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The     Science
         of Gamification
Michael Wu, PhD (mich8elwu)
Principal Scientist of Analytics

Vator Spark
May 1st, 2012
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agenda
▪ Gamification basics
  • What is gamification? What is it not?
  • What does gamification mean to your business?

▪ Why gamification works? The behavioral perspective
  • Motivation: the motivational psychology
  • Ability: the access to resources
  • Trigger: the proper call to action

▪ Applications + advance topics in gamification
  • Overjustification + sustainable gamification strategies
  • The evaluative framework + design paradigm for gamification (with examples)

                                                                       twitter: mich8elwu
                                                            linkedin.com/in/MichaelWuPhD    3
what is gamification?




                  twitter: mich8elwu
       linkedin.com/in/MichaelWuPhD    4
what is gamification?
▪ Gamification:
  • The use of game attributes to drive game-like player behavior in a non-game
   context with predictability




                                                                        twitter: mich8elwu
                                                             linkedin.com/in/MichaelWuPhD    5
what is gamification?
▪ Gamification:
  • The use of game attributes to drive game-like player behavior in a non-game
   context with predictability

  • game attributes
    •   game mechanics, game dynamics, game design principles, gaming psychology, player
        journey, narratives, incentives, etc.




                                                                              twitter: mich8elwu
                                                                   linkedin.com/in/MichaelWuPhD    6
what is gamification?
▪ Gamification:
  • The use of game attributes to drive game-like player behavior in a non-game
   context with predictability

  • game attributes
    •   game mechanics, game dynamics, game design principles, gaming psychology, player
        journey, narratives, incentives, etc.
  • game-like player behavior
    •   engagement, interaction, competition, collaboration, awareness, learning, obsession,
        and/or any other observed player behavior during game play




                                                                                  twitter: mich8elwu
                                                                       linkedin.com/in/MichaelWuPhD    7
what is gamification?
▪ Gamification:
  • The use of game attributes to drive game-like player behavior in a non-game
   context with predictability

  • game attributes
    •   game mechanics, game dynamics, game design principles, gaming psychology, player
        journey, narratives, incentives, etc.
  • game-like player behavior
    •   engagement, interaction, competition, collaboration, awareness, learning, obsession,
        and/or any other observed player behavior during game play
  • non-game context
    •   work, education, health & fitness, sale & marketing, community participation, civic
        engagement, volunteerism, goodwill, etc. (anything but a game)


                                                                                    twitter: mich8elwu
                                                                         linkedin.com/in/MichaelWuPhD    8
what does gamification mean to your business?
▪ Understanding connection vs. interaction (engagement)
▪ Social networks connects people
  • It determines who connects to whom
  • But it doesn’t determine who interacts with whom

▪ A connection is required but not sufficient to guarantee
 interaction
▪ Connection is easy to maintain, interaction is much harder
  • Connection: only takes 1 action, no subsequent actions are required:
      Once connected, you’ll always be a connection
  •   Interaction: requires persistent actions over time

                                                                       twitter: mich8elwu
                                                            linkedin.com/in/MichaelWuPhD    9
realizing the value of your connections
▪ The potential value of a connection is huge
  • That is why Facebook received ~$40 billion valuation




                                                                      twitter: mich8elwu
                                                           linkedin.com/in/MichaelWuPhD    10
realizing the value of your connections
▪ Potential value through influence
  • Connection to other fans, customers, or consumers
       can potentially influence them through WOM
       business gain value through customer acquisition & accelerated adoption
  •   But w/o interaction, there is no way to spread WOM


▪ Potential value through loyalty
  • Connection to brands
     can potentially build stronger/deeper customer-brand relationship
     business gain value through persistent consumption of product & service
  • But w/o interaction, you can’t build any relationship

                                                                         twitter: mich8elwu
                                                              linkedin.com/in/MichaelWuPhD    11
realizing the value of your connections
▪ The latent value of a connection (a fan /
 friend) is the potential to interact
  • When people actually interact, they can realize this
      value
  •   If fans (connections to brands) don’t interact, they
      cannot realize their latent value (e.g. WOM influence,
      loyalty, etc.)

▪ Nevertheless, connections do have value,
 interactions simply create greater value
▪ Gamification is great at driving action,
 interaction, adoption, etc.
                                                                          twitter: mich8elwu
                                                               linkedin.com/in/MichaelWuPhD    12
what can gamification do for your business?
▪ 3 of the most common commercial use case of gamification
  • Deepens engagement
    •   Internally: collaboration between teams + employees
    •   Externally: collaboration between customers
  • Sustains loyalty
  • Onboards new users (employees, customers)

▪ So what?
                                                                     customer spending
                                                                      average customer
                                                              2.5x     community user
                                                                           superfan         10x
                                                                                   twitter: mich8elwu
                                                                        linkedin.com/in/MichaelWuPhD    13
agenda
▪ Gamification basics
  • What is gamification? What is it not?
  • What does gamification mean to your business?

