: The Hexad user types

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Source: Gamified UK

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Gameful Design: The Hexad user types

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Source: HCI Games Group

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Summary

Playful design aims to create delightful experiences

  • creating delightful visuals and animations
  • playing with the meaning of objects to create variability
  • using new metaphors to ease understanding

Gameful design aims to create engaging and motivating experiences

  • structuring activities with goals and rules
  • using new metaphors to ease understanding
  • appealing to intrinsic motivation by helping the user feel autonomous, competent, and

related with other people

  • appealing to extrinsic motivation by rewarding the user

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