exploring the method, goal, audience and context of gamification
DESCRIPTION
Written in 2011.Gamification is a contested concept as it is appropriated and used by a variety of perspectives. This paper goes into detail of the discourse surrounding this concept and proposes a definition of gamification. Gamification is defined as the use of game elements to drive user engagement and actions in non-game contexts. In the analysis this definition is taken apart piece by piece resulting in the analysis of the method, goal, audience and context of gamification.TRANSCRIPT
1
Exploring the Method, Goal, Audience and
Context of Gamification
Ruud Koorevaar MA New Media and Digital Culture,
University of Utrecht, Netherlands
3290352
PREFACE
During the few months I have spent as a researcher at Flight 1337, a company specialized in ‘engagement
design’, I have learned valuable insights from a practical point of view, in contrast to my academic education.
As I worked on various projects concerning engagement design I was able to apply and expand my knowledge
which I have garnered during my MA in New Media and Digital Culture and BA in Social Sciences at the Utrecht
University. The following report is the result of the joint forces of this academic education and my experience
at Flight 1337 while being applied to the concept of ‘gamification’, which is a concept closely related to
engagement design.
ABSTRACT
Gamification is a contested concept as it is
appropriated and used by a variety of perspectives.
This paper goes into detail of the discourse
surrounding this concept and proposes a definition
of gamification. Gamification is defined as the use
of game elements to drive user engagement and
actions in non-game contexts. In the analysis this
definition is taken apart piece by piece resulting in
the analysis of the method, goal, audience and
context of gamification.
KEYWORDS
Gamification, meaning, MDA-framework, Fogg’s
Behavior Model, flow
1. INTRODUCTION
Some call it bullshit (Bogost, 2011) or a sign of the
‘gamepacolypse’ (Schell, 2010), others see it as a
marketing tool to invoke engagement with your
users (Zichermann, 2010) and still others are
looking at it from an academic standpoint
(Deterding, 2011b). Perspectives on what it is and
what it can do clearly vary wildly, but one thing is
for sure: gamification has caused quite the stir.
The term ‘gamification’ has only just recently
emerged, but it is being pushed and pulled in a
multitude of directions at once already. But what
are we actually pushing and pulling around? It is
vital to get a firm grip on the concept of
gamification in order to effectively discuss it.
This research is divided into two sections. The first
section will explore the current discourse
surrounding the term gamification. Various
perspectives on gamification will be highlighted
and posed against each other in order to give a
glimpse of the on goings within this emerging field.
These are perspectives from leading figures in
debate about gamification. Gabe Zichermann, for
2
example, takes on a consumer centered approach
in his book ‘Game-Based Marketing’ (2010). On the
other hand, someone as Ian Bogost can be
considered a game designer and theorist who
generally dislikes the term gamification as he
argues that it merely represents "marketing
bullshit" (2011). Then again, Sebastian Deterding,
scholar, proposes a definition of gamification to
use it as a concept (2011c). Building upon this
discussion I will portray my own position within
this discussion. This will be done by formulating a
definition of what gamification entails. This
definition will serve as the guideline as to which
the remainder of the analysis is shaped to. Due to
the heavy dependence on this formulated
definition I will lift a slight tip of the veil:
Gamification is the use of game elements to drive
user engagement and actions in non-game
contexts.
The second section of this paper will be in light of
this definition. The definition will be taken apart
piece by piece, resulting in four separate parts
detailing the method (use of game elements), goal
(to drive user engagement and actions), audience
(users) and contexts (non-game contexts).
However, due to the limited scope of this paper I
will not go into equal detail concerning these four
parts. Since this definition centralizes the goal
aspect, the primary attention will be given to this.
With this analysis I wish to provide a deeper
understanding of the ravenous concept of
gamification. Gamification is already happening,
the beast is loose, and now we have to make sure
that this beast does not go out on a rampage. I will
take steps to size up this beast, see what it's made
of and, hopefully, tame it so that it can be used in a
directed approach.
2. DEFINING GAMIFICATION
Let's deal with a fairly important question right
from the get go. What is gamification?
Unfortunately, this question does not have a single
answer. This is firstly because it is a relatively new
concept. It has not yet been explored to the extent
that an approach was formalized that lived through
the test of time. Secondly, it is a difficult matter to
find a single answer as gamification is being used
and appropriated by a wide variety of parties,
leaving the field in a heavily contested state. This
research will not give you the one answer of the
above question to rule them all, but will instead
propose a formal perspective on what gamification
entails. For starters, it might serve you, the reader,
most to present a glimpse inside this contested
field to see how gamification is pushed and pulled
into a multitude of directions.
The following discussion serves as an example of
two fronts with each their own views on
gamification clashing. These two fronts are, put
rather bluntly, the optimistic marketers
represented by expert, author, speaker and writer
on the subject of gamification and engagement
mechanics, Gabe Zichermann and the scholars
represented by Sebastian Deterding, a scholar who
designs and researches user experience,
persuasion and playfulness in games and the web.
It was your run-of-the-mill Thursday in the middle
of September 2011. However, not for very long as
on that day things were about to change quite
rapidly. A storm was brewing. You might even say
that this storm was looming on the horizon for
quite a while already, more specifically since the
release of Gabe Zichermann and Christopher
Cunningham’s book 'Gamification by Design'
(2011). However, the reason for this storm to occur
on that average Thursday came by the hands of
Sebastian Deterding (2011a).