▪ Why gamification works? The behavioral perspective
  • Motivation: the motivational psychology
  • Ability: the access to resources
  • Trigger: the proper call to action

▪ Applications + advance topics in gamification
  • Overjustification + sustainable gamification strategies
  • The evaluative framework + design paradigm for gamification (with examples)

                                                                       twitter: mich8elwu
                                                            linkedin.com/in/MichaelWuPhD    14
what’s the magic behind gamification?
 CommunalResponse Collection Countdown              Discovery Variable Ratio
                 Fun Once,         Cross Situational
Collaboration               Delayed                  Lottery Reward Schedule
Reputation      Fun Always          Leader-boards
                           Mechanics
    Fixed Ratio Status                   Free Lunch Serendipity Points
                  Moral Hazard SocialShell Game            Communal
 Reward Schedule
      Modifiers of Game PlayCohesion             Interval Discovery Loyalty
Rank           Leader-boards      Avoidance Reinforcement
    Reinforcer                  Appointment Schedules Virtual Items
 Reward Schedules Urgent
        Privacy Envy Optimism Dynamic Chain SchedulesSet Completion  Companion
  Epic MeaningMicro Leader-boards
Loss Aversion        Cascading Rolling Social Fabric of Games Gaming
                                     ContingencyViral Game Mechanics
       Free Lunch Information Physical      Level Up            Virality
  Pride Achievement Theory       Goods Behavioral Contrast                 Endless
       Infinite Gameplay                                     Combos Games
 Disincentives Ownership Variable Interval
                           Reward Schedules Progression Dynamic
     Fixed Interval Behavioral Momentum                Blissful Ratio Reward
                                          Real-time
   Reward Schedules Extinction                       Productivitytwitter: mich8elwu
                                                                      Schedules
                                   Quest Mechanics        linkedin.com/in/MichaelWuPhD   15
behavior model
▪ Fogg Behavior Model (FBM):
 • 3 Factors underlying human behavior
 • Temporal convergence of 3 factors




   MotivationAction           Ability    Trigger




     wants                     can       told to

                                                     twitter: mich8elwu
                                          linkedin.com/in/MichaelWuPhD    16
behavior model
▪ Fogg Behavior Model (FBM):                                         Trigger
 • 3 Factors underlying human behavior
 • Temporal convergence of 3 factors




                                         Motivation
                                                                   activation
                                                                   threshold
             Action



                                                       Ability
                                                                  twitter: mich8elwu
                                                       linkedin.com/in/MichaelWuPhD    17
what motivates people
▪ Abraham Maslow’s hierarchy of needs (1943)
                                   Game mechanics/dynamics
being-needs
(meta-needs)                         status, achievements,
                                     ranks, reputation, etc.
deficiency                                social cohesion, virality &
needs                                     most communal/community
                                          dynamics
                                                 security, money
                                                  (gambling)
                                                       food, water, etc

                                                         twitter: mich8elwu
                                              linkedin.com/in/MichaelWuPhD    18
what motivates people
  ▪ Abraham Maslow’s hierarchy of needs (1943)
                                     Game mechanics/dynamics
  being-needs
  (meta-needs)
Maslow’s meta-motivators:




                                                        twitter: mich8elwu
                                             linkedin.com/in/MichaelWuPhD    19
what motivates people
  ▪ Abraham Maslow’s hierarchy of needs (1943)
                     Dan Pink’s intrinsic   Game mechanics/dynamics
                     motivators (2009)




                            DRiVE
Maslow’s meta-motivators:




                                                              twitter: mich8elwu
                                                   linkedin.com/in/MichaelWuPhD    20
what motivates people
  ▪ Abraham Maslow’s hierarchy of needs (1943)
                     Dan Pink’s intrinsic       Game mechanics/dynamics
                     motivators (2009)

                                                  ownership, blissful productivity,




                            DRiVE
                                    autonomy
Maslow’s meta-motivators:                         serendipity, etc.


                                    mastery       points, progression, level up, set
                                                  completion, etc.


                                    purpose       epic meaning, quest, discovery,
                                                  justice, save the world, etc.
                                                                       twitter: mich8elwu
                                                            linkedin.com/in/MichaelWuPhD    21
Watson & Skinner: Learning & Conditioning
▪ Human behaviors are learned through conditioning
  • Radical: disregard innate needs, only use external conditions & reinforcement
  • The conditioned reinforcers (which are
      usually some kind of points) are learned
      and they become the motivator
  •   However, points themselves are not
      inherently rewarding

▪ Proper use of points depends on
 the reward schedule
  • When, how many, and at what rate the
      points are given (or taken away)
  •   Progression and level up dynamics

                                                                        twitter: mich8elwu
                                                             linkedin.com/in/MichaelWuPhD    22
Watson & Skinner: Learning & Conditioning
▪ Fixed-interval (FI) schedule
  • Drives activity near deadline                               Reward Schedules
    •   Count down & appointment dynamic

