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Designing with
Gamiļ¬cation
Tips for creating fun and engaging experiences
Jeff Steffgen
Director of Product at mLevel
(game-based e-learning platform)
Understanding Gamiļ¬cation
ā€¢ Chicago-based SaaS start-up
ā€¢ Focused on game-based
enterprise eLearning
ā€¢ No-code game development,
unique content generation,
instant deployment
ā€¢ Multi-platform, ā€Ø
using Unity3D
ā€¢ Web-basedā€Ø
admin siteā€Ø
for simpleā€Ø
missionā€Ø
creation
Level 1 Understand Gamiļ¬cation
Level 2 Know the Audience
Level 3 Think like a Game Designer
Level 4 Planning for Gamiļ¬cation
End-goal Apply Gamiļ¬cation into your own
user experiences after completing all 5 ranks
Your Missionā€¦
Understanding
Gamiļ¬cation
Level 1
Start your Gamiļ¬cation training
by learning the basicsā€¦
Meaningful Play
Use of game mechanics applied in
a non-gaming context
Understanding Gamiļ¬cation
Goals
ā€¢ Sticky, viral and engaging
ā€¢ Make mundane tasks fun
ā€¢ Drive speciļ¬c user behaviors
Understanding Gamiļ¬cation
Example: Hot Lava Game
Example: Kids Star Chart
Example: Rewards Programs
Example: Urinal Fly Sticker
Game ā‰  Play
Understanding Gamiļ¬cation
Play
Unstructured, ļ¬‚exible & freeform.
Driven by imagination.
Understanding Gamiļ¬cation
fun$
Understanding Gamiļ¬cation
WIN$Game
Structured, rigid, stimulating
& focused. Driven by rules.
Understanding Gamiļ¬cation
Work already has rulesā€¦
Deļ¬ning a win condition is all that
is needed to make it a game.
Congrats!
Youā€™ve successfully
completed Level 1
Level Up!
Continue your Gamiļ¬cation training
by gathering intelligence about
your target audienceā€¦
Know the Audience
Level 2
Killers
Winning, rank & direct peer-
to-peer competition
Engaged by: ā€Ø
Leaderboards & Rankings
Achievers
Attaining status & quickly
completing pre-set goals
Engaged by: ā€Ø
Achievements & ToDoā€™s
Socializers
Socializing & developing a
friends/contacts network
Engaged by: Newsfeeds,
Friend Lists, Chat
Explorers
Exploring and discoveringā€Ø
the unknown
Engaged by: ā€Ø
Achieving their own goals
Know the Audience
Bartleā€™s Player Types
Know the Audience
Player Type Actions
Acting
Interacting
GameSpace
Players
Killers' Achievers)
Socializers+ Explorers)
Know the Audience
Things Guys Like in Games
Mastery
Doesnā€™t need meaning, just challenge
Competition
Love to prove we are the best
Destruction
We like destroying things ā€” a lot!
Spatial Puzzles
Especially puzzles navigating 3D spaces
Trial and Error
Men hate reading instructions!
Know the Audience
Things Girls Like in Games
Emotion
Exploring richness of human emotion
Real World
Prefer games that connect meaningfully
Nurturing
Relationships & healing others (vs. winning)
Dialog & Verbal Puzzles
Love books & cross-word puzzles
Learning by Example
Appreciate tutorials that lead step-by-step
Know the Audience
Age Demographics
Games with ā€Ø
parental guidance
Age of reason
Read, make decisions &
solve problems
Age of obsession ā€Ø
Brain growth & passion
Boys: Competition & mastery
Girls: Real-world issues &
communications
Firmly establish tastes ā€Ø
for entertainment & games
Casual gamers due to
families; hardcore gamers
are very inļ¬‚uential
Casual gamers due to
career and families; seek
family play
Empty nesters with lots ā€Ø
of time to play games; ā€Ø
enjoy social components
4"6$
7"9$
10#13%
13#18%
18#24&
25#35%
36#50&
50+$
Level 2 completed!
Finish 1 more level to see
gamiļ¬cation examplesā€¦
Level Up!