'Gamification by Design' is written with the
purpose of demystifying and informing the
business-minded crowd regarding the application
of gamification within a business context.
Zichermann does this from the framework of
understanding gamification as "the process of
game-thinking and game mechanics to engage
users and solve problems" (2011, xiv). He uses the
concept to signify a way of thinking and the
application of game-like elements to enhance the
interaction with users. He builds on this framework
by applying a variety of sources from both the
academic world as well as the professional field of
game design.
3
However, according to Deterding the academic
references were performed in a rather lackluster
manner and did not sufficiently serve as an
academic and theoretically sound backbone.
Deterding argues that this backbone was not
constructed accordingly and by subjecting it to
academic scrutiny it shatters. These few sentences
illustrate Deterding’s opinioned position towards
'Gamification by Design' and Zichermann's point of
view:
"So what remains in the end? A hundred-or-so
pages of other peoples' ideas hastily copied
together, incoherent, often contradictory, and
riddled with errors (as happens in hasty copying);
lacking due credit to an extent that borders on
plagiarism; mixed with claims that are boasting,
unfounded, false, even positively dangerous;
misunderstanding games and their appeal;
promoting a flawed and unsustainable “loyalty-for-
cheap” philosophy; artificially pumped up with a
long advert (read: sponsored tutorial), and littered
with further ego-adverts to go and visit
GamificationU.com, ‘’The #1 expert resource
online for gamification best practices and
methodologies”." (2011a)
Deterding made his discontent plainly visible (the
title of the commentary is rather provocative as
well: 'A Quick Buck by Copy and Paste') incurring a
public back-and-forth discussion between the two
gamification experts. Without going into further
detail of the actual contents of the discussion, it
can be said that these two fronts represent two
drastically different sides of the same coin:
gamification.
So what is gamification then? According to another
member of the discussion, Ian Bogost, scholar and
designer of videogames, it is marketing bullshit.
Not bullshit in the sense of it being crap, but in the
sense that the term ‘gamification’ does not
describe its intentions truthfully. To gamify
something is reassuring as it "gives Vice Presidents
and Brand Managers comfort: they're doing
everything right, and they can do even better by
adding 'a games strategy' to their existing
products, slathering on 'gaminess' like aioli on
ciabatta at the consultant's indulgent sales lunch"
(2011). Bogost finds the term ‘exploitationware’
more accurate in describing the actual nature of
the beast, as he quotes from a hypothetical
conversation: “What about gamification? That
seems cheaper and easier.” “Oh you mean
exploitationware? It’s great if you don’t mind
swindling your customers.” Bogost finds that
gamification (or exploitationware) endangers the
personal autonomy of the public as the inherent
nature of implementing game-like structures in
non-game-like contexts is to capture the audience
with enticing means, exploiting them in a way.
Bogost argues that gamification is being used to
achieve marketing goals by manipulating the
consumers into doing certain activities desired by
the producers (Hunter et al, 2011).
Zichermann counters this with personal anecdotes
and results of such gamification projects which,
according to Zichermann himself, have enriched
the lives of many (Hunter et al, 2011). For example,
you didn't go to the gym before? Your boss makes
it enticing for you to do so by offering a reward of
some sort. You might go now. Some will say that
this is exploiting the 'victims'; others will say it
helps them live a more enriched life.
With these three perspectives of Zichermann,
Deterding and Bogost I have briefly illustrated the
contested state of gamification. This contested
state is seemingly steering the discussion towards
a normative debate of whether gamification is
good or bad. This normative debate does not serve
the goal of determining what gamification entails
as it nearly digresses into a tug of war. I hope to
move away from this normative debate and focus
on a more formal discussion to construct an
understanding of gamification. The key authors I
apply to this approach are, once again, Deterding
as well as Michael Wu. The following paragraphs
will explore these authors, resulting in a proposed
definition of gamification.
Deterding and co-authors (2011b, 2011c) propose
the following definition of gamification:
"Gamification is the use of game design elements
in non-game contexts" (2011b, 2). This definition
does not make gamified design equal to full-
fledged games, as gamification here entails the
introduction of elements of game design. Popular
examples of these elements are point systems,
4
leaderboards and achievements. These elements
are then applied to non-game contexts. As such,
this definition details the method (the use of game
design elements) and field of application (or simply
put the context) of gamification.
A similar definition was fashioned into being by the
scholar Michael Wu. According to Wu gamification
is "the use of game mechanics/dynamics to drive
game-like engagement and actions in non-game
environments" (2011). Similarly to Deterding's
definition, this definition signifies a method and a
context. However the method slightly differs as
there is a difference in using the more
encompassing term "game elements" and the
more restrictive use of "game
mechanics/dynamics". The latter excludes the
aspect of aesthetics which I find to be an important
element in gamification design for reasons I will
explain in the next section. The wording regarding
the context is also slightly different. I would
personally prefer to use "context" instead of
"environment", as the latter has a slight
connotation of a physical space, while this is not
necessarily always the case with gamified
applications. A strong part in Wu's definition is the
goal of gamification: "to drive game-like
engagement and actions". However, there is a
problem with the term "game-like". What does this
mean? Does this indicate some form of having fun,
mastery or learning? It is like games, but on what
grounds does it differ then? Also, it should be clear
that it will involve some form of engagement
similar to games due to the fact that the definition
itself already mentions this by stating that the
method of achieving gamification is through using
certain game elements. I would simply replace
"game-like" with "user" to avoid being vague and
obsolete and to add the aspect of an audience to
the definition: the users.