▪ Fix-interval (FI) and fixed-ratio (FR)
  • Learning new behaviors (e.g. training)

▪ Variable-interval (VI)
  • Reinforcing established behaviors

▪ Variable-ratio (VR)
  • Maintaining a behavior  game addiction
    •   Serendipity + surprise  lottery mechanic (anticipatory motivators)

                                                                                   twitter: mich8elwu
                                                                        linkedin.com/in/MichaelWuPhD    23
Mihaly Csikszentmihalyi: Flow
▪ Flow: an optimal state of intrinsic
 motivation
  • Forget about physical feelings (e.g. hunger,
   sleep), passage of time, and their ego

▪ Skill ~ Challenge  Flow
▪ Certainty vs. Uncertainty
  • People love the control state
  • People hate the boredom state
  • People like arousal
  • People dislike worry

                                                              twitter: mich8elwu
                                                   linkedin.com/in/MichaelWuPhD    24
Mihaly Csikszentmihalyi: Flow
▪ People acquire skills over time  move into the
 relaxation/boredom state                                      steep learning curve
                                                               to get back to flow
  • We are motivated by challenges,                            shallow
      surprises, and varieties, to avoid    way too hard       learning
      boredom                                                  curve
  •   IRL, matching challenge to            a bit too hard
      people’s skills exactly is hard
  •   They are either too easy (boring)
      or too hard (frustrating)
                                                               too easy
▪ In good gamification, we can
 control the level of difficulty

                                                                        twitter: mich8elwu
                                                             linkedin.com/in/MichaelWuPhD    25
what empowers people with greater ability?
▪ Ability ≠ skill
▪ Ability is a measure of your access to the resources at the
 moment when you need to perform the behavior
  • Effort resources: physical effort + mental effort
  • Scarce resources: time, money, authority/permission, attention, rare skills, etc.
  • Adaptability resources: capacity to break norms, which may be personal
   (routines), social, behavioral, cultural, etc.

▪ Ability is context dependent
  • Depends on individual: different people have access to different resources
  • Depends on context: access to resources can be lost and regained

                                                                          twitter: mich8elwu
                                                               linkedin.com/in/MichaelWuPhD    26
ability = simplicity
▪ 2 perspectives on ability
  • User perspective: ability (reality)                          activation
  • Task perspective: simplicity (perceptual)                    threshold




                                                  Motivation
▪ 2 ways to push a user beyond his
 activation threshold
  • Hard way: Increase his real ability
      by motivating him to train & practice
  •   Easier way: Increase the task’s perceived
      simplicity (or user’s perceived ability)                        Ability
▪ Simplicity empowers users  endows them w/ greater ability
                                                                              twitter: mich8elwu
                                                                   linkedin.com/in/MichaelWuPhD    27
perceived ability (simplicity)
▪ A task is perceived simple if you can complete it with fewer
 resources than you expect
  • You expect the task to be harder


▪ Some game mechanics/dynamics designed to increase
 perceived ability (simplicity)
  • Divide and conquer
  • Cascading information theory
  • Chaining reward schedules
  • Behavioral momentum (people’s tendency to follow personal norms, routines)


                                                                      twitter: mich8elwu
                                                           linkedin.com/in/MichaelWuPhD    28
what is a trigger and why is it needed
▪ Anything that asks the user to perform a behavior now
  • User must aware of the trigger.
  • Must understand what the trigger means.

▪ Why are triggers necessary?
  • Unaware of his ability (e.g. resources needed)
  • Hesitant (e.g. question his motivation)
  • Distracted (e.g. engaged in another routine)

▪ Trigger is all about timing!
  • Poorly timed trigger: spam mails + pop ups ads
  • Good triggers are carefully timed to activate
   when users have the motivation and the ability
                                                                twitter: mich8elwu
                                                     linkedin.com/in/MichaelWuPhD    29
trigger depends on behavioral trajectory
▪ Has ability but not motivated: Spark
  • built-in as part of the motivation mechanism

▪ Motivated, but lack ability (or
 perceived ability): Facilitator




                                                     Motivation
                                                                     activation
  • highlights the task’s simplicity                                 threshold
  • often used with the progress bar dynamics to
   create anticipation as user improve towards his
   goal

▪ Has ability and motivated: Signal
  • should only serve as a reminder                                       Ability

                                                                             twitter: mich8elwu
                                                                  linkedin.com/in/MichaelWuPhD    30
trigger effectiveness depends on gamer archetype




                                             twitter: mich8elwu
                                  linkedin.com/in/MichaelWuPhD    31
trigger effectiveness depends on gamer archetype
Bartle type    Characteristics                                 Effective trigger
Killer (<1%)   highly competitive                              challenge them
Socializer     hate confrontation, followers, value            show that their friends are
~80%           relationship                                    doing it
Achiever                                                       spark trigger associated
               driven by status (i.e. special access, etc.)
~10%                                                           with an status increase
Explorer       driven by discovery & uniqueness of their       call upon their unique skill,
~10%           contributions, hate spatial & temporal limits   no time pressure




                                                                               twitter: mich8elwu
                                                                    linkedin.com/in/MichaelWuPhD    32
agenda
▪ Gamification basics
  • What is gamification? What is it not?
  • What does gamification mean to your business?

