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What can we learn from game design?
  10 game mechanics that will make
your web community more successful.
         Barcamp Berlin, november 3rd, 2007
              mail@holger-dieterich.de
Who am I?
‣ Holger Dieterich
‣ E-business graduand, University of the Arts Berlin
‣ Junior product manager, moviepilot.de
Agenda
‣ What are games, game mechanics?
‣ 10 game mechanics applied to web communities
‣ Conclusion
Games are..
‣ fun and
  entertaining
‣ inducing flow,
  engaging
‣ social
‣ repetitive
Example: Rules for „3-to-15“
1. Two players alternate turns.
2. On your turn, pick a number from 1 to 9.
3. Yo may not pick a number that has already been
   picked by either player. If you have a set of exactly 3
   numbers that sum to 15, you win.
2   9   4

7   5   3

6   1   8
Rules for Tic-Tac-Toe
1. Play occurs on a 3 by 3 grid of 9 empty squares.
2. Two players alternate marking empty squares, the
   first player marking Xs and the second player
   marking Os.
3. If one player places three of the same marks in a
   row, that player wins.
4. If the spaces are all filled and there is no winner,
   the game ends in a draw.
2   9   4

7   5   3

6   1   8
Game mechanics are..
‣ abstract patterns of games.
‣ a set of interconnected
  feedback loops.
‣ a set of rules intended to
  produce an enjoyable game.
Games are..
‣ fun and
  entertaining
‣ inducing flow,
  engaging
‣ social
‣ repetitive
..and web communities?
‣ A virtual place for people to meet. They exchange
  information, spend time „there“ and come back.
‣ They are very similar to games already!
So let‘s get inspiration from games!
Game mechanics applied to web communities
Game mechanics applied to web communities
1. collecting stuff
Game mechanics applied to web communities
1. collecting stuff
2. Feedback and game status
Game mechanics applied to web communities
1. collecting stuff
2. Feedback and game status
3. Obsctacles and Resources
Game mechanics applied to web communities
1.   collecting stuff
2.   Feedback and game status
3.   Obsctacles and Resources
4.   dynamic difficulty adjustment
Max Payne
Max Payne
Game mechanics applied to web communities
1.   collecting stuff
2.   Feedback and game status
3.   Obsctacles and Resources
4.   dynamic difficulty adjustment
5.   customization
Game mechanics applied to web communities
1.   collecting stuff
2.   Feedback and game status
3.   Obsctacles and Resources
4.   dynamic difficulty adjustment
5.   customization
6.   competition
Game mechanics applied to web communities
1.   collecting stuff
2.   Feedback and game status
3.   Obsctacles and Resources
4.   dynamic difficulty adjustment
5.   customization
6.   competition
7.   quick games and games in games
Game mechanics applied to web communities
1.   collecting stuff
2.   Feedback and game status
3.   Obsctacles and Resources
4.   dynamic difficulty adjustment
5.   customization
6.   competition
7.   quick games and games in games
8.   randomness and luck
Game mechanics applied to web communities
1.   collecting stuff
2.   Feedback and game status
3.   Obsctacles and Resources
4.   dynamic difficulty adjustment
5.   customization
6.   social interaction and competition
7.   quick games and games in games
8.   randomness and luck
9.   rewards
Game mechanics applied to web communities
1. collecting stuff
2. Feedback and game status
3. Obsctacles and Resources
4. dynamic difficulty adjustment
5. customization
6. social interaction and competition
7. quick games and games in games
8. randomness and luck
9. rewards
10.spectators
Game mechanics applied to web communities
1. collecting stuff
2. Feedback and game status
3. Obsctacles and Resources
4. dynamic difficulty adjustment
5. customization
6. social interaction and competition
7. quick games and games in games
8. randomness and luck
9. rewards
10.spectators
Conclusion
‣ Web communities can learn from game design
  because they share common goals like engaging and
  entertaing the users.
‣ Game mechanics can give a starting point for
  transforming elements of good games to web
  communities.
‣ But there will not be a 1:1 conversion from one to
  the other.
References
    Bartle, Richard. 2003. Hearts, Clubs, Diamonds, Spades: Players who Suit MUDs. [Buchverf.] Jessica Mulligan und Bridgette Patrovsky.
‣
    Developing Online Games: An Insider's Guide. Indianapolis, Indiana : New Riders Publishing, 2003.
    Björk, Staffan and Holopainen, Jussi. 2005. Patterns in Game Design. Boston, Massachusetts : Charles River Media, 2005.
‣
    Gottlieb, Harry. 1997. The jack principles of the interactive conversation interface - the short version. [Online] 1997. http://www.jellyvision.com/
‣
    ici/jp/jackprinciplesshort.pdf.
    Huizinga, Johan. 1956. Homo Ludens. Vom Ursprung der Kultur im Spiel. s.l. : Rowohlt Taschenbuch Verlag, 1956.
‣
    Kim, Amy Jo. [Online] http://www.fullcirc.com/community/ajkim.htm.
‣
    —. 2001. Community Building. Strategien für den Aufbau erfolgreicher Web-Communities. s.l. : Galileo Press, 2001.
‣
    —. 2006. Putting the fun in functional. Applying game mechanics to functional software. Shufflebrain.com. [Online] 2006. http://
‣
    shufflebrain.com/GDC2006.htm.
    Klimmt, Christoph. 2006. Computerspielen als Handlung. s.l. : Halem Verlag, 2006.
‣
    Leitner, Helmut. 2003. Online-Community, quot;Hands Onquot;! [Buchverf.] Christian Eigner, et al. Online Communities, Weblogs und die soziale
‣
    Rückeroberung des Netzes. Graz : Verlag Nausner & Nausner, 2003.
    Ling, K., Beenen, G., Ludford, P., Wang, X., Chang, K., Li, X., Cosley, D., Frankowski, D., Terveen, L., Rashid, A. M., Resnick, P., and Kraut, R.
‣
    2005. Using Social Psychology to Motivate Contributions to Online Communities. [Online] 2005.
    Malone, Thomas W. 1980. What makes things fun to learn? heuristics for designing instructional computer games. [Online] 1980. http://
‣
    portal.acm.org/citation.cfm?id=802839.
    Rheingold, Howard. 1994. Der Alltag in meiner virtuellen Gemeinschaft. [Buchverf.] Manfred Faßler und Wulf R. Halbach. Cyberspace:
‣
    Gemeinschaften, virtuelle Kolonien, Öffentlichkeiten. München : Wilhelm Fink Verlag, 1994.
    —. 1994. Virtuelle Gemeinschaft: Soziale Beziehungen im Zeitalter des Computers. Bonn; Paris; Reading, Mass. : Addison-Wesley, 1994.
‣
    3-89319-671-4.
    Salem, Katie and Zimmerman, Eric. 2004. Rules of play: game design fundamentals. s.l. : The MIT Press, 2004.
‣
    Schlütz, Daniela. 2002. Bildschirmspiele und ihre Faszination. München : Verlag Reinhard Fischer, 2002.
‣
    Schneider, Daniela. 2003. Online-Community - neues Medium und/oder neue Sozialform? [Buchverf.] Christian Eigner, et al. Online
‣
    Communities, Weblogs und die soziale Rückeroberung des Netzes. Graz : Verlag Nausner & Nausner, 2003.
Creative Commons photos from flickr users
www.holger-dieterich.de

