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GAMIFICATION



          Image from Op-Expat
Neil Randall, Director
      English Department
      Experimental Digital Media Program
Stacey Scott, Associate Director
     Systems Design Engineering Department
     Collaborative Systems Lab
GAMES INSTITUTE GOALS
Collaborative multi-disciplinary research and events
Collaborative multi-institutional research and events
Ongoing graduate student training and research
Courses and programs in game design and development
Hub for games-related research
Hub for the games industry provincially and nationally
Extensive outreach: community and all school levels
CURRENT RESEARCH PROJECTS
Player Immersion, Presence, Addiction
      SSHRC Partnership Grant Proposal
Converting Boardgames to Touch Surface Games
     Games Institute & Collaborative Systems Lab
Can a Game Make You Cry?
      Narrative and Emotional Engagement
Gamifying the Drive
  GI, WatCAR, and APC
RESEARCH THEMES
Game Technologies – Surfaces, 3D, Sound, VR, etc.
Narrative and Games
Serious Games & Educational Games
Health and Games
Social and Mobile Gaming
Augmented Reality and Virtual World Games
Games for Simulations & Training

and   … Gamification
EXERCISE
Write down the websites you’ve visited
this week – those you remember.
Write down the websites you visit
regularly
Write down the websites you’d like to visit
more often but don’t get around to
SO WHAT?
Nobody knows how many websites are out
there - there’s no way to know for sure.
But all reports seem to indicate that
there are roughly 250 million.
Yup – 250,000,000 – a quarter of a billion
AND … ?
Let’s say you’re an amazing human being
and visit 125 of them semi-regularly.
That means that you visit ONE-HALF OF
A MILLIONTH of the World Wide Web.
That’s not much. And it’s pretty typical.
MEANING…?
If you have a website …

… NOBODY CARES ABOUT IT.

Well, not quite nobody. But mostly
nobody. Very nearly completely nobody.

Depressing if you’ve spent a lot of time,
effort, and money on it.
SO…
Give them.
SOMETHING.
to care about.
WHICH BRINGS US TO?




Games …      … of course
GAMIFICATION
Gamification is the application of game
mechanics or game structures to
traditionally non-game artifacts.
Gamification currently is primarily about
reward systems.
But what about game mechanics and
structures?
PlayGen
The biggest obstacle to gamification is the ability of the meta
games to appeal to those who do not normally play meta
games or associate themselves with video games. This has to
be achieved by creating meta games which offer plenty of
rewards and the opportunity of gaining social status. The
prospect of competition as well as achievement are also
important incentives in alluring non gamers via gamification.
Finally the meta games must also be relatively simple and
easily understandable and they must, most crucially,
encourage consumers to come back as this is what creates
success out of a gamification strategy and product.

                                             PlayGen site
Farmville
Players are able to provide other Farmville players with gifts
such as livestock or a tree. These gifts are free to give and
the clever part is that they invite reciprocity from the
receiver. This encourages users to invite as many people as
possible to join the game so they can all start exchanging
gifts and kitting out their farms with more desirable objects.
Other than this method, items in the game can either be
purchased through virtual cash or players can actually
choose to use real money to then buy virtual cash. The most
desirable items are usually only affordable with real money
so this encourages players to spend on Farmville.

                                            PlayGen site
Insider Circle
•   The Insider Circle Leaderboard - Ogilvy developed a brand
    advocacy platform called Insider Circle that manages a
    scalable community of fans and builds a productive
    relationship between brand and fan. Irfan Kamal who
    designed the platform argued for a "gamified' premise form
    the start. Today it features a full leaderboard that allows
    community members to rack up points for actions taken and
    gauge how they are doing against other community
    members. This simple feature drives a competitive streak
    that motivates action.


                                   Digital Influence Mapping Project site
VW Roulette
•   VW Roulette - VW needed to impress upon car buyers that
    a particular vehicle is fuel efficient. To make the message
    memorable and drive people to authentically want to
    explore the features of the car that contribute to that fuel
    efficiency, they create a 'gamified' experience that drew
    people in to follow a long driving challenge via a data-
    enhanced Google Map. People could essentially bet when
    the vehicle would run out of its single tank of gas. The best
    part of this model is that people who wanted the best
    chance of guessing well explored the features of the car that
    might contribute to fuel efficiency. Clearly they came away
    with knowledge of how many features were designed to
    improve fuel efficiency.            Digital Influence Mapping Project site
HealthMonth
•   HealthMonth - One of the founders of HealthMonth started
    43Things, one of my favorite sites to admire (but not really
    use). HealthMonth allows us each to set goals for ourselves
    in multiple categories from dieting to mental health. these
    selections get distilled into "life points" which you track, of
    course. You are also directed to groups of people who are
    also striving to reduce the amount of fried food they eat
    every week or increase meditation. The group support each
    other via Twitter. Another great example of behavioral
    economics and game mechanics at work.