▪ Why gamification works? The behavioral perspective
  • Motivation: the motivational psychology
  • Ability: the access to resources
  • Trigger: the proper call to action

▪ Applications + advance topics in gamification
  • Overjustification + sustainable gamification strategies
  • The evaluative framework + design paradigm for gamification (with examples)

                                                                       twitter: mich8elwu
                                                            linkedin.com/in/MichaelWuPhD    33
beware of the moral hazard of game play
▪ Recall: Skinnerian operant conditioning
  • The reward can be learned & become the motivator instead of the behavior

▪ Gamify flossing: reward with perks, say a toy
  • What happens when the rewards can’t keep up?
  • They lose ALL the motivation to perform the desired task




                                                                          twitter: mich8elwu
                                                               linkedin.com/in/MichaelWuPhD    34
the overjustification effect
▪ Rewarding people with extrinsic rewards
 will decrease the person’s intrinsic
 motivation for the gamified behavior
▪ Most commercial gamification :
  • Perks moderate
  • Cash scale
  • Points large
  • Badges scale

▪ These are all extrinsic rewards.
  • Can gamification work in the long run?

                                                                twitter: mich8elwu
                                                     linkedin.com/in/MichaelWuPhD    35
2 sustainable gamification strategies
▪ Bad news: gamification by itself is not sustainable long term
 (especially those that uses extrinsic rewards)
▪ But it is very effective (in the short term) to get people start
 doing something (e.g. foursquare)
▪ Use gamification to jumpstart some gamified activities that:
  • Has long term intrinsic value
  • Leaves enough data behind for the system to infer, reinforce, and reward the
   users intrinsic motivation

▪ Gamification (i.e. the extrinsic rewards) then becomes a
 secondary reinforcement for the primary value driver
                                                                        twitter: mich8elwu
                                                             linkedin.com/in/MichaelWuPhD    36
2 sustainable gamification strategies
▪ Value vs. motivation mechanism                                        2. track all
                                                                         activities
        gamification
                                                                        3. infer intrinsic
                                                                           motivation
                   intrinsic/                                    intrinsic
                  long term                    1. Variety of
                                                                motivation
                     value                      motivating
                                           activities/behaviors
              extrinsic rewards                              extrinsic rewards
▪ Good news: gamification don’t have to work long term.
 It just has to work long enough for:
  • The user to realize the value of the gamified behavior
  • The system to discover and reward the user’s intrinsic motivation
                                                                         twitter: mich8elwu
                                                              linkedin.com/in/MichaelWuPhD    37
an evaluative framework + a design paradigm
▪ If we know why gamification works, then…
  • We can evaluate the effectiveness of any future gamification strategies




                                                                         twitter: mich8elwu
                                                              linkedin.com/in/MichaelWuPhD    38
speed camera lottery
 ▪ Desired behavior:
   • obey the speed limit

 ▪ Motivation:
   • win $ lottery

 ▪ Ability:
   • the player is driving, and has
     the ability to slow down

 ▪ Trigger:
   • lottery sign on camera fixture
   • this is a spark trigger
                      twitter: mich8elwu
           linkedin.com/in/MichaelWuPhD    39
Gap gamify store check-in
▪ Desire action:                      Motivation
  • FB Places check-in

▪ Single appointment              Trigger: appointment dynamic – time’s up trigger

  • No reward for repeating
   & maintaining the action

▪ Moral hazard of
 gameplay
                                                   Ability: not everyone uses
  • People want the reward                          FB Places. If target
   (free jeans) much more                           demographic use it, then
   than they want to check-in                       OK. They can check-in


▪ When 10,000th pair of jean is gone, people stop checking in
                                                                  twitter: mich8elwu
                                                       linkedin.com/in/MichaelWuPhD    40
gamification of work ≠ mixing games with work
▪ Sales execs fail to assign leads regularly
▪ Create an iPad/iPhone golf game for
 lead assignment = desired behavior
  • Motivation: new, fun, sales people love golf
  • Ability: this actually reduces ability, b/c it’s less efficient, and takes more time
  • Trigger: leads notification

▪ No convergence of 3 factors  bad idea!
  • People may use it for a while due to novelty, but it won’t last long

▪ Don’t take it too literally, or you’re missing the point of
 gamification
                                                                               twitter: mich8elwu
                                                                    linkedin.com/in/MichaelWuPhD    41
an evaluative framework + a design paradigm
▪ If we know why gamification works, then…
  • We can evaluate the effectiveness of any future gamification strategies
  • We can design and create new gamification that drives a specific action
    •   It’s all about driving players above the activation threshold by temporal convergence of
        1. Motivating them by positive feedback & positive, motivational psychology
        2. Increasing their ability (or perceived ability) by simplifying the behavior
               (provide users with the necessary resources to perform the behavior)
        3. And then applying the proper trigger at the right time

