2. Before you do anything, I recommend you read the slides by Sebastian
Deterding, who inspired this presentation. Trust me, they‟re better than mine
and very pleasing on the eye. Each image above is a link to his work. Seriously.
Do it now!
3. In today‟s session I want to look at a current marketing buzz-word,
„gamification‟, which promises a lot of engagement between a product or
service and its user-base in order to keep people interested by rewarding
people for their interactions
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2
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4. In the first section I want to offer a brief overview of what the term refers to for
those unfamiliar with it
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2
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5. 5
I‟m sure many of you have played the game, as a child, that involves you
walking on pavement stones where you haven‟t got to touch the cracks?
6. 6
When I was a child I used to pretend that if I touched the crack my back would
snap, so it was imperative that I didn‟t mess up. This games used to make the
mile walk home fun (or slightly less dull!)
8. 8
I used to like to put my toys in situations they were not meant to be in…
Exploring potential scenarios in the context of a safe play space. Usually this
9. 9
It is these 3 core elements that, if done well, can make games or gamified
experiences very enjoyable and effective. You‟ve probably done something like
this yourselves…
Make believe
Rules, challenges
Goals
Feedback
Free,
Safe play space
10. There‟s a new buzz word in town (although there‟s some discontent regarding
its significance, or at least its application). Games are encroaching into reality,
breaking outside of the confines of the traditional game space. From playing
games in public, through flash-mobs, to augmented reality applications –
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11. 11
Some reading…
Not every gamified experience will be the same. Depending on who you listen
to, different proponents will have different takes on the successful
implementation of the gamification experience. McGonigal sees it as making
work fun in order to change the world for the better. Schell sees it as the future
of advertising
12. 12
Some more reading…
Zichermann sees it as being akin to a very cheap form of customer loyalty
programme. Kim sees it as a new field of (meta)game-design and community
engagement. Reeves sees it the future of work as a perfect information market.
13. 13
Will Wright, the creator of SimCity and The Sims, once suggested that the
proponents of gamification elements tend to see it as a form of monosodium
glutamate (MSG) – „Make it Seem Game-like‟ – that can fix everything. He
argues that the distinction between the virtual and the real world is an artificial
one.
14. In this section I want to look at some of the ways in which people confuse what
gamification is (or isn‟t)
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2
3
15. 15
Not all games are fun
Kat Bailey of 1UP.com found nothing to like about the game, calling it a “lazy,
corporate-mandated cash-in”. IGN claimed “MindJack is ultimately a frustrating
and forgettable shooter with horrible presentation, clumsy controls and a
plodding campaign”
16. 16
Serious games
FloodSim: A flood prevention simulation/strategy game designed to inform the
people of the UK about the dangers of flooding as well as to help gather public
opinion on the problem that flooding presents. Players take control of the UK's
flood policies for three years and attempts to protect the people and the
economy of the nation.
17. 17
Sturgeon‟s revelation
Derived from quotations by Theodore Sturgeon, an American science-fiction
writer. He noted that while science fiction was often derided for its low quality by
critics, the same could be said for the majority of works in other fields and that
science fiction was thus no different in that regard to other art. The same
applies to games.
„ninety percent of
everything is crap‟
18. 18
A Theory of Fun for Game Design
In 2005 Raph Koster observed that playing video games tends to be fun
because it provides experiences of competence, self-efficacy and mastery, not
some externalised contextual reward. McGonigal makes much the same point
in Reality is Broken
„fun from games
arises out of
mastery‟
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This is a point made by Sebastian Deterding. Just adding something game-like
to a product or service is no guarantee of fun. To make something fun, you
need all the hard work of game design: iteration, play-testing, balancing –
preferably performed by real game designers.
Games are not fun because
they„re games.
Games are fun when they
are well-designed.
20. 20
Reward behaviour
You have an activity that you want your users or customers to partake in and
you offer them rewards for doing so. This might take the guise of points or
badges, and it might even include some form of competition or a leaderboard to
rank users against each other. However, rewards do not equal a sense of
achievement
21. 21
I get very little pleasure from becoming the mayor of the Prospect Building as
it‟s very simple to do. Turn up regularly and check in on Foursquare. This is
where I work! It‟s not a challenge! It‟s certainly not fun despite Foursquare‟s
attempt to make it seem competitive
22. There are lots of examples of games that reward inane behavior simply
because it‟s a function of the (poorly considered) design. This is something
Jakob Stjerning parodied when he built Progress Wars. Observe how those
lovely bars progress as you click! Isn„t it fun? Isn„t it engaging? Er, no….
23. 23
Games + social = ?
All manner of social games have become very popular across a range of
different demographics. Often these games are powered by a freemium
business model whereby those players who are time poor but cash rich can buy
their way to success. Players may also be rewarded for inviting friends to play
or for playing socially
24. Jesse Shell (2010) suggested the success of games like Club Penguin are
based on „psychological tricks‟. It is free to play and players accrue virtual
money but in order to spend that money in-game a $6 per month subscription is
needed ($72 per year), creating an “elastic velvet rope”. Disney paid $350
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Games + social = license to print $
25. There is a history of games from one space bleeding into another. Fantasy
football is a game that leeches off another game, which used to be the confine
of nerds but is now mainstream and enjoyable
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26. Watch your points with Weight Watchers. Players are rewarded for various
achievements and hitting critical milestones. It might be a game but is it fun?
