2011 05-26 digtali surrey science of gamification-v03
DESCRIPTION
Invited talk at Digital Surrey. http://www.digitalsurrey.co.uk/blog/?p=212TRANSCRIPT
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Michael Wu PhDPrincipal Scientist of AnalyticsLithium Technologies
Digital SurreyMay 26th, 2011
The Science of Gamification
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agenda
Terminology & basic concepts
Fogg’s behavior model (FBM)MotivationAbilityTrigger
Design process and few case studies
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some gamification terminology
Gamification:The use of game mechanics/dynamics to drive game-liked engagement and actions in non-game environments (e.g. work, education, exercise, etc.)
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some gamification terminology
Game MechanicsPrinciples, rules, and/or mechanisms that govern a simple behavior through a system of rewards with predictable outcome.If …[reward]… then …[action]… with high probabilityBuilding blocksInfinite
People adapt game mechanics become ineffective
Common examples:Status: ranks + reputationFeedback: pointsSet completion: collectionCustomization: self expressionExchange: sharing social cohesion + facilitation
Gamification.org compiled a list of known game mechanics
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some gamification terminology
Gaming DynamicTemporal evolution and patterns of both the game and the players that make the game (or any gamifiedactivity) more enjoyable.Game play dynamicsPlayer state dynamics: FlowCreated by combining + cascading game mechanics confused with game mechanicsDepend on gaming personality (Bartle): achiever, explorer, socializer, killer
Common examples:Progression vs. status: badge + achievement / rank + reputation / leveling up / unlocks + accessReinforcement schedule vs. points: variable interval/ratio reinforcement
serendipityAppointment + countdowns: IRL happy hour FarmVilleCommunal discovery: IRL voting digg + Facebook likes
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some gamification terminology
Game TheoryHas nothing to do with gamification!An established branch of mathematics that tries to describe the decision process in any strategic situations, including games.
A BEAUTIFULMIND
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agenda
Terminology & basic concepts
Fogg’s behavior model (FBM)MotivationAbilityTrigger
Design process and few case studies
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behavior model
Fogg Behavior Model (FBM):3 Factors underlying human behavior.Temporal convergence of 3 factors.
Motivation Ability TriggerAction
wants can told to
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behavior model
Fogg Behavior Model (FBM):3 Factors underlying human behavior.Temporal convergence of 3 factors.
Action Mot
ivat
ion
Ability
Trigger
activationthreshold
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what motivates people
Abraham Maslow’s hierarchy of needs (1943)
deficiencyneeds
being-needs(meta-needs)
food, water, etc
security, money (gambling)
social cohesion, virality & most communal/community dynamics
status, achievements,ranks, reputation, etc.
Game mechanics / dynamics
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Abraham Maslow’s hierarchy of needs (1943)
Dan Pink’s intrinsic motivators
from Maslow’s need to Pink’s drive
being-needs(meta-needs)
Game mechanics / dynamics
Maslow’s meta-motivators:autonomy
mastery
purpose
Dan Pink’s intrinsicmotivators (2009)
ownership, blissful productivity, serendipity, etc.
points, progression, level up, set completion, etc.
epic meaning, quest, discovery, justice, save the world peace, etc.
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John Watson & BF Skinner: Learning & Conditioning
Human behaviors are learned through conditioningRadical: disregard innate needs, only use external conditions & reinforcementThe conditioned reinforcers (which are usuallysome kind of points) are learned and theybecome the motivatorHowever, points themselves are not inherentlyrewarding
Proper use of points depends on thereward schedule
When, how many, and at what rate the pointsare given (or taken away)Progression and level up dynamics
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John Watson & BF Skinner: Learning & Conditioning
Fixed-interval (FI) scheduleDrives activity near deadline
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 & surpriseLottery mechanic + anticipatory motivators
Reward Schedules
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Mihaly Csikszentmihalyi: Flow
Flow: an optimal state of intrinsicmotivation
Forget about physical feelings (e.g. hunger,sleep), passage of time, and their ego
Skill ~ Challenge Flow
Certainty vs. UncertaintyPeople love the control state
b/c it gives them a sense of security & safetyPeople hate the boredom statePeople like arousalPeople dislike worry
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Mihaly Csikszentmihalyi: Flow
People acquire skills over time move into the relaxation / boredom state
We are motivated by challenges, surprises, and varieties, to avoid boredomNew challenge arousal, anxietyIRL, matching challenge to people’s skills exactly is hardThey are either too easy (boring) or too hard (frustrating)Good gamification must adapt & evolve with the player
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agenda
Terminology & basic concepts
Fogg’s behavior model (FBM)MotivationAbilityTrigger
Design process and few case studies
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ability: 2 perspectives
User perspective: ability (reality)
Task perspective: simplicity (perceptual)
2 ways to push a user beyond hisactivation threshold
Hard way: Increase his real ability by motivating him to train & practice
Easier way: Increase the task’sperceived simplicity (or user’s perceived ability)
Mot
ivat
ion
Ability
activationthreshold
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what is simplicity
Tasks that are truly simple must not require any resources you don’t have
Simplicity is a measure of your access to the following 3 categories of resources at the time when you need to perform the task
Effort resources: physical effort + mental effort. Scarce resources: time, money, authority/permission, attention etc.Adaptability resources: capacity to break norms, which may be personal (routines), social, behavioral, cultural, etc.
