Gamification Human motivation What is Gamification Gamification - - PowerPoint PPT Presentation

gamification
SMART_READER_LITE
LIVE PREVIEW

Gamification Human motivation What is Gamification Gamification - - PowerPoint PPT Presentation

Gamification Human motivation What is Gamification Gamification Examples Gameful Design Gameful Design Elements User Types 1 Motivation in Human-Computer Interactions What makes a computer system more/less enjoyable to use? How can we


slide-1
SLIDE 1

Gamification

Human motivation What is Gamification Gamification Examples Gameful Design Gameful Design Elements User Types

1

slide-2
SLIDE 2

Motivation in Human-Computer Interactions

What makes a computer system more/less enjoyable to use? How can we motivate users to interact more often with a system or complete specific tasks more often? How do we keep users engaged with our applications? A system may be great at performing its function, but users must be motivated to use it!

2

slide-3
SLIDE 3

Theory of Motivation

Intrinsic Motivation

Occurs when the activity is enjoyable by itself

Extrinsic Motivation

Occurs when motivation comes from the expectation of earning something in return from completing an activity (e.g., reward, fulfillment of a necessity, knowledge gain, etc.)

  • Extrinsic motivations have several levels ranging from more external to more internal

Factors that help people internalize their extrinsic motivations:

  • 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

3 Sources: Self-determination Theory (http://selfdeterminationtheory.org/theory/).

  • S. Rigby and R. Ryan. Glued to Games: How Video Games Draw Us In and Hold Us Spellbound. Praeger: 2011.
slide-4
SLIDE 4

Why Gamification?

Gamification is mainly concerned with users’ motivation. What do games make experiences that motivate us to play? How can we foster the same type of motivation in activities that are not games?

4

slide-5
SLIDE 5

Motivation in Games Bernard Suits

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

5

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

slide-6
SLIDE 6

Gamification

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

6 Sources:

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

Andrzej Marczewski. 2015. 52 Gamification mechanics and elements. Gamified UK.

slide-7
SLIDE 7

Gamification

7 Source:

  • S. Deterding, D. Dixon, R. Khaled, L. Nacke. From Game Design Elements to Gamefulness: Defining “Gamification”. MindTrek ‘11.
slide-8
SLIDE 8

Gamification

8

Education Health Fitness Nutrition Training Customer relations Human resources Team management

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

Source:

  • S. Deterding, D. Dixon, R. Khaled, L. Nacke. From Game Design Elements to Gamefulness: Defining “Gamification”. MindTrek ‘11.
slide-9
SLIDE 9

Gamification Example - Fitbit

9

slide-10
SLIDE 10

Gamification Example - Habitica

10

slide-11
SLIDE 11

Gamification Example - Duolingo

11

slide-12
SLIDE 12

Gameful Design: The Lens of Intrinsic Skill Atoms

13 Source:

  • S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335.
slide-13
SLIDE 13

Gameful Design: The Lens of Intrinsic Skill Atoms

14

Skill atom of inviting contacts:

Source:

  • S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335.
slide-14
SLIDE 14

Gameful Design: The Lens of Intrinsic Skill Atoms

15 Source:

  • S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335.
slide-15
SLIDE 15

Gameful Design: The Lens of Intrinsic Skill Atoms

16

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; not 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)

Source:

  • S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335.
slide-16
SLIDE 16

Gameful Design: The Lens of Intrinsic Skill Atoms

18

Suggested solutions:

  • 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

Source:

  • S. Deterding. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 2015, v.30, 294-335.
slide-17
SLIDE 17

The Intrinsic Motivation RAMP

19 Source: Gamified UK (Andrzej Marczewski).

slide-18
SLIDE 18

The Gamification User Types Hexad

20 Sources: Gamified UK (Andrzej Marczewski).

  • G. F. Tondello, R. R. Wehbe, L. Diamond, M. Busch, A. Marczewski, and L. E. Nacke. 2016. The Gamification User Types Hexad Scale.

In Proceedings of CHI PLAY '16. Austin, TX, USA. ACM.

Take the test:

https://www.gamified.uk/UserTypeTest2016/user-type-test.php

slide-19
SLIDE 19

The Gamification User Types Hexad

21 Source: Gamified UK (Andrzej Marczewski).

slide-20
SLIDE 20

Groups of Gameful Design Elements

23

Individual Motivations

Immersion Progression

External Motivations

Risk/Reward Customization Incentive

Social Motivations

Socialization Assistance Altruism

Icons are CC-BY 3.0 by Game-icons.net Source: G. F. Tondello, A. Mora, and L. E. Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. In Proceedings of CHI PLAY '17. Amsterdam, Netherlands. ACM, 129-142.

slide-21
SLIDE 21

Example: How to make a gameful image tagging task?

24 Source: Gustavo Fortes Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.

slide-22
SLIDE 22

How to make a gameful image tagging task? Progress Feedback

25 Source: Gustavo Fortes Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.

slide-23
SLIDE 23

How to make a gameful image tagging task? Points and Levels

26 Source: Gustavo Fortes Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.

slide-24
SLIDE 24

How to make a gameful image tagging task? Badges

27 Source: Gustavo Fortes Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.

slide-25
SLIDE 25

How to make a gameful image tagging task? Unlockable Content (avatars)

28 Source: Gustavo Fortes Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.

slide-26
SLIDE 26

How to make a gameful image tagging task? Leaderboard

29 Source: Gustavo Fortes Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.

slide-27
SLIDE 27

How to make a gameful image tagging task? Challenges

30 Source: Gustavo Fortes Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.

slide-28
SLIDE 28

How to make a gameful image tagging task? Power-Ups

31 Source: Gustavo Fortes Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.

slide-29
SLIDE 29

Summary

Gamification is “the use of game design elements in non-game contexts” Gameful design aims to motivate and engage users by affording the feelings of relatedness, autonomy, and competence, or by giving rewards Gameful design works by studying and reframing the challenges involved in the user’s activity and supporting them with gameful design elements

32