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GAMIFICATION GLOSSARY
GAMIFICATION: using game techniques to make activities more engaging and fun
SOCIAL ACTIONS - how players engage with each other in your game
● one of the most useful actionable things is how social interactions affect gameplay
● WHO am I playing with? HOW are we engaging? WHAT are we engaging aroun?
● Player journey -- {Killers, Socializers, Achievers, Explorers}
● Interactions - help, comment, like, share, view, compare, explore, express, taunt, show
off, competem challenge, harass
● Design for the right play style -- KNOW YOUR PLAYERS!!
● Play styles: Competitive, Collaborative
● Why are the playing? What problem are they trying to solve?
● What game are they ALREADY playing? What activity are they optimizing through
playing the game? -- e.g., ModCloth, Social Shopping
● What game are people playing already around shopping? “How much can I
save?” “What is the best deal?” -- if you look at the forum chatter, that’s what they are
talking about. If you hone in on that and design around it, you will reduce FRICTION
FOR ADOPTION of that game.
● e.g., Foursquare “Mayor” mechanics -- what people are optimizing is “Getting recognition
for things they already do. “I’m a regular, I should be rewarded for this”. Asking the
question is about learning motivations
BUNCHBALL
Rajat Paharia
● Background: Stanford, iDEO, design and engineering
● Lessons learnt “Being early is the same as being wrong”
● Trend: release game, usage spike, then drop-off. What can you do to counteract that?? EA’s
casual gaming site was a stand-out, integrating the portal with engagement-driving game
mechanics for stickiness.
● Next aha moment: This can be applied to any domain not just games.
● First customer: NBC “Dunder Mifflin Infinity.com” site for the Office. Looked at virtual currency
(Schrutebucks) to get users to create and share content via the site.
● Game mechanics was never on the priority list of ‘needed’ items for applications. “We were wrong
for years, until one day, we were right!”
● Seth Godin “Movement” definition (YouTube) -- takes a third person to do something before it
becomes a movement. Frameworks are invaluable.
● The Problem: Three legs of the stool
○ Traffic Optimization = Abstract (SEO, SEM)
○ Content Optimization = Satisfy
○ User Optimization = Influence = the missing piece
● Give business owners real-time influence over consumer behaviors
● Gamification satisfies human needs
○ X-Axis = Reward, Status, Achievement, Self-expression, Competiton. Altruism
○ Y-Axis = Points, Levles, Challenges, Virtual Goods, Leaderboards, Charity
○ Sweetspot = diagonal
● Bunchball Nitro:
○ User Optimization Through Gamification
○ Made for the business owners - ‘if you’re at the mercy of engineers in your group, you’re
screwed” - need something to get engineers in, get them out fast - then hand off to
business folks to actually work on selling/monetization
○ Customer Results:
■ 40% increase in unique visitors
■ Increase ad revenue, time on site, page views
● VIRTUAL CURRENCY
○ For User:
■ A number, goes up and down, indicates how much you have, how much you can
spend, something that has value.
■ Names (points, credits, coins, cash, bucks, xp)
○ For Business
■ Way to track/score user attributes (XP, likes)
■ way to reward user for doing soemthing of value
■ way for users to reward each other
■ give users more spending power to engage more with site
○ 3 facets of point systemas {earn, burn, stats)
● CASE STUDY 1: Desperate Housewives Atlanta for BravoTV (rajatrocks)
○ Build a loyalty program. Bravo goal: want people consuming more content.
○ Instrumented all behaviors on their website, give points for doing them.
○ Users use points to customize housewives, compete in throwdown (Hot or Not)
○ Motivates self-expression, engagement
○ Avatar builder, Bravo bucks can be used to buy things in Bravo store for avatars
○ Throwdown statistics
○ Summary: 2-tier currency, encourages media consumption
○ SMS voting (direct revenue), Buy bravo bucks
○ Burn = buy avatar stuff
○ Status = point balance, investment in community, “reputation” via throwndowns
● CASE STUDY 2: IM Home Media
○ “Paywalls” in publishing industry
○ IMHome made this paywall a virtual currency -- IMHOs can be bought (credit card),
earned (through social activity), won (challenges) and spent (on content)
○ Status feedback on progess, Reputation levels powered by points
○ Leaderboards around various vectors of activity
○ Challenges give you specific tasks to do in each panel
○ Summary
■ earn IMHOs so you can consume content
■ alternative to paywalls
■ direct and indirect revenues
● CASE STUDY 3: Yelp! (not a customer)
○ Currency for people and for reviews (useful, funny, cool)
○ Profile pages are full of data (completely social currency)
○ Interesting because business is not driving the creation of credits - users give it directly ot
each other
○ No way to burn the points.