Based on the above arguments I would define
gamification as:
The use of elements of game design to drive user
engagement and actions in non-game contexts.
This definition entails the method (use of game
elements), goal (to drive user engagement and
actions), audience (users) and context (non-game
contexts) of gamification processes. As mentioned
before the goal aspect will receive the most
detailed attention.
3. METHOD
"The use of elements of game design"
As I argued in the previous section I made the
decision to use Deterding’s phrasing of “game
elements” instead of Wu’s “game
mechanics/dynamics”. In this section it will
become clear why.
I interpret game elements as the umbrella term for
three specific elements. Following the MDA-
framework as described by Hunicke et al (2004)
these are the mechanics, dynamics and aesthetics.
Image 1. The designer and player’s perspective on the MDA-framework.
5
Mechanics entail the "particular components of
the game, at the level of data representation and
algorithms" which encompasses “the various
actions, behaviors and control mechanisms
afforded to the player within a game context”.
Dynamics describe "the run-time behavior of the
mechanics acting on player inputs and each others'
outputs over time". The mechanics support the
dynamics. Without the player initiating an action
through a mechanic, a dynamic can’t let its
influence count in the game. These dynamics work
in order to create aesthetic experiences which
signify "the desirable emotional responses evoked
in the player, when she interacts with the game
system".
Amy Kim (2011), CEO at Shufflebrain where
gamification is taken to the practical level,
describes mechanics as, for example, levels, points,
leaderboards, badges, missions or virtual goods.
Dynamics are about the pacing, appointments,
progressive unlocks, reward schedules and
dynamic systems. Aesthetics can be described with
key terms as curiosity, satisfaction, surprise,
delight, fun, envy, pride or connection. I would not
consider this to be an exclusive list, but it serves
the function to give the definitions of these specific
elements a more tangible inclination.
These three elements should be seen as separate,
but nonetheless inherently related. It is paramount
to include all three elements as they are mutually
dependent. This also becomes clear in the
interpretation Hunicke et al (2004) give regarding
the relationship between these elements. In their
article these elements can be appropriated from
two perspectives: the designer and the player (or
user). The designer has a lens of interpretation on
in which "the mechanics give rise to dynamic
system behavior, which in turn leads to particular
aesthetic experiences". From the player's point of
view this direction is reversed: "aesthetics set the
out in observable dynamics and eventually,
operable mechanics". This perspective on the
MDA-framework can be illustrated with a linear
line of progression where each individual element
is dependent on the other. Without mechanics,
dynamics can't come into being. Without an
appealing aesthetic the system is not relevant to
the player.
However, I do not fully agree with this model. For
example, regarding the player's perspective, I
would not say that it represents a linear line of
interpretation, but something more akin to a
feedback loop where each element is not fixed in a
line of succession, but is instead tossed in big
Image 2. A visual representation of the feedback loop concerning the MDA-framework.
6
stirring pot and the order where these elements
are eventually placed in is dependent on the
specific design and the player's personal
experience. For example, a player approaches a
game because it piques her initial curiosity
(aesthetic). When she dives into the game she
finds out that she is not dumped in the middle of
the game not knowing what is up or down, but is
instead firstly guided along a tutorial to explain her
ins and outs. She appreciates (aesthetic) this
pacing (dynamic). Consequently, when she starts
the first level after the tutorial she is able to aptly
coordinate jumping, dodging and shooting fireballs
(mechanics) to great satisfaction (aesthetic) and
she is able to beat the various, increasingly
stronger enemies that are tossed at her based on
her performance (dynamic). This in turn fuels the
desire to continue playing and employ various new
skills as flying and shooting lasers (mechanics)
which are given to her according to the game's
reward schedule (dynamic). Unlocking these skills
maintains her curiosity (aesthetic) as she wants to
find out what the next possible skill could be. And
so on. This can be easily translated in various
gamification applications, such as gamifying a
digital forum by implementing a points system
based on the user's activity and rewarding this with
more permissions for the user on the respective
forum.
These game elements are reliant on each other,
but in order to actually sustain this feedback loop
there is an important ingredient that needs to be
recognized. This ingredient is the key to the
sustenance of this feedback loop and is something
I would refer to as ‘meaning’ (which will be
explored in the next section). This is a crucial
aspect, like gravity for physics, which makes these
elements gravitate towards each other and which
consequently aids in formalizing these elements
into a meaningful whole from the player's
perspective. When this loop is sustained you
achieve the coveted engagement and create the
consequent incentive to continue action. And
when we look back at our definition of
gamification, this is the goal.
4. GOAL
"To drive user engagement and actions"
In the previous section it was argued that
‘meaning’ is the key to achieving this goal. But
what is ‘meaning’ then?
This is a concept that is derived from ‘meaningful
play’ which I would like to borrow from digital
game theory. Game researchers Katie Salen and
Eric Zimmerman have defined and explored this
concept in their work 'Rules of Play' (2004).