Think Like a
Game Designer
Level 3
Learn about game theory to
create successful gamiļ¬cation
Know the Audience
Flow Theory
Anxiety!
Boredom!
Flow%
Channel%
Low!
High!
Challenges!
Low! High!Skills!
Basic Elements of Game Design
Think Like a Game Designer
Aesthe&cs!
Technology!
Mechanics! Story!
Story
Linear or branching
Mechanics
Procedures and rules
Aesthetics
How it looks, sounds & feels
Technology
High tech, materials or interactions
Think Like a Game Designer
Game Mechanics
ā€¢ The Game Space
ā€¢ Objects, Attributes & States
ā€¢ Actions
ā€¢ Rules
ā€¢ Skills
ā€¢ Chance & Surprise
Think Like a Game Designer
The Game Space
Deļ¬nes spaces that can exist in a game and how
those places are related to one another
Think Like a Game Designer
Objects, Attributes & States
Objects are anything that can be seen or manipulated inā€Ø
the game space (characters, tokens, props, etc)
Pac$Man'
Power'
Pellet'
Inky'
Pellets'
Pac$Man'
Moves&
Is&Yellow&
Eats&Objects&
Can&Die&
Power'
Pellet'
Strategically&Placed&
White,&Round&&&Large&
Enables&PowerCUp&
'
Inky'
Moves&
Is&Blue&
Kills&PacCMan&
Can&Go&to&Cage&
'
Pellets'
StaIc&PosiIon,&Fills&the&Maze&
White,&Round&&&Small&
Is&Worth&Points&
'
Think Like a Game Designer
Objects, Attributes & States
Objects have Attributes such as the current position in the ā€Ø
game space, or other categories of information
Think Like a Game Designer
Objects, Attributes & States
Each Attributeā€™s current State can be static or dynamic,
as shown in the classic Pac-Man example above
Think Like a Game Designer
Actions (Operative)
Operative Actions are base actions that a player ā€Ø
can take in the game space (think VERBS)
Climb&Up&
Duck/Climb&Down/"
Enter&Warp&Tube&
Move&
Le:&
Move&
Right&
Jump/"
Swim&Up&
Dash/Throw&
Think Like a Game Designer
Actions (Resultant)
Resultant Actions are strategic actions that use operativeā€Ø
actions (or a combination of them) to achieve a goal
Jump%+%
%
Land%on%a%
mushroom%
%
=%Kills%it%
Jump%+%
%
Hit%brick%
%
=%Coins%
Jump%+%
%
Hit%?%Box%
%
=%Power%up%
Jump%+%
%
Land%on%Yoshi%
%
=%Ride%
Think Like a Game Designer
Rules
Deļ¬nes the space, objects, consequences & constraints
of actions, and the overall goals of the game
Concrete	
 Ā &	
 Ā Understandable
Achievable	
 Ā Goal
Rewarding	
 Ā &	
 Ā Fun
Think Like a Game Designer
Skills Needed
Deļ¬ne various types of skills (both real & virtual) within
the game needed to engage your audience
Physical))
ā€¢ā€Æ Strength(
ā€¢ā€Æ Dexterity(
ā€¢ā€Æ Coordina1on(
ā€¢ā€Æ Physical(
Endurance(!
Mental)
ā€¢ā€Æ Memory(
ā€¢ā€Æ Observa1on(
ā€¢ā€Æ Puzzles(
ā€¢ā€Æ Problem(
Solving!
Social)
ā€¢ā€Æ Reading(
Opponents(
ā€¢ā€Æ Teamwork(
ā€¢ā€Æ Leadership(
ā€¢ā€Æ Banter(
Think Like a Game Designer
Chance & Luck
Consider interactions with other mechanics
to create uncertainty & surprise
Excellent work, youā€™ve
ļ¬nished Level 3!
Level Up!
Planning for
Gamiļ¬cation
Level 4
Examples of applying gamiļ¬cation
into your business
Business Needs
How can we apply these theories ā€Ø
and mechanics into business
products, processes & services?