▪ The magic formula of gamification
  • Place the proper triggers in the behavioral trajectory of motivated players, at
   the moment when they feel the greatest excess in their ability

▪ Design is iterative: what happen when it doesn’t work?
                                                                                   twitter: mich8elwu
                                                                        linkedin.com/in/MichaelWuPhD    42
the key to successful gamification
▪ Understand what actions you are trying to drive:
 what are you trying to gamify
▪ Know your target audience:
 who are you trying to gamify


▪ Deep behavior metrics and analytics
  • Gamification is very data intensive and metric driven
  • Rewarding the players fairly
  • Infer user motivation from data
  • Gamification effectiveness: needs feedback loop data for design iterations

                                                                         twitter: mich8elwu
                                                              linkedin.com/in/MichaelWuPhD    43
Thank you
Q&A + discussion




  @mich8elwu
                  twitter: mich8elwu
       linkedin.com/in/MichaelWuPhD    44

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2012 05-01 vator tv -science of gamification v01b-slideshare

  • 1. The Science of Gamification Michael Wu, PhD (mich8elwu) Principal Scientist of Analytics Vator Spark May 1st, 2012
  • 2. Most images in this deck have active links to related resources. Explore! twitter: mich8elwu linkedin.com/in/MichaelWuPhD 2
  • 3. agenda ▪ Gamification basics • What is gamification? What is it not? • What does gamification mean to your business? ▪ Why gamification works? The behavioral perspective • Motivation: the motivational psychology • Ability: the access to resources • Trigger: the proper call to action ▪ Applications + advance topics in gamification • Overjustification + sustainable gamification strategies • The evaluative framework + design paradigm for gamification (with examples) twitter: mich8elwu linkedin.com/in/MichaelWuPhD 3
  • 4. what is gamification? twitter: mich8elwu linkedin.com/in/MichaelWuPhD 4
  • 5. what is gamification? ▪ Gamification: • The use of game attributes to drive game-like player behavior in a non-game context with predictability twitter: mich8elwu linkedin.com/in/MichaelWuPhD 5
  • 6. what is gamification? ▪ Gamification: • The use of game attributes to drive game-like player behavior in a non-game context with predictability • game attributes • game mechanics, game dynamics, game design principles, gaming psychology, player journey, narratives, incentives, etc. twitter: mich8elwu linkedin.com/in/MichaelWuPhD 6
  • 7. what is gamification? ▪ Gamification: • The use of game attributes to drive game-like player behavior in a non-game context with predictability • game attributes • game mechanics, game dynamics, game design principles, gaming psychology, player journey, narratives, incentives, etc. • game-like player behavior • engagement, interaction, competition, collaboration, awareness, learning, obsession, and/or any other observed player behavior during game play twitter: mich8elwu linkedin.com/in/MichaelWuPhD 7
  • 8. what is gamification? ▪ Gamification: • The use of game attributes to drive game-like player behavior in a non-game context with predictability • game attributes • game mechanics, game dynamics, game design principles, gaming psychology, player journey, narratives, incentives, etc. • game-like player behavior • engagement, interaction, competition, collaboration, awareness, learning, obsession, and/or any other observed player behavior during game play • non-game context • work, education, health & fitness, sale & marketing, community participation, civic engagement, volunteerism, goodwill, etc. (anything but a game) twitter: mich8elwu linkedin.com/in/MichaelWuPhD 8
  • 9. what does gamification mean to your business? ▪ Understanding connection vs. interaction (engagement) ▪ Social networks connects people • It determines who connects to whom • But it doesn’t determine who interacts with whom ▪ A connection is required but not sufficient to guarantee interaction ▪ Connection is easy to maintain, interaction is much harder • Connection: only takes 1 action, no subsequent actions are required: Once connected, you’ll always be a connection • Interaction: requires persistent actions over time twitter: mich8elwu linkedin.com/in/MichaelWuPhD 9
  • 10. realizing the value of your connections ▪ The potential value of a connection is huge • That is why Facebook received ~$40 billion valuation twitter: mich8elwu linkedin.com/in/MichaelWuPhD 10
  • 11. realizing the value of your connections ▪ Potential value through influence • Connection to other fans, customers, or consumers  can potentially influence them through WOM  business gain value through customer acquisition & accelerated adoption • But w/o interaction, there is no way to spread WOM ▪ Potential value through loyalty • Connection to brands  can potentially build stronger/deeper customer-brand relationship  business gain value through persistent consumption of product & service • But w/o interaction, you can’t build any relationship twitter: mich8elwu linkedin.com/in/MichaelWuPhD 11