According to Salen and Zimmerman meaningful
play occurs "when the relationships between
actions and outcomes in a game are both
discernable and integrated into the larger context
of the game" throughout which "creating
meaningful play is the goal of successful game
design" (2004). The second part of this definition,
"creating meaningful play is the goal of successful
game design", relates to the goal in our
gamification definition. In this sense successful
game design can be interpreted as gamification
design that drives user engagement and actions
which hold meaning for the user.
This term attempts to steer away from
conceptualizations as 'fun' or 'enjoyment' as goals
of play. It instead proposes a more dynamic
interpretation of why people engage with games
which also, for example, accounts for non-fun
interactions. Playing a game is not always
necessarily fun, but can still be meaningful to the
player. Most player's will not consider the act of
repeatedly killing the same monsters over and over
again (also known as grinding) a fun activity, but to
unlock that shiny reward some are willing to do
just that.
This concept is translatable to gamification.
Although gamification does not specifically signify
actual video games, it does play into the
psychological state of attributing meaning to
certain actions. Whether these actions are purely
performed in the digital planes is not relevant. It is
relevant however that these actions are
meaningful to the user. Be it checking in on
Foursquare to notify your friends and family of a
cafe which serves the best coffee ever conceived in
the history of man, or not stepping on the lines
between tiles on your way to school; these actions
7
hold meaning to you. Maybe it is to kill time,
maybe it is to socially engage.
I refer to ‘meaning’ instead of ‘meaningful play’ as
gamification is not inherently related to 'play'. This
term can be treacherous as it leans on
connotations as 'playful' or, once again, 'fun'.
Gamification does not necessarily has to be limited
to being playful as the gamified application might
as well serve, for example, an instrumental
purpose. An example is when you are looking for a
certain kind of information, for example taxes, and
you come across an application which is gamified
to the extent that it keeps you interested in
learning more about taxes. At that point you aren't
'playing' with the application, but you are using it
for a specific purpose, which is gaining information
about taxes. The game elements are then
implemented to make it more enticing for you to
continue learning and keep you engaged. It is not
necessarily to make learning about taxes playful.
Of course, it is very likely that most gamified
applications are playful at least to some extent, but
it is important to recognize that they are not
limited to this. I will briefly return to this point later
on when considering the context of a gamified
application.
As mentioned previously successful gamification
design is achieved when it establishes a sense of
meaning from the user and engages the user into
taking further actions. These actions are governed
between a frame of the user’s ability and
motivation and are activated through certain
triggers. Bluntly said: if you can proficiently do it,
have the adequate motivation and are compelled
to do it, then it is likely that you will do it. This is
what constitutes Fogg's Behavior Model (FBM).
The framework of FBM (Fogg, 2009) proposes a
method from a psychological and design oriented
perspective to understand persuasion and
behavioral change. This adheres to the goal of
achieving engagement with your users as achieving
this goal will very likely involve some form of
persuasion and/or behavioral change to gain a user
base for your gamified application. FBM is made of
three key components: motivation, ability and a
trigger. These components need to be present
simultaneously in order to achieve the desired
behavior. However, as you can see there is also the
presence of a curve, which is the activation
threshold. This curve indicates the border between
successful and unsuccessful triggers. The variables
'motivation' and 'ability' both range from high to
Image 3. Fogg’s Behavior Model.
8
low while the placement of the trigger is
dependent on specific circumstances. For example,
if a person has a high motivation and low ability
her behavior will be placed in the top left regions
of the framework. Depending on whether the low
ability is not too low to fall under the activation
threshold, the trigger, when initiated at this
moment where motivation and ability meet, will
either be successful or unsuccessful. Let's explore
this framework with a basic example of an
unsuccessful and a successful trigger.
A Windows update notification pops up on your
desktop, which serves as the trigger. You have the
ability to execute the update as it’s not that hard
to click on it and you have the time for it. However,
the motivation is lacking as it’s not important to
you. Consequently, the combined moment of
motivation, skill and trigger does not reach the
behavior activation threshold and the pop-up
comes off as annoying.
You receive an email notification from Facebook
that you were tagged in a friends’ picture. This
trigger motivates you to go to Facebook and as you
are a frequent user you don't mind paying the
website a visit (ability). The behavior is activated.
This model does not only serve as the theoretical
backbone to understand the user's behavior, but is
also suited for practical usage in assessing the
flaws and strengths of a gamification design. As BJ
Fogg, expert on systems to change human
behavior (which he dubs behavior design), himself
states: "Using my FBM as a guide, designers can
identify what stops people from performing
behaviors that designers seek. For example, if
users are not performing a target behavior, such as
rating hotels on a travel web site, the FBM helps
designers see what psychological element is
lacking" (2011). This psychological element can
then be either motivation, ability or the
misplacement of a trigger and the consequences of
this. However, there is a problem with this
framework. The FBM does not give a complete
picture of behavior. It describes how behavior is
initiated through the combined effort of
motivation, ability and a trigger, but it does not
describe how certain behavior is consequently
sustained. To understand this aspect of sustenance
we need to dive into the concept of 'flow'.
Flow is a concept that was brought into being by
Mihály Csíkszentmihály, a positive psychology
professor, in the 70s of the previous century. Flow
Image 4. Flow.