  www.moviepilot.de

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What can we learn from games? 10 game mechanics that will make your web community more successful.

  • 1. What can we learn from game design? 10 game mechanics that will make your web community more successful. Barcamp Berlin, november 3rd, 2007 mail@holger-dieterich.de
  • 2. Who am I? ‣ Holger Dieterich ‣ E-business graduand, University of the Arts Berlin ‣ Junior product manager, moviepilot.de
  • 3. Agenda ‣ What are games, game mechanics? ‣ 10 game mechanics applied to web communities ‣ Conclusion
  • 4. Games are.. ‣ fun and entertaining ‣ inducing flow, engaging ‣ social ‣ repetitive
  • 5. Example: Rules for „3-to-15“ 1. Two players alternate turns. 2. On your turn, pick a number from 1 to 9. 3. Yo may not pick a number that has already been picked by either player. If you have a set of exactly 3 numbers that sum to 15, you win.
  • 6. 2 9 4 7 5 3 6 1 8
  • 7. Rules for Tic-Tac-Toe 1. Play occurs on a 3 by 3 grid of 9 empty squares. 2. Two players alternate marking empty squares, the first player marking Xs and the second player marking Os. 3. If one player places three of the same marks in a row, that player wins. 4. If the spaces are all filled and there is no winner, the game ends in a draw.
  • 8. 2 9 4 7 5 3 6 1 8
  • 9. Game mechanics are.. ‣ abstract patterns of games. ‣ a set of interconnected feedback loops. ‣ a set of rules intended to produce an enjoyable game.
  • 10. Games are.. ‣ fun and entertaining ‣ inducing flow, engaging ‣ social ‣ repetitive
  • 11. ..and web communities? ‣ A virtual place for people to meet. They exchange information, spend time „there“ and come back. ‣ They are very similar to games already!
  • 12. So let‘s get inspiration from games!
  • 13. Game mechanics applied to web communities
  • 14. Game mechanics applied to web communities 1. collecting stuff
  • 15.
  • 16.
  • 17. Game mechanics applied to web communities 1. collecting stuff 2. Feedback and game status
  • 18.
  • 19.
  • 20. Game mechanics applied to web communities 1. collecting stuff 2. Feedback and game status 3. Obsctacles and Resources
  • 21.
  • 22.
  • 23. Game mechanics applied to web communities 1. collecting stuff 2. Feedback and game status 3. Obsctacles and Resources 4. dynamic difficulty adjustment
  • 26. Game mechanics applied to web communities 1. collecting stuff 2. Feedback and game status 3. Obsctacles and Resources 4. dynamic difficulty adjustment 5. customization
  • 27.
  • 28.
  • 29. Game mechanics applied to web communities 1. collecting stuff 2. Feedback and game status 3. Obsctacles and Resources 4. dynamic difficulty adjustment 5. customization 6. competition
  • 30.
  • 31.
  • 32. Game mechanics applied to web communities 1. collecting stuff 2. Feedback and game status 3. Obsctacles and Resources 4. dynamic difficulty adjustment 5. customization 6. competition 7. quick games and games in games
  • 33.
  • 34.
  • 35. Game mechanics applied to web communities 1. collecting stuff 2. Feedback and game status 3. Obsctacles and Resources 4. dynamic difficulty adjustment 5. customization 6. competition 7. quick games and games in games 8. randomness and luck
  • 36.
  • 37.
  • 38. Game mechanics applied to web communities 1. collecting stuff 2. Feedback and game status 3. Obsctacles and Resources 4. dynamic difficulty adjustment 5. customization 6. social interaction and competition 7. quick games and games in games 8. randomness and luck 9. rewards