  • 12. realizing the value of your connections ▪ The latent value of a connection (a fan / friend) is the potential to interact • When people actually interact, they can realize this value • If fans (connections to brands) don’t interact, they cannot realize their latent value (e.g. WOM influence, loyalty, etc.) ▪ Nevertheless, connections do have value, interactions simply create greater value ▪ Gamification is great at driving action, interaction, adoption, etc. twitter: mich8elwu linkedin.com/in/MichaelWuPhD 12
  • 13. what can gamification do for your business? ▪ 3 of the most common commercial use case of gamification • Deepens engagement • Internally: collaboration between teams + employees • Externally: collaboration between customers • Sustains loyalty • Onboards new users (employees, customers) ▪ So what? customer spending average customer 2.5x community user superfan 10x twitter: mich8elwu linkedin.com/in/MichaelWuPhD 13
  • 14. agenda ▪ Gamification basics • What is gamification? What is it not? • What does gamification mean to your business? ▪ Why gamification works? The behavioral perspective • Motivation: the motivational psychology • Ability: the access to resources • Trigger: the proper call to action ▪ Applications + advance topics in gamification • Overjustification + sustainable gamification strategies • The evaluative framework + design paradigm for gamification (with examples) twitter: mich8elwu linkedin.com/in/MichaelWuPhD 14
  • 15. what’s the magic behind gamification? CommunalResponse Collection Countdown Discovery Variable Ratio Fun Once, Cross Situational Collaboration Delayed Lottery Reward Schedule Reputation Fun Always Leader-boards Mechanics Fixed Ratio Status Free Lunch Serendipity Points Moral Hazard SocialShell Game Communal Reward Schedule Modifiers of Game PlayCohesion Interval Discovery Loyalty Rank Leader-boards Avoidance Reinforcement Reinforcer Appointment Schedules Virtual Items Reward Schedules Urgent Privacy Envy Optimism Dynamic Chain SchedulesSet Completion Companion Epic MeaningMicro Leader-boards Loss Aversion Cascading Rolling Social Fabric of Games Gaming ContingencyViral Game Mechanics Free Lunch Information Physical Level Up Virality Pride Achievement Theory Goods Behavioral Contrast Endless Infinite Gameplay Combos Games Disincentives Ownership Variable Interval Reward Schedules Progression Dynamic Fixed Interval Behavioral Momentum Blissful Ratio Reward Real-time Reward Schedules Extinction Productivitytwitter: mich8elwu Schedules Quest Mechanics linkedin.com/in/MichaelWuPhD 15
  • 16. behavior model ▪ Fogg Behavior Model (FBM): • 3 Factors underlying human behavior • Temporal convergence of 3 factors MotivationAction Ability Trigger wants can told to twitter: mich8elwu linkedin.com/in/MichaelWuPhD 16
  • 17. behavior model ▪ Fogg Behavior Model (FBM): Trigger • 3 Factors underlying human behavior • Temporal convergence of 3 factors Motivation activation threshold Action Ability twitter: mich8elwu linkedin.com/in/MichaelWuPhD 17
  • 18. what motivates people ▪ Abraham Maslow’s hierarchy of needs (1943) Game mechanics/dynamics being-needs (meta-needs) status, achievements, ranks, reputation, etc. deficiency social cohesion, virality & needs most communal/community dynamics security, money (gambling) food, water, etc twitter: mich8elwu linkedin.com/in/MichaelWuPhD 18
  • 19. what motivates people ▪ Abraham Maslow’s hierarchy of needs (1943) Game mechanics/dynamics being-needs (meta-needs) Maslow’s meta-motivators: twitter: mich8elwu linkedin.com/in/MichaelWuPhD 19
  • 20. what motivates people ▪ Abraham Maslow’s hierarchy of needs (1943) Dan Pink’s intrinsic Game mechanics/dynamics motivators (2009) DRiVE Maslow’s meta-motivators: twitter: mich8elwu linkedin.com/in/MichaelWuPhD 20
  • 21. what motivates people ▪ Abraham Maslow’s hierarchy of needs (1943) Dan Pink’s intrinsic Game mechanics/dynamics motivators (2009) ownership, blissful productivity, DRiVE autonomy Maslow’s meta-motivators: serendipity, etc. mastery points, progression, level up, set completion, etc. purpose epic meaning, quest, discovery, justice, save the world, etc. twitter: mich8elwu linkedin.com/in/MichaelWuPhD 21
  • 22. Watson & Skinner: Learning & Conditioning ▪ Human behaviors are learned through conditioning • Radical: disregard innate needs, only use external conditions & reinforcement • The conditioned reinforcers (which are usually some kind of points) are learned and they become the motivator • However, points themselves are not inherently rewarding ▪ Proper use of points depends on the reward schedule • When, how many, and at what rate the points are given (or taken away) • Progression and level up dynamics twitter: mich8elwu linkedin.com/in/MichaelWuPhD 22