9
describes a certain state of mind that you reach
when you are positively engaged with what you
are doing. This can, for example, be achieved on
the basis of tackling a challenging activity which
requires some amount of skill, by receiving direct,
immediate feedback, by being concentrated on the
task at hand, having a sense of control,
experiencing a loss of-consciousness or an altered
sense of time (1990). You can experience this flow
while shooting around in Call of Duty, watching
your favorite movie, reading a book, while doing
the laundry or the daily groceries and also, of
course, while learning about taxes in a gamified
application. A 'flowing' experience is regulated
through two factors: challenge and ability. As
Jenova Chen, theorist and game designer of the
successful 'zen' games as Flow(er) and Journey,
puts it: "In order to maintain a user's flow
experience, the activity must balance the inherent
challenge of the activity and the player's ability to
address and overcome it" (2007). If this balance is
not achieved then it might either lead to a sense of
anxiety when the challenge is too high in relation
to the user's ability, or a sense of boredom when
the user's ability exceeds the offered challenges.
An example. During my internship at Flight 13371, a
company specialized in engagement design, I
worked on a project to enhance a pension
application to increase engagement. This
application has two purposes: delivering
information about the pension system and raising
the awareness of the importance of managing your
pension accordingly to live a future life fitting to
your desires. Initially, this application suffered
from an inefficient design which made it difficult to
reach its goals. For example, the information
regarding the pension system was hidden away
and stacked up to such amounts that it was hardly
enticing to read it. Not to mention that there were
a variety of bugs which obstructed the user from
using the application in the way it was intended to.
This made the user unable to continue using the
application, leading to forms of anxiety which
resulted in a high drop-off rate: the users were not
achieving a state of flow to stay committed. An
1 For the full philosophy of Flight 1337 I recommend to
pay the website www.flight1337.com a visit.
example of what the application did do well was
that it did not ask for a plethora of economic
details as the expected rate of inflation, current
fund value, the different subsections of such,
amount of tax free cash, personal and employer's
contribution to your pension fund, et cetera. It just
asked for your personal income. And even if you
did not want to enter that, it could create an
estimate of your income based on where you live
with a function through Google Maps and a
database listing various housing values. This makes
it less challenging to engage with the application
which in turn promotes reaching a state of flow.
However, right after processing this information
the application threw the user in the deep end by
not offering an indication on what steps the user
could or should take. With the relative unintuitive
interface it could be difficult for the user to figure
out how to use the application, again resulting in a
state of anxiety.
Taking the above example, if you would draw a line
(representing the user’s experience) in the above
image, starting at the bottom left and moving
towards the top right, the line would very rarely be
in the flow zone. It would instead linger around the
top left regions. What we did at Flight 1337 was
carefully balance the aspects of the challenges of
the application and the abilities of the user to fix
the inefficient design. In this way a suitable
environment was created where the goals of the
application itself are sufficiently represented and
where the user is guided to a state of flow to
increase engagement and consequently decrease
the user drop off rates.
With flow we then have identified a concept with
which we can understand the continuation of an
action leading to engagement, while Fogg's
Behavior Model gives a framework to understand
the initiation of an action. These two frameworks,
both based on psychological processes, can be
applied in joint forces to create an understanding
of the goal of gamification: engagement and
action. The following example will demonstrate the
combined forces of these two frameworks.
Throughout this example you will also find a
variety of instances where the MDA-framework is
applied. Do note that this is not a complete
overview of the workings of this application, but
10
merely a reflection of some of the designed
functionalities.
Let's use the example of the pension application
again, only after Flight 1337 intervention. A user is
looking for digestible information regarding
pensions. She has come across multiple sites
where walls of text were obscuring her sight as she
could no longer see the forest for the trees.
Eventually, she happens to come across the
website on which the gamified pension application
is displayed. With a visually appealing aesthetic she
is initially piqued in what this website about
pension matters is about. She decides to stick
around for a while longer to give the application a
shot. The introductory page asks her for some
basic information regarding her persona, living
situation and pension situation. This is done with
an accompanying digital guide who prompts or
triggers the user into certain actions. This guide
asks the questions in a witty manner as well as
providing the required information so the user is
able to fluently progress through the initial steps.
This tutorial lowers the required ability and makes
it easier to reach the behavior activation threshold
and initiate the behavior. She does not have any
problems with filling in the information as the
questions aren’t reliant on having a degree in
economics. On the basis of this information of her
current status a visualization is presented giving
the user an aesthetically pleasing overview of how
her income during her pension could look like and
what she can afford regarding stuff like vacations,
transportation and housing. The user can then
alter this overview to fit her desirable pension
income. Offering a wide range of possibilities adds
to the motivational factors to continue using the
application as this variety gives the user the option
to add a personal touch to the experience. With
this overview the user has then created her
personal goal within the application. The user will
work towards achieving this goal. This goal is
achieved through a three-staged narrative in the
form of a lifeline. This narrative will aid the user in
giving her a meaningful interaction and keep her
engaged throughout. During these stages the user
is asked to apply certain events to her lifeline, such
as a divorce, an income raise or receiving a
heritage. These events influence the future
pension income in a positive, neutral or negative
way depending on what specific event is applied.