                                      Digital Influence Mapping Project site
Nike +
•   Nike + - Showing how gamification can integrate seamlessy
    with the real world and stay completely focused on your
    brand, Nike offers a good example with the Nike+ tag
    running app. Here it links running directly with social gaming
    as users who have downloaded the app are then entered
    into a game of tag, where you have to tag other users and
    keep on running to avoid being ‘it’. If you run the shortest
    distance among the people in your game, then you’re it. So
    the incentive of course is to keep on running.




                                     Digital Influence Mapping Project site
bigdoor.com
bigdoor.com
bigdoor.com
BUILDING BLOCKS
Points
Levels
Trophies, Badges, Achievements
Virtual Goods
Leaderboards


                            bunchball.com site
WHAT IT SATISFIES
 Reward
 Status
 Achievement
 Self-expression
 Competition
 Altruism
                   bunchball.com site
GAMIFICATION


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          Image from Op-Expat
GAMIFICATION


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GAMIFICATION


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GAMIFICATION


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GAMIFICATION


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GAMIFICATION


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          Image from Op-Expat
HUH?


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       Image from Op-Expat
IN THE CLASSROOM
Badges – helping others, group work
excellence, answering questions, etc.
Badges must come with rewards
Levels – similar to ranks, recognized
achievement
Experience Points – grades, badges,
privileges
Quests and storylines
                              mrdaley.com sites
GAMIFICATION?


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GAMIFICATION?


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GAMIFICATION?


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GAMIFICATION?


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GAMIFICATION?


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GAMIFICATION?


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IS IT JUST MBF?
Ian Bogost calls it “exploitationware”.
MBF means concealment or coercion.
“gamification is marketing [MBF], invented by
consultants as a means to capture the wild,
coveted beast that is videogames and to
domesticate it for use in the grey, hopeless
wasteland of big business, where [MBF] already
reigns anyway.”

                                    bogost.com site
SO LET’S CHANGE IT
DEEP GAMIFICATION
 The game is not just grafted on.
 The game is CENTRAL to the interaction

 Customers / visitors / users MUST learn to play,
 and must learn to play increasingly well. Give
 them a way to become great players.

 Play is not frivolous. Play is essential. Just be sure
 to make it real.