Planning for Gamiļ¬cation
Step 1:ā€Ø
Deļ¬ne Users & Goal
Planning for Gamiļ¬cation
Know your Audience
ā€¢ What are their needs?
ā€¢ Employees v. Customers
ā€¢ Whatā€™s the primary playing style?
ā€¢ What metrics do they care about?
ā€¢ Achievement v. Enjoyment
ā€¢ Structure v. Freedom
ā€¢ Self interest v. Social interest
Planning for Gamiļ¬cation
Deļ¬ne your Goal
ā€¢ Drive speciļ¬c user behaviors
ā€¢ Create brand loyalty
ā€¢ Re-engineer a daily process to
make it more efļ¬cient & engaging
ā€¢ Inject fun into mundane tasks
ā€¢ Create competition
Planning for Gamiļ¬cation
Step 2:ā€Ø
Use Mechanics that Work
Planning for Gamiļ¬cation
3 types of gamiļ¬cation worth
pursuing in a business context:
Validation
Completion
Prizes & Rewards
Planning for Gamiļ¬cation
Planning for Gamiļ¬cation
Validation
A strong driver of long-term, quality engagement that forms
communities and allows users to share & express
Planning for Gamiļ¬cation
Completion
Guide user progression and persuade useful contributions to
enhance the experience for themselves and others
Planning for Gamiļ¬cation
Prizes & Rewards
Reward users with upgraded status, exclusive access,
additional power (decision/budget) and money, gifts or trips
Tips for Success
ā€¢ Provide a reason to play and ways to ā€Ø
feel progression/ accomplishment
ā€¢ Make sure players understand the goal
and why they should play
ā€¢ Let players set their own goals, or suggest
goals to motivate mastery
ā€¢ Use global goals to inspire collaboration
and teamwork
Planning for Gamiļ¬cation
Step 3:ā€Ø
Analyze the Data
Planning for Gamiļ¬cation
Metrics are importantā€¦
ā€¢ Performance & player behavior
ā€¢ Set goals & have tools in place to
gauge your progress
ā€¢ Pinpoint where users drop out
and where they have the most fun
ā€¢ Use this data to optimize the
experience ā€” play test & iterate!
Planning for Gamiļ¬cation
Level 4 completed.
Letā€™s see how mLevel uses
gamiļ¬cation elementsā€¦
Almost Finished!
mLevel Examples Missions
mLevel Examples Unlocking & Progression
mLevel Examples Use of Time & Levels
mLevel Examples Freedom of Choice
mLevel Examples Use of PLB
mLevel Examples Challenges & Social
mLevel Examples Guides & Tutorials
mLevel Examples Feedback & Stats
Questions
email jeff.steffgen@mlevel.com
twitter @_jeffgen_

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Designing with Gamification: Tips for Creating Fun & Engaging User Experiences

  • 1. Designing with Gamiļ¬cation Tips for creating fun and engaging experiences
  • 2.
  • 3. Jeff Steffgen Director of Product at mLevel (game-based e-learning platform) Understanding Gamiļ¬cation
  • 4. ā€¢ Chicago-based SaaS start-up ā€¢ Focused on game-based enterprise eLearning ā€¢ No-code game development, unique content generation, instant deployment ā€¢ Multi-platform, ā€Ø using Unity3D ā€¢ Web-basedā€Ø admin siteā€Ø for simpleā€Ø missionā€Ø creation
  • 5. Level 1 Understand Gamiļ¬cation Level 2 Know the Audience Level 3 Think like a Game Designer Level 4 Planning for Gamiļ¬cation End-goal Apply Gamiļ¬cation into your own user experiences after completing all 5 ranks Your Missionā€¦
  • 6. Understanding Gamiļ¬cation Level 1 Start your Gamiļ¬cation training by learning the basicsā€¦
  • 7. Meaningful Play Use of game mechanics applied in a non-gaming context Understanding Gamiļ¬cation
  • 8. Goals ā€¢ Sticky, viral and engaging ā€¢ Make mundane tasks fun ā€¢ Drive speciļ¬c user behaviors Understanding Gamiļ¬cation
  • 13. Game ā‰  Play Understanding Gamiļ¬cation
  • 14. Play Unstructured, ļ¬‚exible & freeform. Driven by imagination. Understanding Gamiļ¬cation fun$
  • 15. Understanding Gamiļ¬cation WIN$Game Structured, rigid, stimulating & focused. Driven by rules.