The user can make the choice to mirror these
events to her experiences or to try some ‘what if’
situations. With this dynamic system the user
herself has the choice on what challenge she wants
to overcome. During all this the guide is still
present with his remarks and guidance. When the
user has added such an event she is informed
about the consequences this event has to her
pension income. This makes it so that she is not
overwhelmed with disjointed information but still
receives the required information to meet the
goals of the application. At the end of this three-
staged narrative she is displayed a clear overview
of all the added events, the consequences, the
choices, if she met the goal of her desired pension
income and how she could adjust her desires to fit
the outcome.
To conclude this section we can say that achieving
meaning is essential to reach the goal of
gamification which is to engage users and entice
further actions within the application. Through the
frameworks of flow and FBM we have then created
a platform to further understand the intricacies of
how actions are initiated and how engagement is
maintained.
As we have now explored the 'how' (method) and
'what' (goal) we can now take a look at the 'who'
(audience). Who are our users? This is important to
consider in regards to gamification as gamification
concerns a product, and a product has an audience
you wish to target. Recognizing this audience is
vital to the quality and success of this product.
5. AUDIENCE
“User”
The question to answer here is who the
gamification applications target. What behavior
types can we then identify that are of importance
when considering gamification?
Throughout the brief history of gamification
discourse a variety of attempts have been made to
create or apply a taxonomy of user types. For
example, Gabe Zichermann (2010) and Michael Wu
(2011) apply Richard Bartles’ player types of
11
achievers, socializers, explorers and killers (1996)
to gamification. Much other research has
expanded this classification, such as the addition of
cheaters by Espen Aarseth (2003). However, it is
difficult to apply this classification to the concept
of gamification. First off, Bartles' research is
focused on MUDs2, hence a generalization towards
non-MUD concepts is treacherous. Secondly,
Bartles' research has a lack of empirical grounding,
which threatens the external validity also. There
are other comparable classifications which do have
an empirical grounding and stronger external
validity, such as the classification Kallio, Märyä and
Kaipainen developed of gamer mentalities (2011).
However, also this approach has its shortcomings.
Even though the research is empirically grounded,
it is still limited to video games, which gamification
is not. What about gamified services that deliver
information in a 'playful' manner, or services which
raise awareness? Would you dive into a gamified
pension service to kill time, play with friends or to
be immersed? Probably not as these services are
not necessarily games in the sense of video games,
as was argued previously.
The currently available and closely related research
is focused on video games. There is a need for
empirical research to determine user types of
gamified applications. It is possible to extrapolate
certain types or behaviors from, for example, the
previously mentioned frameworks. However, there
is a risk as the audience of video games is simply
not the same. It is not advisable to incorporate
research from a different context into your
gamification design. It could very well lead to
misunderstandings and eventually an unsuccessful
design (Dixon, 2011).
What to do? I can only give one piece of practical
advice: research. When you undertake the task of
implementing game elements in a non-game
context you should research your target audience.
Ask yourself what the demographic is that you
want to target. Research will give a focus to your
design and will prevent it from becoming a muddle
2 Multi-User Dungeons are virtual worlds shared with
other players. Usually they are similar to Role Playing
Games and are mostly based on text-based interaction.
of poorly implemented game elements forced into
your design. Of course, there is a balance between
academic responsibility (for example in regards to
reliable, valid research) and the professional's
desire for practical usability. But this is a balance
that is negotiable as academia does not adhere to
the same standards as is required for practical
applications. To conclude this slight tangent then:
research your target audience; don't design for
people you do not target.
The question asked at the beginning of this section
is unfortunately not yet answerable. Empirical
research will need to be performed in order to
reach a valid and reliable answer which can then
be used to further understand gamification and its
users. As stated before, knowing these users is
essential to the quality of your product. A
classification will aid in so far that a certain user
type might have a preference for a certain
approach, for example, regarding which game
elements to use and which not to use. This helps in
giving an initial focus to your design, which should
aid in improving the quality of your gamified
application.
6. CONTEXT
"In non-game contexts"
It is important to ask the correct question
concerning this part of our definition. Do we want
to ask what you can and what you can't gamify? Do
we want to create a taxonomy of possible
gamifiable applications? Perhaps we want to ask
ourselves how gamification contexts differ from
other contexts.
It is dangerous to attempt to create an as-
complete-as-possible taxonomy of what you can
and what you can’t gamify. As a consequence you
might limit yourself to this classification, making it
harder to think outside the box and thus risking
progression. Besides serving as a restriction it
might also simply be futile as it could possibly be
that in theory you can gamify everything
(unrelated to whether the gamification project will
be practically rewarding or not), as it might just
matter on the approach you take towards the case.
I would argue that it is too soon to already
12
predestine the fate of such a youngling as
gamification currently still is. A safer and possibly
more fruitful approach would be to firstly discuss
the relation gamification has to other related
concepts and contexts.
It should be clear by now that we aren't talking
about full-fledged games, hence the non-game
contexts. But in relation to other cases it is not that
clear cut. Take for example Foursquare, a social
networking application that can communicate
locations to other users and offer consequent
rewards. Is Foursquare a pervasive game, is it a
gamified application, or perhaps both? These are
difficult questions to answer. The same can be said
of the concept of ‘play’ which entails different
connotations, tracking back to our existence as
homo ludens, or playful man, as philosopher Johan
Huizinga describes it (1995). An example is the
Volkswagen project of the trashcans which are
seemingly depthless through the smart application
of a sensor which activates when a piece of trash is
tossed in the bin. The sensor feeds the signal to a
speaker hidden in the bin which makes a whistling
sound as if the thrash falls down a couple of
hundred feet before it finally lands. Is this play,
gamification, both? Is a tool which explains the
intricate details of a pension system of your
respective country to you in a way that it
incorporates a narrative and achievements still a
tool, is it a playful application, or is it a gamified
application?
