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Gamification, Game Thinking and
Motivational Design
A chapter from the full book
I have been on a journey of learning for a long time
now and it is my time to be the Master. Here you will find
a journey of several phases explained: Enrol, Enthuse,
Engage and End Game/Expert. I am well and truly out of
the Enthuse and Engage phases. My End Game? My
Master will find out soon.
.
The User Journey
The Player Journey is a concept that I came across from the
wonderful Amy Jo Kim. She talks about the player journey in terms
of three main phases. Onboarding, Habit Building and Mastery 65
Figure 1 Amy Jo Kim's Player Journey
Over time, these are the main phases a player goes through
whilst engaged with a game. They begin the path as a Newbie,
orienting to the system they are entering. During the habit-building
phase, they start to integrate the system into their specific situation
or circumstances.
Eventually they reach a level where there is no longer an
increasing challenge and they will have mastered the material or
system.
The same is true for users going through a gamified system.
Users enter the system and have to learn how to use it. Then they
actually need to start using it day to day and finally, once they have
mastered the system they will probably need something more.
The User Journey
As gamification and games are not quite the same and based on
some of my experiences, I created a slight variation, called the
EEEE User Journey.
Figure 2 EEEE User Journey
Figure 2 EEEE User Journey shows the relative activity over
time. You can see that after an initial burst of enthusiasm, activity
begins to level out. In fact, during the last phase, it may drop – but
it will continue.
Enrol
Once a user has taken the first step and has decided to use the
system, they have enrolled. This could be as simple reading some
information and clicking a link in an email. From this point, they
begin to use the system.
The User Journey
They usually start with a short period of activity whilst they learn
the ropes. When considering your strategy, this is where points and
rewards are of most use. They can be used to recognise the activities
of the user, to pat them on the back and encourage them. Rewards
should be relatively frequent, but relate directly to their activities,
keeping in mind that they act as important feedback for the user at
this stage.
Enthuse
Once they are over the initial learning curve, you may see them
begin to “play” enthusiastically with the system – trying out
everything that they can. Take a simple gamified website, where you
are rewarded for commenting, liking etc. The Enthuse phase will
see these users adding many comments, liking content and pushing
the boundaries of the system rules. This burst of activity will begin
to level off though.
Engage
Once the enthusiasm of a new joiner has slowed, they need to
enter the engage phase. This is where they begin to use the system
in a way more akin to your initial design intent. Due to decreasing
motivation and novelty, this is a big drop out phase. If you have no
plan beyond point giving, engagement is unlikely for any length of
time. You should consider this as a cycle that can potentially
continue for a long time. The Engage phase is where Activity Loops
(explained in the next chapter) will be used a great deal.
The User Journey
During this phase, you must start to reduce your reliance on
rewards. The intrinsic motivations need to be encouraged,
converting users from Player type users into intrinsic type users.
Later I will go into detail about the types of game mechanics and
ideas that are used to do this.
It is worth noting that the enthuse phase and the engage phase
may not require separate strategies.
End Game / Expert
A system will go two ways over time. There may be a finite end.
So for example, if you are running a short campaign to raise
awareness of a new product – it will end at a defined time. The End
Game should give the user some feeling of satisfaction that
whatever they did was worth it. A nice example of this is how
Sweden handles blood donors. Once their blood is used, they
receive a text telling them how it was used! 66
The other way the system could go is continued usage. Once your
user has become an expert, they stay in the system because they
want to. You have given them some reason to “love it”. Akin to the
Mastery phase of Amy’s Journey, this is where they have become
intrinsically motivated to stay and will continue to use the system
at their own pace. It is in this phase that they may start to evangelise
to others, passing on their expertise and helping them on their
journeys.
Example Journey
The End
If you enjoyed this chapter, find out more about the full
book at
http://www.gamified.uk/even-ninja-monkeys-like-to-
play/
The User Journey
9
Copyright © 2016 Andrzej Marczewski
Gamified UK
www.gamified.uk
@daverage
All rights reserved.

