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Professor Kevin Werbach
Dept. of Legal Studies & Business Ethics
 Wharton School, Univ. of Pennsylvania
     werbach@wharton.upenn.edu
            Twitter: @kwerb



     Knowledgestream Lecture
           April 9, 2013
https://www.coursera.org/
    course/gamification
Gamification is…

The use of game elements
and game design techniques
in non-game contexts.
Points




                  Resource                                            Levels
                  Collection
                                                        Progression




         Quests                Avatars




                                         Social Graph
Progression




                                            Levels
                            Points



            Rewards




          Quests
Avatars                      Social Graph




          Badges
Everyone’s Gamifying

 “Suddenly, gamification is the hot
 new business concept, with many of      “Striving to make everyday business
 the world’s most admired                tasks more engaging, a growing
 companies signing on.”                  number of firms... are incorporating
                                         elements of videogames into the
 – Fortune, Oct. 17, 2011                workplace.”

                                         – Wall Street Journal, Oct. 10, 2011


“Many businesses are using these game tricks to try to get people hooked on their
products and services—and it is working, thanks to smartphones and the Internet.”

– New York Times, Dec. 23, 2012
Everyone’s Gamifying
•  Microsoft        •  Samsung          •  Opower
•  Nike             •  EMC              •  eBay
•  SAP              •  Mint.com         •  Cisco
•  American Express •  Stack Overflow   •  Recyclebank
•  Major League     •  USA Networks     •  Universal Music
   Baseball         •  LiveOps          •  Siemens
•  Salesforce.com   •  Dell             •  Yelp
•  AXA Equitable    •  Kaiser           •  Nissan
•  CodeAcademy         Permanente       •  Playboy
•  Deloitte         •  Foot Locker      •  Verizon
                                                             8
Not Just in Business!
Beyond PBL Reward Structures
Beyond PBL Reward Structures




•  Users get tired of gimmicks
•  “Extrinsic” rewards can actually de-motivate
What makes games

  FUN?
1.7 billion
downloads
1.7 billion
downloads




      Rovio’s 52nd Attempt!
Two Sides to Gamification




Business          Games
Game                                   Game
     Elements                               Techniques
(focus of book and course)
                                         1.  Player Journey
                                         2.  Motivation Types
             Dynamics                    3.  Balance
             Big-picture
         aspects; “grammar”
                                         4.  Social Dynamics
               Mechanics
          Processes that drive           5.  Puzzles
         action forward; “verbs”
                                         6.  Surprise
              Components
  Specific instantiations of mechanics   7.  Feedback
         and dynamics; “nouns”
                                         8.  Playtesting
1. The Player Journey



                                                          Level
                                                          Up      Climbing
                                          Boss
                                          Fight
                                                       Rest
                                            Climbing

                                   Rest

                        Climbing
         Scaffolding

Onboarding
Traditional Course Design



1	
     2	
     3	
      4	
     5	
     6	
     7	
  
                        Units




                                                         Midterm   Final
Gamification Course Design


                                                                  Major	
  
                                                                  Project	
  
                                                                                Final	
  

                                       Quiz+	
       Quiz+	
  
                                      Project	
     Project	
  
                          Quiz	
  



              Quiz	
  


                                                                    Boss	
  
Onboard	
     Climb	
     Climb	
      Climb	
       Rest	
                     Rest	
  
                                                                    Fight	
  
2x-4x Typical Completion Rate
≈81,600
 registered
   100%	
  

    90%	
  
                                                                                                                                                      %	
  of	
  Registra?on	
  
     80%	
                                                                                    84%
                                                                                                                                                      %	
  of	
  Starters	
  
     70%	
  
                                          74%                                                                           80%
                                                                                                              70%                                     %	
  of	
  SubmiCers	
  
     60%	
  
                                                     61%                                                                                              %	
  of	
  Writers	
  
     50%	
  
                  61%     52%                                   50%
      40%	
  
                                                                            48%
      30%	
                          38%                                                    42%
                                                32%
      20%	
                                                                                                 35%    40%
                        31%
                                                           26%
                                                                      25%
      10%	
                     23%	
                                                 22%
                                           19%	
                                                     18%          21%
         0%	
                                         16%	
                                                                        %	
  of	
  Writers	
  
                                                                  15%	
  
                                                                                  13%	
                                        %	
  of	
  SubmiCers	
  
                                                                                                  11%	
      13%         %	
  of	
  Starters	
  
                                                                                                                    %	
  of	
  Registra?on	
  


                                                                                                                              8,280
                                                                                                                              received certificate
2. Motivation Types




                 Source: Richard Bartle
3. Balance




(Related to Player Journey)            (Related to Types)
4. Social Dynamics
•  Competition
•  Cooperation
•  Support
•  Showing off
•  Peer pressure
5. Puzzles

      Notice any
      differences?
6. Surprise (Contrived Uncertainty)




          CAPRI (Balaji Prabhakar)
7. Feedback




              27
28
29
8. Test, Test, Test… with Real Humans!