I would argue that it can be all of those.
What it depends on is the mode of engagement. As
Deterding and colleagues argue in a recent article:
"(...) in comparison to games on the one hand and
utility software on the other, a distinct quality of
gamified applications is their relative openness to
varying situational modes of engagement -
gameful, playful, and instrumental." (2011c, 6)
Deterding and colleagues don't necessarily put
such an emphasis on this aspect, it's merely
mentioned in the last few lines of their paper, but
nonetheless these three modes of engagement,
gameful, playful and instrumental, are important
to illustrate the various situational contexts of a
gamified application. Exploring these three modes
in detail is out of reach for this analysis as one
could easily fill up a book on this. As such, the
question on how these modes relate to each other
and whether this distinction is accurate is one that
I will have to leave unanswered for the moment.
However, for now it is usable to illustrate the
situational dependence of how a gamification
application is perceived.
The relative openness of gamification paves the
way for these modes to be incorporated within the
concept of gamification. In essence, gamification is
an overlay of these modes and can be interpreted
either way accordingly to the user's perspective on
the application. A person active in using
Foursquare might consider it a pervasive game
which serves as a gameful layer over his daily social
activities. Another person might find it to be a
most suited tool to look for the best daily, freshly
baked buns of her town. A young kid might enjoy
himself richly with tossing as much garbage as he
can find in the bin and hearing the rewarding
audible feedback of the illusory depthless bin.
Somebody else might just find it an inventive little
method of giving a slight amount of enjoyment
while disposing himself of an empty soda can.
Somebody who is looking around for information
to make sure his pension is arranged properly will
use the pension application for its instrumental
use. Another person who is not really aware of
how pensions work and is only slightly interested
might get hooked on it because of the appealing
narrative and to impress his friends with posting
his achievements on Facebook, displaying his
newly found expertise on pensions. It might sound
like a cheap reliance on perspectivism, but
nonetheless, it is a matter of perspective. This
dependence on the point of view of the user also
links back to the explored concept of meaning in a
previous section. Naturally, whatever meaning a
person takes home from an experience depends on
that person’s interpretation.
This approach on gamification does not aim to
figure out what can or what can't be gamified, but
instead focuses on the situational context in
regards to the user's interpretation of the
application he or she is using. I choose to refer
here to the user's interpretation instead of the
13
designer's intention to stay consistent and in sync
in regards to the previous psychological
frameworks of flow and FBM which are based
around the user's perspective and effect on that
user.
In this section it was noted that it currently is
dangerous to create a taxonomy of possible
applications of gamification as it can be limiting.
Instead the approach was taken to analyze and
propose a perspective on how gamification relates
to other neighboring concepts. Depending on the
user’s perspective gamification can, for example,
be playful, gameful and/or instrumental.
7. CONCLUSION
As we have seen in the discussion surrounding
gamification it is a contested concept. This is
mainly because it is a young concept which is
already being pushed and pulled in a variety of
directions, ranging from marketers to scholars. It
was argued that this discussion is leaning towards
a normative debate. I attempted to steer away
from this direction and take a more formal
approach. Consequently, two definitions of
gamification were explored which were then
merged and slightly adjusted to propose a formal
definition of gamification:
Gamification is the use of game elements to drive
user engagement and actions in non-game
contexts.
This definition was divided in four sections
detailing the method, goal, audience and context
of gamification applications. These sections served
the purpose of exploring this young concept and
asking critical questions regarding the nature of it.
Firstly, regarding the method, the different game
elements were understood through the framework
of mechanics, dynamics and aesthetics. It was
argued that these elements give rise to a feedback
loop which is glued together by meaning giving
processes. When this loop is consequently
sustained you achieve engagement and create the
incentive for actions. This was explored in the
second section detailing the goal of gamification.
With the aid of Fogg’s Behavior Model and the
concept of flow a framework was given to
respectively understand how these actions are
initiated and how a continued form of engagement
can be understood. In the section following this,
regarding the audience, the question of what user
types are of importance when considering
gamification was asked. Unfortunately, this
question remained unanswered due to a lack of
valid empirical research as it is difficult to apply
video game related classifications to gamification
as others have done. The final section detailed the
context of gamification applications. Instead of
creating a taxonomy of eligible gamification
applications an approach was taken to analyze how
gamification relates to other concepts and
contexts. With the aid of three modes of
engagement – playful, gameful and instrumental –
it was illustrated how gamification is a relative
open concept as it can, depending on the user’s
perspective, variably involve all three modes. This
was related back to the key concept of meaning as
the experience a user can have with a gamified
application is dependent on the user’s
interpretation and related meaning giving
processes.
Gamification is a relatively new concept with still
many questions to answer. Throughout this paper
some of these questions were given an answer,
while some of them remained unanswered.
However, I do hope that the incentive was given to
look for these missing answers and further develop
the concept of gamification.