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Eeee Player Journey - Free Chapter from Even Ninja Monkeys Like to Play

  • 1. Gamification, Game Thinking and Motivational Design
  • 2. A chapter from the full book
  • 3. I have been on a journey of learning for a long time now and it is my time to be the Master. Here you will find a journey of several phases explained: Enrol, Enthuse, Engage and End Game/Expert. I am well and truly out of the Enthuse and Engage phases. My End Game? My Master will find out soon. .
  • 4. The User Journey The Player Journey is a concept that I came across from the wonderful Amy Jo Kim. She talks about the player journey in terms of three main phases. Onboarding, Habit Building and Mastery 65 Figure 1 Amy Jo Kim's Player Journey Over time, these are the main phases a player goes through whilst engaged with a game. They begin the path as a Newbie, orienting to the system they are entering. During the habit-building phase, they start to integrate the system into their specific situation or circumstances. Eventually they reach a level where there is no longer an increasing challenge and they will have mastered the material or system. The same is true for users going through a gamified system. Users enter the system and have to learn how to use it. Then they actually need to start using it day to day and finally, once they have mastered the system they will probably need something more.
  • 5. The User Journey As gamification and games are not quite the same and based on some of my experiences, I created a slight variation, called the EEEE User Journey. Figure 2 EEEE User Journey Figure 2 EEEE User Journey shows the relative activity over time. You can see that after an initial burst of enthusiasm, activity begins to level out. In fact, during the last phase, it may drop – but it will continue. Enrol Once a user has taken the first step and has decided to use the system, they have enrolled. This could be as simple reading some information and clicking a link in an email. From this point, they begin to use the system.
  • 6. The User Journey They usually start with a short period of activity whilst they learn the ropes. When considering your strategy, this is where points and rewards are of most use. They can be used to recognise the activities of the user, to pat them on the back and encourage them. Rewards should be relatively frequent, but relate directly to their activities, keeping in mind that they act as important feedback for the user at this stage. Enthuse Once they are over the initial learning curve, you may see them begin to “play” enthusiastically with the system – trying out everything that they can. Take a simple gamified website, where you are rewarded for commenting, liking etc. The Enthuse phase will see these users adding many comments, liking content and pushing the boundaries of the system rules. This burst of activity will begin to level off though. Engage Once the enthusiasm of a new joiner has slowed, they need to enter the engage phase. This is where they begin to use the system in a way more akin to your initial design intent. Due to decreasing motivation and novelty, this is a big drop out phase. If you have no plan beyond point giving, engagement is unlikely for any length of time. You should consider this as a cycle that can potentially continue for a long time. The Engage phase is where Activity Loops (explained in the next chapter) will be used a great deal.
  • 7. The User Journey During this phase, you must start to reduce your reliance on rewards. The intrinsic motivations need to be encouraged, converting users from Player type users into intrinsic type users. Later I will go into detail about the types of game mechanics and ideas that are used to do this. It is worth noting that the enthuse phase and the engage phase may not require separate strategies. End Game / Expert A system will go two ways over time. There may be a finite end. So for example, if you are running a short campaign to raise awareness of a new product – it will end at a defined time. The End Game should give the user some feeling of satisfaction that whatever they did was worth it. A nice example of this is how Sweden handles blood donors. Once their blood is used, they receive a text telling them how it was used! 66 The other way the system could go is continued usage. Once your user has become an expert, they stay in the system because they want to. You have given them some reason to “love it”. Akin to the Mastery phase of Amy’s Journey, this is where they have become intrinsically motivated to stay and will continue to use the system at their own pace. It is in this phase that they may start to evangelise to others, passing on their expertise and helping them on their journeys.
  • 8. Example Journey The End If you enjoyed this chapter, find out more about the full book at http://www.gamified.uk/even-ninja-monkeys-like-to- play/
  • 9. The User Journey 9 Copyright © 2016 Andrzej Marczewski Gamified UK www.gamified.uk @daverage All rights reserved.