  • 16. Understanding Gamiļ¬cation Work already has rulesā€¦ Deļ¬ning a win condition is all that is needed to make it a game.
  • 18. Continue your Gamiļ¬cation training by gathering intelligence about your target audienceā€¦ Know the Audience Level 2
  • 19. Killers Winning, rank & direct peer- to-peer competition Engaged by: ā€Ø Leaderboards & Rankings Achievers Attaining status & quickly completing pre-set goals Engaged by: ā€Ø Achievements & ToDoā€™s Socializers Socializing & developing a friends/contacts network Engaged by: Newsfeeds, Friend Lists, Chat Explorers Exploring and discoveringā€Ø the unknown Engaged by: ā€Ø Achieving their own goals Know the Audience Bartleā€™s Player Types
  • 20. Know the Audience Player Type Actions Acting Interacting GameSpace Players Killers' Achievers) Socializers+ Explorers)
  • 21. Know the Audience Things Guys Like in Games Mastery Doesnā€™t need meaning, just challenge Competition Love to prove we are the best Destruction We like destroying things ā€” a lot! Spatial Puzzles Especially puzzles navigating 3D spaces Trial and Error Men hate reading instructions!
  • 22. Know the Audience Things Girls Like in Games Emotion Exploring richness of human emotion Real World Prefer games that connect meaningfully Nurturing Relationships & healing others (vs. winning) Dialog & Verbal Puzzles Love books & cross-word puzzles Learning by Example Appreciate tutorials that lead step-by-step
  • 23. Know the Audience Age Demographics Games with ā€Ø parental guidance Age of reason Read, make decisions & solve problems Age of obsession ā€Ø Brain growth & passion Boys: Competition & mastery Girls: Real-world issues & communications Firmly establish tastes ā€Ø for entertainment & games Casual gamers due to families; hardcore gamers are very inļ¬‚uential Casual gamers due to career and families; seek family play Empty nesters with lots ā€Ø of time to play games; ā€Ø enjoy social components 4"6$ 7"9$ 10#13% 13#18% 18#24& 25#35% 36#50& 50+$
  • 24. Level 2 completed! Finish 1 more level to see gamiļ¬cation examplesā€¦ Level Up!
  • 25. Think Like a Game Designer Level 3 Learn about game theory to create successful gamiļ¬cation
  • 26. Know the Audience Flow Theory Anxiety! Boredom! Flow% Channel% Low! High! Challenges! Low! High!Skills!
  • 27. Basic Elements of Game Design Think Like a Game Designer Aesthe&cs! Technology! Mechanics! Story! Story Linear or branching Mechanics Procedures and rules Aesthetics How it looks, sounds & feels Technology High tech, materials or interactions
  • 28. Think Like a Game Designer Game Mechanics ā€¢ The Game Space ā€¢ Objects, Attributes & States ā€¢ Actions ā€¢ Rules ā€¢ Skills ā€¢ Chance & Surprise
  • 29. Think Like a Game Designer The Game Space Deļ¬nes spaces that can exist in a game and how those places are related to one another
  • 30. Think Like a Game Designer Objects, Attributes & States Objects are anything that can be seen or manipulated inā€Ø the game space (characters, tokens, props, etc) Pac$Man' Power' Pellet' Inky' Pellets'
  • 32. Think Like a Game Designer Objects, Attributes & States Each Attributeā€™s current State can be static or dynamic, as shown in the classic Pac-Man example above
  • 33. Think Like a Game Designer Actions (Operative) Operative Actions are base actions that a player ā€Ø can take in the game space (think VERBS) Climb&Up& Duck/Climb&Down/" Enter&Warp&Tube& Move& Le:& Move& Right& Jump/" Swim&Up& Dash/Throw&