                                       bogost.com site

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Gamification

  • 1. GAMIFICATION Image from Op-Expat
  • 2. Neil Randall, Director English Department Experimental Digital Media Program Stacey Scott, Associate Director Systems Design Engineering Department Collaborative Systems Lab
  • 3. GAMES INSTITUTE GOALS Collaborative multi-disciplinary research and events Collaborative multi-institutional research and events Ongoing graduate student training and research Courses and programs in game design and development Hub for games-related research Hub for the games industry provincially and nationally Extensive outreach: community and all school levels
  • 4. CURRENT RESEARCH PROJECTS Player Immersion, Presence, Addiction SSHRC Partnership Grant Proposal Converting Boardgames to Touch Surface Games Games Institute & Collaborative Systems Lab Can a Game Make You Cry? Narrative and Emotional Engagement Gamifying the Drive GI, WatCAR, and APC
  • 5. RESEARCH THEMES Game Technologies – Surfaces, 3D, Sound, VR, etc. Narrative and Games Serious Games & Educational Games Health and Games Social and Mobile Gaming Augmented Reality and Virtual World Games Games for Simulations & Training and … Gamification
  • 6. EXERCISE Write down the websites you’ve visited this week – those you remember. Write down the websites you visit regularly Write down the websites you’d like to visit more often but don’t get around to
  • 7. SO WHAT? Nobody knows how many websites are out there - there’s no way to know for sure. But all reports seem to indicate that there are roughly 250 million. Yup – 250,000,000 – a quarter of a billion
  • 8. AND … ? Let’s say you’re an amazing human being and visit 125 of them semi-regularly. That means that you visit ONE-HALF OF A MILLIONTH of the World Wide Web. That’s not much. And it’s pretty typical.
  • 9. MEANING…? If you have a website … … NOBODY CARES ABOUT IT. Well, not quite nobody. But mostly nobody. Very nearly completely nobody. Depressing if you’ve spent a lot of time, effort, and money on it.
  • 11. WHICH BRINGS US TO? Games … … of course
  • 12. GAMIFICATION Gamification is the application of game mechanics or game structures to traditionally non-game artifacts. Gamification currently is primarily about reward systems. But what about game mechanics and structures?
  • 13. PlayGen The biggest obstacle to gamification is the ability of the meta games to appeal to those who do not normally play meta games or associate themselves with video games. This has to be achieved by creating meta games which offer plenty of rewards and the opportunity of gaining social status. The prospect of competition as well as achievement are also important incentives in alluring non gamers via gamification. Finally the meta games must also be relatively simple and easily understandable and they must, most crucially, encourage consumers to come back as this is what creates success out of a gamification strategy and product. PlayGen site
  • 14. Farmville Players are able to provide other Farmville players with gifts such as livestock or a tree. These gifts are free to give and the clever part is that they invite reciprocity from the receiver. This encourages users to invite as many people as possible to join the game so they can all start exchanging gifts and kitting out their farms with more desirable objects. Other than this method, items in the game can either be purchased through virtual cash or players can actually choose to use real money to then buy virtual cash. The most desirable items are usually only affordable with real money so this encourages players to spend on Farmville. PlayGen site
  • 15. Insider Circle • The Insider Circle Leaderboard - Ogilvy developed a brand advocacy platform called Insider Circle that manages a scalable community of fans and builds a productive relationship between brand and fan. Irfan Kamal who designed the platform argued for a "gamified' premise form the start. Today it features a full leaderboard that allows community members to rack up points for actions taken and gauge how they are doing against other community members. This simple feature drives a competitive streak that motivates action. Digital Influence Mapping Project site
  • 16. VW Roulette • VW Roulette - VW needed to impress upon car buyers that a particular vehicle is fuel efficient. To make the message memorable and drive people to authentically want to explore the features of the car that contribute to that fuel efficiency, they create a 'gamified' experience that drew people in to follow a long driving challenge via a data- enhanced Google Map. People could essentially bet when the vehicle would run out of its single tank of gas. The best part of this model is that people who wanted the best chance of guessing well explored the features of the car that might contribute to fuel efficiency. Clearly they came away with knowledge of how many features were designed to improve fuel efficiency. Digital Influence Mapping Project site
  • 17. HealthMonth • HealthMonth - One of the founders of HealthMonth started 43Things, one of my favorite sites to admire (but not really use). HealthMonth allows us each to set goals for ourselves in multiple categories from dieting to mental health. these selections get distilled into "life points" which you track, of course. You are also directed to groups of people who are also striving to reduce the amount of fried food they eat every week or increase meditation. The group support each other via Twitter. Another great example of behavioral economics and game mechanics at work. Digital Influence Mapping Project site
  • 18. Nike + • Nike + - Showing how gamification can integrate seamlessy with the real world and stay completely focused on your brand, Nike offers a good example with the Nike+ tag running app. Here it links running directly with social gaming as users who have downloaded the app are then entered into a game of tag, where you have to tag other users and keep on running to avoid being ‘it’. If you run the shortest distance among the people in your game, then you’re it. So the incentive of course is to keep on running. Digital Influence Mapping Project site
  • 22. BUILDING BLOCKS Points Levels Trophies, Badges, Achievements Virtual Goods Leaderboards bunchball.com site
  • 23. WHAT IT SATISFIES Reward Status Achievement Self-expression Competition Altruism bunchball.com site
  • 24. GAMIFICATION + Image from Op-Expat
  • 25. GAMIFICATION + Image from Op-Expat
  • 26. GAMIFICATION + Image from Op-Expat
  • 27. GAMIFICATION + Image from Op-Expat
  • 28. GAMIFICATION + Image from Op-Expat
  • 29. GAMIFICATION + Image from Op-Expat
  • 30. HUH? + Image from Op-Expat
  • 31. IN THE CLASSROOM Badges – helping others, group work excellence, answering questions, etc. Badges must come with rewards Levels – similar to ranks, recognized achievement Experience Points – grades, badges, privileges Quests and storylines mrdaley.com sites
  • 32. GAMIFICATION? + Image from Op-Expat
  • 33. GAMIFICATION? + Image from Op-Expat
  • 34. GAMIFICATION? + Image from Op-Expat
  • 35. GAMIFICATION? + Image from Op-Expat
  • 36. GAMIFICATION? + Image from Op-Expat
  • 37. GAMIFICATION? + Image from Op-Expat
  • 38. IS IT JUST MBF? Ian Bogost calls it “exploitationware”. MBF means concealment or coercion. “gamification is marketing [MBF], invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business, where [MBF] already reigns anyway.” bogost.com site
  • 40. DEEP GAMIFICATION The game is not just grafted on. The game is CENTRAL to the interaction Customers / visitors / users MUST learn to play, and must learn to play increasingly well. Give them a way to become great players. Play is not frivolous. Play is essential. Just be sure to make it real. bogost.com site