gamification: solving the engagement problem in communication?

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Gamification solving the engagement problem? Sebastian Deterding (@dingstweets) Games & Play in Communication 14 April 2016, ITU Copenhagen cb

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Page 1: Gamification: Solving the Engagement Problem in Communication?

Gamification solving the engagement problem? Sebastian Deterding (@dingstweets) Games & Play in Communication 14 April 2016, ITU Copenhagen

cb

Page 2: Gamification: Solving the Engagement Problem in Communication?

Does gamification

solve our engagement problemS?

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Simple answer

MU

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http://www.flickr.com/photos/ewanrayment/1250158647

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Slightly more complicated answer

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<1> gamification?

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Gamification The use of game design elements in non-game contexts

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3 x Gamification & COMMUNICATION

Gamy campaign Brand

Brand

Gamy

Gamy product

Campaign one-time spectacle for attention or affective communication

AMPLIFIER amplifier of engagement

Product Enhanced core product value

layer

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Campaign1

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Amplifier2

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Product3

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<2> engagement problems?

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Buy!from one-time transaction …

Upload!

Comment!

Tag!

Digg!Forward!

Invite!

Bookmark!Retweet!

Share!

Add friend!

Design!

Mark as Spam!

Like!

Answer!Vote!

Register Now!

Subscribe!

to sustained inter-action

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a threefold

shift

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From communication to interaction

Shift

#1

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Effective communication

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A I D A

Attention Interest Desire Action

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Attention Interest Desire

⎫⎬ ⎭⎫⎬ ⎭

What we excel at

Where we can learnAction

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Attention, Interest, Desire ...

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Finding

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Deciding

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Acting

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Interaction design?

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A

B

from usability …

Shift

#2

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… to motivation

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loyalty programs?

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From extrinsic to intrinsic

Shift

#3

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http://www.flickr.com/photos/diego_rivera/4261964210

extrinsic motivation

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intrinsic motivation

http://www.flickr.com/photos/areyoumyrik/308908967

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what intrinsic motivation drives the most

passionate customers?

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Pop Quiz!

The product is awesome!

The company is awesome!

The experience is awesome!

A B C

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Pop Quiz!

The product is awesome!

The company is awesome!

The experience is awesome!

A B C

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Pop Quiz!

I am awesome!D

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Better X

Better user of X** aka »competence«

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»Learning is one of the fundamental reasons games are so engaging. The more you learn, the better you are at something. The better you are, the more engaging it is. If you can help people have more of that feeling, they won't talk about how good you are – they'll talk about how much they kick ass. And that's a powerful formula for creating passionate users.«

Kathy Sierraupgrade your users, not your product (2005)

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Game design!

Interaction + Intrinsic motivation =

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Raph Koster

»Fun is just another word for learning.«

a theory of fun for game design (2005)

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»Fun from games arises out of mastery. It arises out of comprehension. It is the act of solving puzzles that makes games fun. With games, learning is the drug.«

Raph Kostera theory of fun for game design (2005)

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Edward Deci, Richard Ryan

»An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.«

the what and why of goal pursuit (2000)

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<3> how?

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loopy systems

Part

#1

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goals …

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+ RULES ...

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= interesting challenges

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+ Feedback ...

http://www.flickr.com/photos/bodgerbrooks/1315419080

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= experiences of competence

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feedback without challenge

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core game loop

motivation

rule system

goal

success! / failure!

action/resource

feedback

challenge

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Tt(p): Time to first penis in user-generated content

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tools & license for expression

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https://www.flickr.com/photos/benimoto/2084853203

real experience design™

Part

#2

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the inherent-additive model of experience

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“just add gamy stuff”

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a resounding

failure …

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http://www.flickr.com/photos/8147452@N05/2913356030/sizes/o/

experience is emergent

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the systemic-emergent model of experiencehttps://www.flickr.com/photos/benimoto/2084853203

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AestheticsMechanics Dynamics

Hunicke, LeBlanc & Zubekmda: a formal approach to game design (2004)

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Monopoly

aesthetic

Frustrating end game

mechanic dynamic

Slow poverty gap

+$ !+-$ !-

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AestheticsMechanics Dynamics

How the designer creates it

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Rainer Knizia

»The life blood of game design is testing. Why are we playing games? Because it‘s fun. You cannot calculate this. You cannot test this out in an abstract manner. You have to play it.«

shift run stop, episode 40 (2010)

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<4> to conclude

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Does gamification

solve our engagement problemS?

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Slightly more complicated answer

No. But it prompts the right question: How to design systems that afford intrinsically motivating interactions?