8. REFLECTION
The research as presented above was written
during my internship at Flight 1337. It is a
reflection of both my theoretical background and
experience in the practical field. When I look back
at the couple of months I have spend so far at
Flight 1337 I must say that the experience has
aided me a great deal in formulating a perspective
on how to approach certain problems, such as
gamification.
When working on a project such as the pension
application I for example learned how to apply my
knowledge to construct a viable audience typology.
This could then be used to improve the eventual
design. This specific experience then constructed
14
my view on audiences and that there is the
requirement to conduct project related research in
order to give a solid foundation to a design, as was
depicted in the respective audience section above.
Another example is how I can now approach the
pension application with the discussed frameworks
of flow and Fogg’s Behavior Model and understand
in retrospect, as I was not aware of these models
during this project, how certain key aspects of
these frameworks were already being incorporated
into the design. By researching these frameworks I
now have gained a greater understanding of why
these key aspects were incorporated and what
relation they have to each other, to the overall
design and to the users.
This form of back-and-forth feedback between
practical applicability and various theoretical
perspectives has aided me in creating a further
understanding of the subject at hand: gamification.
And hopefully, this understanding will also hold
some value to you, the reader. Perhaps it in turn
triggered, motivated or made you able to
constructively discuss gamification.
REFERENCES
Aarseth, E. (2003). Playing Research:
Methodological approaches to game analysis.
GameApproaches / Spil-veje, papers from
spilforskning.dk Conference.
Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades:
Players Who Suit MUDs. Journal of MUD Research,
Volume 1, Issue 1.
Bogost, I. (2011). Persuasive Games:
Exploitationware. Gamasutra. Retrieved online 28
September 2011, from <http://www.gamasutra
.com/view/feature/6366/persuasive_games_exploi
tationware.php>
Chen, J. (2007). Flow in Games (and Everything
Else). Communications of the ACM, Volume 50,
Issue 4.
Csíkszentmihály, M. (1990). Flow: The Psychology
of Optimal Experience. United States, NY: Harper &
Row.
Deterding, S. (2011a). A Quick Buck by Copy and
Paste. A Review of “Gamification by Design”.
Gamification Research Network. Retrieved online
28 September 2011, from <http://gamification-
research.org/2011/09/a-quick-buck-by-copy-and-
paste>
Deterding, S., Khaled, R., Nacke, L.E., Dixon, D.
(2011b). Gamification: Toward a Definition. In CHI
2011 Gamification Workshop Proceedings. Canada,
BC.
Deterding, S. (2011c). From Game Design Elements
to Gamefulness: Defining Gamification. Paper of
presentation at Mindtrek 2011. Tampere, Finland.
Retrieved online at 26 September 2011 from
<http://codingconduct.cc/189099/Presentations>
Dixon, D. (2011). Player Types and Gamification.
In CHI 2011 Gamification Workshop Proceedings.
Canada: BC.
Fogg, BJ. (2009). A Behavior Model for Persuasive
Design. Proceedings of the 4th International
Conference on Persuasive Technology. United
States: CA.
Fogg, BJ. (2011). BJ Fogg’s Behavior Model. What
Causes Behavior Change? Behaviormodel.org.
Retrieved online at 29 September 2011 from
<http://behaviormodel.org>
Huizinga, Johan. Homo Ludens: a Study of the Play-
Element in Culture. Boston: Beacon Press, 1995.
Hunicke, R., LeBlanc, M., Zubek, R. (2004). MDA: A
Formal Approach to Game Design and Game
Research. Proceedings of the Challenges in Game
AI Workshop, 19th National Conference on
Artificial Intelligence (AAAI ’04). United States, CA.
Hunter, D., Bogost, I., Schell, J., Zichermann, G.
(2011). Video: Opening Debate at For The Win. For
The Win. Serious Gamification. Retrieved online 28
September 2011, from <http://gamifyforthewin
.com/2011/09/video-opening-debate-at-for-the-
win>
15
Kallio, K., Märyä, F., Kaipained, K. (2011). At Least
Nine Ways to Play: Approaching Gamer
Mentalities. Games and Culture. Volume 6, Issue 4.
Kim. A. (2011). Smart Gamification. How to Build
Sustainable Social Systems. Presentation. Retrieved
online at 29 September 2011 from
<http://www.slideshare.net/amyjokim/smart-
gamification>
Schell, J. (2010). Visions of the Gamepocalypse.
Presentation at The Long Now Foundation.
Retrieved online at 8 October 2011 from
<http://fora.tv/2010/07/27/Jesse_Schell_Visions_o
f_the_Gamepocalypse>
Salen, K., Zimmerman, E. (2004). Rules of Play:
Game Design Fundamentals. United States, MA:
MIT Press.
Zichermann, G., Cunningham. C.
(2011). Gamification by Design: Implementing
Game Mechanics in Web and Mobile Apps. United
States, CA: O'Reilly Media.
Wu, M. (2011). The Science of Gamification.
Presentation. Retrieved online at 29 September
2011 from <http://www.slideshare.net/
mich8elwu/2011-0526-digtali-surrey-science-of-
gamificationv03>
Zichermann, G., Linder, J. (2010). Game-Based
Marketing: Inspire Customer Loyalty Through
Rewards, Challenges, and Contests. United States,
NJ: Wiley.