  • 23. Watson & Skinner: Learning & Conditioning ▪ Fixed-interval (FI) schedule • Drives activity near deadline Reward Schedules • Count down & appointment dynamic ▪ Fix-interval (FI) and fixed-ratio (FR) • Learning new behaviors (e.g. training) ▪ Variable-interval (VI) • Reinforcing established behaviors ▪ Variable-ratio (VR) • Maintaining a behavior  game addiction • Serendipity + surprise  lottery mechanic (anticipatory motivators) twitter: mich8elwu linkedin.com/in/MichaelWuPhD 23
  • 24. Mihaly Csikszentmihalyi: Flow ▪ Flow: an optimal state of intrinsic motivation • Forget about physical feelings (e.g. hunger, sleep), passage of time, and their ego ▪ Skill ~ Challenge  Flow ▪ Certainty vs. Uncertainty • People love the control state • People hate the boredom state • People like arousal • People dislike worry twitter: mich8elwu linkedin.com/in/MichaelWuPhD 24
  • 25. Mihaly Csikszentmihalyi: Flow ▪ People acquire skills over time  move into the relaxation/boredom state steep learning curve to get back to flow • We are motivated by challenges, shallow surprises, and varieties, to avoid way too hard learning boredom curve • IRL, matching challenge to a bit too hard people’s skills exactly is hard • They are either too easy (boring) or too hard (frustrating) too easy ▪ In good gamification, we can control the level of difficulty twitter: mich8elwu linkedin.com/in/MichaelWuPhD 25
  • 26. what empowers people with greater ability? ▪ Ability ≠ skill ▪ Ability is a measure of your access to the resources at the moment when you need to perform the behavior • Effort resources: physical effort + mental effort • Scarce resources: time, money, authority/permission, attention, rare skills, etc. • Adaptability resources: capacity to break norms, which may be personal (routines), social, behavioral, cultural, etc. ▪ Ability is context dependent • Depends on individual: different people have access to different resources • Depends on context: access to resources can be lost and regained twitter: mich8elwu linkedin.com/in/MichaelWuPhD 26
  • 27. ability = simplicity ▪ 2 perspectives on ability • User perspective: ability (reality) activation • Task perspective: simplicity (perceptual) threshold Motivation ▪ 2 ways to push a user beyond his activation threshold • Hard way: Increase his real ability by motivating him to train & practice • Easier way: Increase the task’s perceived simplicity (or user’s perceived ability) Ability ▪ Simplicity empowers users  endows them w/ greater ability twitter: mich8elwu linkedin.com/in/MichaelWuPhD 27
  • 28. perceived ability (simplicity) ▪ A task is perceived simple if you can complete it with fewer resources than you expect • You expect the task to be harder ▪ Some game mechanics/dynamics designed to increase perceived ability (simplicity) • Divide and conquer • Cascading information theory • Chaining reward schedules • Behavioral momentum (people’s tendency to follow personal norms, routines) twitter: mich8elwu linkedin.com/in/MichaelWuPhD 28
  • 29. what is a trigger and why is it needed ▪ Anything that asks the user to perform a behavior now • User must aware of the trigger. • Must understand what the trigger means. ▪ Why are triggers necessary? • Unaware of his ability (e.g. resources needed) • Hesitant (e.g. question his motivation) • Distracted (e.g. engaged in another routine) ▪ Trigger is all about timing! • Poorly timed trigger: spam mails + pop ups ads • Good triggers are carefully timed to activate when users have the motivation and the ability twitter: mich8elwu linkedin.com/in/MichaelWuPhD 29
  • 30. trigger depends on behavioral trajectory ▪ Has ability but not motivated: Spark • built-in as part of the motivation mechanism ▪ Motivated, but lack ability (or perceived ability): Facilitator Motivation activation • highlights the task’s simplicity threshold • often used with the progress bar dynamics to create anticipation as user improve towards his goal ▪ Has ability and motivated: Signal • should only serve as a reminder Ability twitter: mich8elwu linkedin.com/in/MichaelWuPhD 30
  • 31. trigger effectiveness depends on gamer archetype twitter: mich8elwu linkedin.com/in/MichaelWuPhD 31
  • 32. trigger effectiveness depends on gamer archetype Bartle type Characteristics Effective trigger Killer (<1%) highly competitive challenge them Socializer hate confrontation, followers, value show that their friends are ~80% relationship doing it Achiever spark trigger associated driven by status (i.e. special access, etc.) ~10% with an status increase Explorer driven by discovery & uniqueness of their call upon their unique skill, ~10% contributions, hate spatial & temporal limits no time pressure twitter: mich8elwu linkedin.com/in/MichaelWuPhD 32
  • 33. agenda ▪ Gamification basics • What is gamification? What is it not? • What does gamification mean to your business? ▪ Why gamification works? The behavioral perspective • Motivation: the motivational psychology • Ability: the access to resources • Trigger: the proper call to action ▪ Applications + advance topics in gamification • Overjustification + sustainable gamification strategies • The evaluative framework + design paradigm for gamification (with examples) twitter: mich8elwu linkedin.com/in/MichaelWuPhD 33