  • 34. Think Like a Game Designer Actions (Resultant) Resultant Actions are strategic actions that use operativeā€Ø actions (or a combination of them) to achieve a goal Jump%+% % Land%on%a% mushroom% % =%Kills%it% Jump%+% % Hit%brick% % =%Coins% Jump%+% % Hit%?%Box% % =%Power%up% Jump%+% % Land%on%Yoshi% % =%Ride%
  • 35. Think Like a Game Designer Rules Deļ¬nes the space, objects, consequences & constraints of actions, and the overall goals of the game Concrete Ā & Ā Understandable Achievable Ā Goal Rewarding Ā & Ā Fun
  • 36. Think Like a Game Designer Skills Needed Deļ¬ne various types of skills (both real & virtual) within the game needed to engage your audience Physical)) ā€¢ā€Æ Strength( ā€¢ā€Æ Dexterity( ā€¢ā€Æ Coordina1on( ā€¢ā€Æ Physical( Endurance(! Mental) ā€¢ā€Æ Memory( ā€¢ā€Æ Observa1on( ā€¢ā€Æ Puzzles( ā€¢ā€Æ Problem( Solving! Social) ā€¢ā€Æ Reading( Opponents( ā€¢ā€Æ Teamwork( ā€¢ā€Æ Leadership( ā€¢ā€Æ Banter(
  • 37. Think Like a Game Designer Chance & Luck Consider interactions with other mechanics to create uncertainty & surprise
  • 39. Planning for Gamiļ¬cation Level 4 Examples of applying gamiļ¬cation into your business
  • 40. Business Needs How can we apply these theories ā€Ø and mechanics into business products, processes & services? Planning for Gamiļ¬cation
  • 41. Step 1:ā€Ø Deļ¬ne Users & Goal Planning for Gamiļ¬cation
  • 42. Know your Audience ā€¢ What are their needs? ā€¢ Employees v. Customers ā€¢ Whatā€™s the primary playing style? ā€¢ What metrics do they care about? ā€¢ Achievement v. Enjoyment ā€¢ Structure v. Freedom ā€¢ Self interest v. Social interest Planning for Gamiļ¬cation
  • 43. Deļ¬ne your Goal ā€¢ Drive speciļ¬c user behaviors ā€¢ Create brand loyalty ā€¢ Re-engineer a daily process to make it more efļ¬cient & engaging ā€¢ Inject fun into mundane tasks ā€¢ Create competition Planning for Gamiļ¬cation
  • 44. Step 2:ā€Ø Use Mechanics that Work Planning for Gamiļ¬cation
  • 45. 3 types of gamiļ¬cation worth pursuing in a business context: Validation Completion Prizes & Rewards Planning for Gamiļ¬cation
  • 46. Planning for Gamiļ¬cation Validation A strong driver of long-term, quality engagement that forms communities and allows users to share & express
  • 47. Planning for Gamiļ¬cation Completion Guide user progression and persuade useful contributions to enhance the experience for themselves and others
  • 48. Planning for Gamiļ¬cation Prizes & Rewards Reward users with upgraded status, exclusive access, additional power (decision/budget) and money, gifts or trips
  • 49. Tips for Success ā€¢ Provide a reason to play and ways to ā€Ø feel progression/ accomplishment ā€¢ Make sure players understand the goal and why they should play ā€¢ Let players set their own goals, or suggest goals to motivate mastery ā€¢ Use global goals to inspire collaboration and teamwork Planning for Gamiļ¬cation
  • 50. Step 3:ā€Ø Analyze the Data Planning for Gamiļ¬cation
  • 51. Metrics are importantā€¦ ā€¢ Performance & player behavior ā€¢ Set goals & have tools in place to gauge your progress ā€¢ Pinpoint where users drop out and where they have the most fun ā€¢ Use this data to optimize the experience ā€” play test & iterate! Planning for Gamiļ¬cation
  • 52. Level 4 completed. Letā€™s see how mLevel uses gamiļ¬cation elementsā€¦ Almost Finished!
  • 54. mLevel Examples Unlocking & Progression
  • 55. mLevel Examples Use of Time & Levels
  • 59. mLevel Examples Guides & Tutorials
  • 61.