● CASE STUDY: Club Psych
○ Need to provide instant feedback to users
○ USA network gives “toasts” on browser to give instant feedback on achievements
○ Not just rewards but also penalties (lose levels when you miss a day) - use positive and
negative feedback to increase returns
○ Summary
■ news feeds, leaderboards,
■ Group competition (launched wth Bravo around TopChef) - you pick a chef
whose team you want to join. Points are not just for you but contribute to pool for
that chef - your fan base contributes to win for virtual chef.
■ User can switch teams anytime and take their points with them. Entices Red-
Rover like behavior to incentivize last minute switches to get wins
■ Gifting
● TACTICS
○ Implementation questions
■ One point system or multiple
■ Earn/Burn or status
■ Poiints or social poijnts?
■ How do users earn? What actions
■ How important is each action to your busines relative to others
■ What is the point scale?
■ How do users burn? - virtual goods, media consumption. Sites full of content hat
users can “burn” on is ideal. Keeps engagement in the family. e.g., Greg Johnson
(Playboy) is a customer and looking at monetizing content
■ What’s in a name? If it’s spendable, make sure name reflects it (points vs. bucks)
- has intuitive meaning to users.
○ Iterate and Evolve
■ You wont get everything right on day 1
■ Build or buy a system that gives you flexibility to evolve quickly
■ Pay attention to metrics and be responsive to your community
DESIGN FOR SOCIAL HANDS-ON WORKSHOP
(Amy Jo Kim)
DESIGN FOR SOCIAL
● Zynga “Kid on Lap” phenomenon. More folks playing with families.
● Designers know importance of tight-knit groups (crowdplay)
● Social can be {Friends, Families, Groups, Crowds}
● What are players engagign with? What is their style?
○ Competitive: Bragging, Taunting, Challenging. Most social games are designed for this.
Lots of emphasis on social connection
○ Cooperation: Sharing, Helping, Gifting, Greeting. e.g., CityVille. A “social leaderboard”
is one with just you and your contacts (not entire player universe). Top 2 games today
(Farmville, Cityville) are focused on cooperative not competitive
○ Self-Expressive: Customizing,Selecting, Designing, Creating. e.g., Farmville emergent
behavior where users created new things from farm (meta-games) e.g., mazes by
arranging garden elements.
● These are oversimplifications - should be seen as points on a continuum. Games can evolve or
mix styles. What is the CORE? Optimize for the core, support emergence.
● Bartles Player Types (1996)
○ Bartle was an inventor of MUDs
○ Four quadrants {Killers, Achievers, Socializers, Explorers}
○ Achievers care about leaderboards. They care about being on top. Competitive.
○ Socializers are motivated by Interactions. They are proud of their friend network,
being “in” with gossip etc. Social games like Zynga’s are lightweight social interactions
○ Explorers are motivated by figuring out nooks and crannies, discovering every feature.
They are not anti-social, they are just gratified by knowledge
○ Killers or Griefers are those motivated by chaos. Want to hack or mess with software,
come into communities and troll or disrupt experiences.
○ Acting vs. Interacting = individual or social
○ Players vs. World = focus on others (people) or information
● Social Actions (2010)
○ Achievers = Acting + World {win, challenge, create, showoff, compare}
○ Socializers = Players + Interacting {help, like, share, comment, gie, greet}
○ Explorers = {view, explore, …}
● Map the social actions to your player journey
○ Which ones are appropriate for novives, experts, masters
Design Assignment:
Make a persona. Take what you know about the target audience, write up a brief description, make it real.
What are her needs, what is she like etc?
● Craft a day-in-the-life of that user in your system
● What is the newbie experience? High-level emotion and motivation thinking
● Understand what the player journey is.
(In reality, a game will include 3-5 personas though there may be one persona that is core to your target
audience)
-- End of live blogging today -- Elvis has left the building... -------
Michael Alexander:
● Social game designer working in virtual worlds, Slide
● Focus on Game systems design - what does your player DO within the game. What is the repeatable index
withint he game.
● Facebook “SuperPoke” game - how game mechanics were used in a simple product to move people
forward. How can use different levels of incentivization.
○ Added a progress bar - visualize “completion” status to encourage users to add more data
○ Onboarding: sheer amount of content was overwhelming. Fixed by culling out all but 10 - if you
perform a number of actions, then you can get 10 more … solved two problems. Reduced initial
cognitive overload and gave people an aspirational goal for moving forward
○ People would get in SuperPoke for natural exchanges. We wanted to instituionalize this - basically
reward and reinforce emergent behaviors that we felt increased value
Vince Beerman
● Spectrum DNA - focuses on social dynamics