  • 39.
  • 40.
  • 41. Game mechanics applied to web communities 1. collecting stuff 2. Feedback and game status 3. Obsctacles and Resources 4. dynamic difficulty adjustment 5. customization 6. social interaction and competition 7. quick games and games in games 8. randomness and luck 9. rewards 10.spectators
  • 42.
  • 43.
  • 44. Game mechanics applied to web communities 1. collecting stuff 2. Feedback and game status 3. Obsctacles and Resources 4. dynamic difficulty adjustment 5. customization 6. social interaction and competition 7. quick games and games in games 8. randomness and luck 9. rewards 10.spectators
  • 45. Conclusion ‣ Web communities can learn from game design because they share common goals like engaging and entertaing the users. ‣ Game mechanics can give a starting point for transforming elements of good games to web communities. ‣ But there will not be a 1:1 conversion from one to the other.
  • 46. References Bartle, Richard. 2003. Hearts, Clubs, Diamonds, Spades: Players who Suit MUDs. [Buchverf.] Jessica Mulligan und Bridgette Patrovsky. ‣ Developing Online Games: An Insider's Guide. Indianapolis, Indiana : New Riders Publishing, 2003. Björk, Staffan and Holopainen, Jussi. 2005. Patterns in Game Design. Boston, Massachusetts : Charles River Media, 2005. ‣ Gottlieb, Harry. 1997. The jack principles of the interactive conversation interface - the short version. [Online] 1997. http://www.jellyvision.com/ ‣ ici/jp/jackprinciplesshort.pdf. Huizinga, Johan. 1956. Homo Ludens. Vom Ursprung der Kultur im Spiel. s.l. : Rowohlt Taschenbuch Verlag, 1956. ‣ Kim, Amy Jo. [Online] http://www.fullcirc.com/community/ajkim.htm. ‣ —. 2001. Community Building. Strategien für den Aufbau erfolgreicher Web-Communities. s.l. : Galileo Press, 2001. ‣ —. 2006. Putting the fun in functional. Applying game mechanics to functional software. Shufflebrain.com. [Online] 2006. http:// ‣ shufflebrain.com/GDC2006.htm. Klimmt, Christoph. 2006. Computerspielen als Handlung. s.l. : Halem Verlag, 2006. ‣ Leitner, Helmut. 2003. Online-Community, quot;Hands Onquot;! [Buchverf.] Christian Eigner, et al. Online Communities, Weblogs und die soziale ‣ Rückeroberung des Netzes. Graz : Verlag Nausner & Nausner, 2003. Ling, K., Beenen, G., Ludford, P., Wang, X., Chang, K., Li, X., Cosley, D., Frankowski, D., Terveen, L., Rashid, A. M., Resnick, P., and Kraut, R. ‣ 2005. Using Social Psychology to Motivate Contributions to Online Communities. [Online] 2005. Malone, Thomas W. 1980. What makes things fun to learn? heuristics for designing instructional computer games. [Online] 1980. http:// ‣ portal.acm.org/citation.cfm?id=802839. Rheingold, Howard. 1994. Der Alltag in meiner virtuellen Gemeinschaft. [Buchverf.] Manfred Faßler und Wulf R. Halbach. Cyberspace: ‣ Gemeinschaften, virtuelle Kolonien, Öffentlichkeiten. München : Wilhelm Fink Verlag, 1994. —. 1994. Virtuelle Gemeinschaft: Soziale Beziehungen im Zeitalter des Computers. Bonn; Paris; Reading, Mass. : Addison-Wesley, 1994. ‣ 3-89319-671-4. Salem, Katie and Zimmerman, Eric. 2004. Rules of play: game design fundamentals. s.l. : The MIT Press, 2004. ‣ Schlütz, Daniela. 2002. Bildschirmspiele und ihre Faszination. München : Verlag Reinhard Fischer, 2002. ‣ Schneider, Daniela. 2003. Online-Community - neues Medium und/oder neue Sozialform? [Buchverf.] Christian Eigner, et al. Online ‣ Communities, Weblogs und die soziale Rückeroberung des Netzes. Graz : Verlag Nausner & Nausner, 2003.
  • 47. Creative Commons photos from flickr users