    “We’re running several
     hundred tests at any
     given time for every
      one of our games.”
      http://grattisfaction.com/2010/01/
      how-zynga-does-customer-development-minimum-viable-product/
                                                                    Mark Pincus
                                                                    Founder & CEO, Zynga
Two Sides to Gamification




Business          Games
Business                           Games


Marketing & economics        Game design
Incentives                   Experiences
Satisfying needs             Fun
Status                       Meaning
PBLs                         Challenges
Rewards                      Progression
Getting users to do things   Making players awesome
Common Ground

Business         Games
FUN
thank you!
   Prof. Kevin Werbach
werbach@wharton.upenn.edu
     Twitter: @kwerb




                            http://wdp.wharton.upenn.edu/books/for-the-win/

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Applied Game Thinking

  • 1. Professor Kevin Werbach Dept. of Legal Studies & Business Ethics Wharton School, Univ. of Pennsylvania werbach@wharton.upenn.edu Twitter: @kwerb Knowledgestream Lecture April 9, 2013
  • 2. https://www.coursera.org/ course/gamification
  • 3. Gamification is… The use of game elements and game design techniques in non-game contexts.
  • 4.
  • 5. Points Resource Levels Collection Progression Quests Avatars Social Graph
  • 6. Progression Levels Points Rewards Quests Avatars Social Graph Badges
  • 7. Everyone’s Gamifying “Suddenly, gamification is the hot new business concept, with many of “Striving to make everyday business the world’s most admired tasks more engaging, a growing companies signing on.” number of firms... are incorporating elements of videogames into the – Fortune, Oct. 17, 2011 workplace.” – Wall Street Journal, Oct. 10, 2011 “Many businesses are using these game tricks to try to get people hooked on their products and services—and it is working, thanks to smartphones and the Internet.” – New York Times, Dec. 23, 2012
  • 8. Everyone’s Gamifying •  Microsoft •  Samsung •  Opower •  Nike •  EMC •  eBay •  SAP •  Mint.com •  Cisco •  American Express •  Stack Overflow •  Recyclebank •  Major League •  USA Networks •  Universal Music Baseball •  LiveOps •  Siemens •  Salesforce.com •  Dell •  Yelp •  AXA Equitable •  Kaiser •  Nissan •  CodeAcademy Permanente •  Playboy •  Deloitte •  Foot Locker •  Verizon 8
  • 9. Not Just in Business!
  • 10. Beyond PBL Reward Structures
  • 11. Beyond PBL Reward Structures •  Users get tired of gimmicks •  “Extrinsic” rewards can actually de-motivate
  • 14. 1.7 billion downloads Rovio’s 52nd Attempt!
  • 15. Two Sides to Gamification Business Games
  • 16. Game Game Elements Techniques (focus of book and course) 1.  Player Journey 2.  Motivation Types Dynamics 3.  Balance Big-picture aspects; “grammar” 4.  Social Dynamics Mechanics Processes that drive 5.  Puzzles action forward; “verbs” 6.  Surprise Components Specific instantiations of mechanics 7.  Feedback and dynamics; “nouns” 8.  Playtesting
  • 17. 1. The Player Journey Level Up Climbing Boss Fight Rest Climbing Rest Climbing Scaffolding Onboarding
  • 18. Traditional Course Design 1   2   3   4   5   6   7   Units Midterm Final
  • 19. Gamification Course Design Major   Project   Final   Quiz+   Quiz+   Project   Project   Quiz   Quiz   Boss   Onboard   Climb   Climb   Climb   Rest   Rest   Fight  
  • 20. 2x-4x Typical Completion Rate ≈81,600 registered 100%   90%   %  of  Registra?on   80%   84% %  of  Starters   70%   74% 80% 70% %  of  SubmiCers   60%   61% %  of  Writers   50%   61% 52% 50% 40%   48% 30%   38% 42% 32% 20%   35% 40% 31% 26% 25% 10%   23%   22% 19%   18% 21% 0%   16%   %  of  Writers   15%   13%   %  of  SubmiCers   11%   13% %  of  Starters   %  of  Registra?on   8,280 received certificate
  • 21. 2. Motivation Types Source: Richard Bartle
  • 22.
  • 23. 3. Balance (Related to Player Journey) (Related to Types)
  • 24. 4. Social Dynamics •  Competition •  Cooperation •  Support •  Showing off •  Peer pressure
  • 25. 5. Puzzles Notice any differences?
  • 26. 6. Surprise (Contrived Uncertainty) CAPRI (Balaji Prabhakar)
  • 28. 28
  • 29. 29
  • 30. 8. Test, Test, Test… with Real Humans! “We’re running several hundred tests at any given time for every one of our games.” http://grattisfaction.com/2010/01/ how-zynga-does-customer-development-minimum-viable-product/ Mark Pincus Founder & CEO, Zynga
  • 31. Two Sides to Gamification Business Games
  • 32. Business Games Marketing & economics Game design Incentives Experiences Satisfying needs Fun Status Meaning PBLs Challenges Rewards Progression Getting users to do things Making players awesome
  • 34. FUN
  • 35. thank you! Prof. Kevin Werbach werbach@wharton.upenn.edu Twitter: @kwerb http://wdp.wharton.upenn.edu/books/for-the-win/