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, āØ
using Unity3D
ā¢ Web-basedāØ
admin siteāØ
for simpleāØ
missionāØ
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¦
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: āØ
Leaderboards & Rankings
Achievers
Attaining status & quickly
completing pre-set goals
Engaged by: āØ
Achievements & ToDoās
Socializers
Socializing & developing a
friends/contacts network
Engaged by: Newsfeeds,
Friend Lists, Chat
Explorers
Exploring and discoveringāØ
the unknown
Engaged by: āØ
Achieving their own goals
Know the Audience
Bartleās 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
Doesnāt 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 āØ
parental guidance
Age of reason
Read, make decisions &
solve problems
Age of obsession āØ
Brain growth & passion
Boys: Competition & mastery
Girls: Real-world issues &
communications
Firmly establish tastes āØ
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 āØ
of time to play games; āØ
enjoy social components
4"6$
7"9$
10#13%
13#18%
18#24&
25#35%
36#50&
50+$
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 ināØ
the game space (characters, tokens, props, etc)
Pac$Man'
Power'
Pellet'
Inky'
Pellets'
32. Think Like a Game Designer
Objects, Attributes & States
Each Attributeās 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 āØ
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 operativeāØ
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¢āÆ Strength(
ā¢āÆ Dexterity(
ā¢āÆ Coordina1on(
ā¢āÆ Physical(
Endurance(!
Mental)
ā¢āÆ Memory(
ā¢āÆ Observa1on(
ā¢āÆ Puzzles(
ā¢āÆ Problem(
Solving!
Social)
ā¢āÆ Reading(
Opponents(
ā¢āÆ Teamwork(
ā¢āÆ Leadership(
ā¢āÆ Banter(
37. Think Like a Game Designer
Chance & Luck
Consider interactions with other mechanics
to create uncertainty & surprise
42. Know your Audience
ā¢ What are their needs?
ā¢ Employees v. Customers
ā¢ Whatās 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
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 āØ
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
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