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what is simplicity
Simplicity dependenciesIndividual: different people have access to different resourcesTime & context: resource can be lost and become in accessible or gain
Resource trade offTime + moneySimplicity is a function of your scarcest resource at the time when you need to perform the task
Motivation + Ability can also trade offUsually happens at extreme the ends
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perceived 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 simplifyDivide and conquerCascading information theoryChaining reward schedulesBehavioral momentum (follow personal norm)
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agenda
Terminology & basic concepts
Fogg’s behavior model (FBM)MotivationAbilityTrigger
Design process and few case studies
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what is a trigger and why is it needed
Something that prompts or tells the users to carry out the target behavior now.
User must aware of the trigger.Must understand what the trigger means.
Why a trigger is necessaryUnaware of his ability (e.g. unaware of options or simplicity of task)Hesitant (e.g. question his motivation)Distracted (e.g. engaged in another routine activity)
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trigger depends on behavioral trajectoryHas ability but not motivated
Sparkbuilt-in as part of the motivation mechanism
Motivated, but lack ability (or perceived ability)
Facilitatorsimplifies task by highlighting its simplicityoften used with the progress bar dynamics to create anticipation as user improve towards his goal
Has ability and motivatedSignalshould only serve as a reminder
Mot
ivat
ion
Ability
activationthreshold
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trigger depends on gaming personality
Trigger is all about timing!Poorly timed trigger: spam mails + pop ups ads
Bartle type Characteristics Effective triggerKiller (<1%) highly competitive challenge themSocializer~80%
hate confrontation, followers, value relationship
show that their friends are doing it
Achiever ~10% driven by status (i.e. special access, etc.) spark trigger associated
with an status increaseExplorer ~10%
driven by discovery & uniqueness of their contributions, hate spatial & temporal limits
call upon their unique skill, no time pressure
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agenda
Terminology & basic concepts
Fogg’s behavior model (FBM)MotivationAbilityTrigger
Design process and few case studies
twitter: mich8elwulinkedin.com/in/MichaelWuPhD
gamification: design that drives actions
What do game mechanics/dynamics do?Positive feedbacks: progress, accumulation of point, badges, status, customization, serendipity, social facilitation, etc.Negative feedback: theoretically works, but not well in practice
Increase the player’s true ability through training and practice (often used with motivation)Increase his perceived ability by simplifying the actions
Place triggers in the behavioral trajectory of motivated players when they feel the greatest excess in their ability
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gamification is an iterative design processWhat happens when a desired behavior is not performed?
Easiest thing to check 1st: are they triggered?Are they aware of the trigger? Do they understand what the trigger meant?
Do they have the ability (i.e. is the action simple enough)?Does it require efforts, scarce resources, or does it require the user to break norms and learn new routines?Reduce the feature complexity so it requires less resources (divide + conquer).
Are they motivated?By positive feedbacks from game mechanics / gaming dynamics?i.e. accumulation of points, badges, status change, progress bar, leader board, customization, serendipity, social facilitation, etc.
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beware of the moral hazard of game play
Recall: Skinnerian operant conditioningPoints can be learned and become the motivator instead of the desired behavior
Gamify flossing: reward with points + perksWhat happens when the rewards are gone?They lose all motivation to perform the desired task
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Gap gamify store check-in
Desire action:FB Places check-in
Single appointmentNo reward for repeating &maintaining the action
Moral hazard of game play
People want the reward(free jeans) much more than they want to check-in
When 10,000th pair of jean is gone people stop checking in
Trigger: appointment dynamic – time’s up
Motivation
Ability: not everyone uses FB Places. If target demographic use it, then OK. They can check-in
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speed camera lottery
Motivation: win $ lottery
Ability: the player is driving, and has the ability to slow down the car
Trigger: lottery sign on camera fixture
Spark trigger
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gamification of work ≠ mixing games with work
Sales execs fail to assign leads regularly
Create an ipad+iphone golf gamefor lead assignment.
Motivation: new, fun, sales people love golfAbility: this actually reduces ability, more work, inefficient 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 whole point of gamification
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gamification summary
It is all about driving the players above the activation threshold by:
1. Motivating them by positive feedback2. Increasing their ability (or perceived ability)3. And then applying the proper trigger at the right time
The temporal convergence of motivation, ability and trigger is why gamification is able to manipulate human behaviors.
Beware of the moral hazard of game playGood games must adapt and evolve with their players to bring them into the state of flow
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thank you
Q&A + discussion
Resources:me: mich8elwublog: http://lithosphere.lithium.com/t5/a/bg-p/MikeW
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