Nintendo‟s Wii Fit was an attempt to bring game dynamics to healthy living and
other „serious games‟ exist
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27. Track your progress, beat your score, compare your performance with other
users of Nike+!
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28. Play the game, upgrade your meal for more chances of „winning‟, watch your
health suffer…
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29. Fast food loyalty schemes try to incentivize repeat custom by rewarding
customers for sticking with them. They are now going beyond the sticker-
collecting stage and taking advantage of the technology in our pockets – use
QR codes to scan and store your data
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30. Frequent flyers are rewarded for their repeat engagement: „rank up‟ based on
experience points?
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31. There is a tendency for car manufacturers to include fuel economy gauges for
drivers to maximize their fuel efficiency. The aim of the game is to „score‟ your
highest MPG. Play Fuel Challenge™ by „hypermiling‟ with some unintended
consequences, such as refusing to slow down at traffic lights so as not to have
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32. Geo-location services like Foursquare and Gowalla reward players for
registering their position via GPS by giving them badges and exclusive
discounts with specific retailors. Geocaching games abound where players use
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33. In this section I want to look at responses to gamification
1
2
3
34. Gamification = application of game design elements to things that aren‟t
typically considered a game. It strives to encourage users in desired
behaviours by taking advantage of psychological predispositions to engage in a
game format when the task at hand may not be that exciting (wink to Sebastian
Deterding for this one…)
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35. Volkswagen Sweden employ the “The Fun Theory” to reformulate the mundane
act of recycling into a game that increased bottle bank deposits in the above
Play video
36. Use the „data shadows‟ left behind by the Oyster travel card on the London
Underground to make the daily commute more interesting: “Pick up Items.
Complete Collections. Take on Missions. Join a team and together take over
London”
37. The decreasing costs and increasing sophistication of accelerometers, RFID
chips and other sensors is creating a context in which they can be found almost
anywhere, and their centrality may engender new possibilities for innovation
and engagement. Even the most mundane objects like a smartphone can be
utilized as part of a „gamified‟ marketing campaign. This doesn‟t mean they‟ll
always be implemented effectively…
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41. 41
Gamification is bullshit
Ian Bogost has argued that the rhetoric of gamification is presented by
marketers as reassuring and easy, suggesting strategy and formulaic solutions
to problems. Game developers and players have critiqued it on the grounds that
it gets games wrong, mistaking incidental properties like points and levels for
primary features like interactions with behavioral complexity.
42. 42
Cow Clicker
Bogost developed this Facebook game as a parody of the worst excesses of
Farm Ville and its clones. The goal was to earn „clicks‟ by clicking on a cow
every six hours. A currency called „Mooney‟ allowed users to purchase new cow
designs. More clicks could be harvested when friends brought their cows to the
pasture.
43. 43
Every time you clicked a cow your Facebook newsfeed would highlight the
banality by posting “I‟m clicking a cow”. Despite it being a parody, it became
very successful in its own right, attracting over 50,000 players. Some players
even posted strategy guides. Eventually Bogost called it to an end via the
Cowpoclaypse
44. The pop behaviourism of B.F. Skinner sees rewards as, well, rewarding…
However, humans are not always motivated to react the same way a rat in a
Skinner box may be. Many of the gamified social experiences marketed today
aren‟t being built by skilled game designers
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45. In summary
Many companies have risen to prominence on the back of viral strategies,
placing social experiences at the centre of their strategy.
Gamification, adopted as a marketing strategy, is meant to be fun (funware?),
but does it always succeed?
Not all games work to reward players for their efforts accordingly (only the best
designed ones?)
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46. • # - C!..., 2010, Share
• # - @Hella, 2008, Obama
• # - Sergio Vaiani, 2009, Scale Stairs
• # - Mike Zienowicz, 2007, Joe
• # - MissNatalie, 2008, Miss Natalie’s Growth Chart
• # - GDS Infographics, 2010, The Year the Dot-Com Bubble Burst
• # - Phil Hatchard, 2010, Sketchbook 2: Internet Dating
• # - kurtxia, 2008, Space invaders
• # - bitchcakesny, 2008, Weight Watchers Awards
• # - Jun Acullador, 2007, Gulf Air
• # - plien, 2009, Z4 dash
• # - DORONKO, 2010, NIKE +iPod
• # – nan palmero, 2010, Foursquare Pins and Tattoos SXSW 2010
• # - yoyolabellut, 2010, Space Invader @ Paris (France)
• # - paulszym, 2010, Step 10 – Place the 5mm Sensor for soldering
• # - Nina Leen (LIFE), 1964, B F Skinner training a rat
• # - yoyolabellut, 2010, Space Invader @ Paris (France)
• # - A. Diez Herrero, 2007, creative commons -Franz Patzig-
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All attempts made to attribute sources but if I‟m missed one, get in touch please