  • 34. beware of the moral hazard of game play ▪ Recall: Skinnerian operant conditioning • The reward can be learned & become the motivator instead of the behavior ▪ Gamify flossing: reward with perks, say a toy • What happens when the rewards can’t keep up? • They lose ALL the motivation to perform the desired task twitter: mich8elwu linkedin.com/in/MichaelWuPhD 34
  • 35. the overjustification effect ▪ Rewarding people with extrinsic rewards will decrease the person’s intrinsic motivation for the gamified behavior ▪ Most commercial gamification : • Perks moderate • Cash scale • Points large • Badges scale ▪ These are all extrinsic rewards. • Can gamification work in the long run? twitter: mich8elwu linkedin.com/in/MichaelWuPhD 35
  • 36. 2 sustainable gamification strategies ▪ Bad news: gamification by itself is not sustainable long term (especially those that uses extrinsic rewards) ▪ But it is very effective (in the short term) to get people start doing something (e.g. foursquare) ▪ Use gamification to jumpstart some gamified activities that: • Has long term intrinsic value • Leaves enough data behind for the system to infer, reinforce, and reward the users intrinsic motivation ▪ Gamification (i.e. the extrinsic rewards) then becomes a secondary reinforcement for the primary value driver twitter: mich8elwu linkedin.com/in/MichaelWuPhD 36
  • 37. 2 sustainable gamification strategies ▪ Value vs. motivation mechanism 2. track all activities gamification 3. infer intrinsic motivation intrinsic/ intrinsic long term 1. Variety of motivation value motivating activities/behaviors extrinsic rewards extrinsic rewards ▪ Good news: gamification don’t have to work long term. It just has to work long enough for: • The user to realize the value of the gamified behavior • The system to discover and reward the user’s intrinsic motivation twitter: mich8elwu linkedin.com/in/MichaelWuPhD 37
  • 38. an evaluative framework + a design paradigm ▪ If we know why gamification works, then… • We can evaluate the effectiveness of any future gamification strategies twitter: mich8elwu linkedin.com/in/MichaelWuPhD 38
  • 39. speed camera lottery ▪ Desired behavior: • obey the speed limit ▪ Motivation: • win $ lottery ▪ Ability: • the player is driving, and has the ability to slow down ▪ Trigger: • lottery sign on camera fixture • this is a spark trigger twitter: mich8elwu linkedin.com/in/MichaelWuPhD 39
  • 40. Gap gamify store check-in ▪ Desire action: Motivation • FB Places check-in ▪ Single appointment Trigger: appointment dynamic – time’s up trigger • No reward for repeating & maintaining the action ▪ Moral hazard of gameplay Ability: not everyone uses • People want the reward FB Places. If target (free jeans) much more demographic use it, then than they want to check-in OK. They can check-in ▪ When 10,000th pair of jean is gone, people stop checking in twitter: mich8elwu linkedin.com/in/MichaelWuPhD 40
  • 41. gamification of work ≠ mixing games with work ▪ Sales execs fail to assign leads regularly ▪ Create an iPad/iPhone golf game for lead assignment = desired behavior • Motivation: new, fun, sales people love golf • Ability: this actually reduces ability, b/c it’s less efficient, and takes more time • Trigger: leads notification ▪ No convergence of 3 factors  bad idea! • People may use it for a while due to novelty, but it won’t last long ▪ Don’t take it too literally, or you’re missing the point of gamification twitter: mich8elwu linkedin.com/in/MichaelWuPhD 41
  • 42. an evaluative framework + a design paradigm ▪ If we know why gamification works, then… • We can evaluate the effectiveness of any future gamification strategies • We can design and create new gamification that drives a specific action • It’s all about driving players above the activation threshold by temporal convergence of 1. Motivating them by positive feedback & positive, motivational psychology 2. Increasing their ability (or perceived ability) by simplifying the behavior (provide users with the necessary resources to perform the behavior) 3. And then applying the proper trigger at the right time ▪ The magic formula of gamification • Place the proper triggers in the behavioral trajectory of motivated players, at the moment when they feel the greatest excess in their ability ▪ Design is iterative: what happen when it doesn’t work? twitter: mich8elwu linkedin.com/in/MichaelWuPhD 42
  • 43. the key to successful gamification ▪ Understand what actions you are trying to drive: what are you trying to gamify ▪ Know your target audience: who are you trying to gamify ▪ Deep behavior metrics and analytics • Gamification is very data intensive and metric driven • Rewarding the players fairly • Infer user motivation from data • Gamification effectiveness: needs feedback loop data for design iterations twitter: mich8elwu linkedin.com/in/MichaelWuPhD 43
  • 44. Thank you Q&A + discussion @mich8elwu twitter: mich8elwu linkedin.com/in/MichaelWuPhD 44