the future of collaboration

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Collaboration Tools For The Next Decade

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A long presentation that gives a primer on how Gamification can be used to build collaboration in a corporate community. I am rather proud of the information I collected and synthesized in this presentation, but I was never able to convince enough people its value.

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Page 1: The Future of Collaboration

Collaboration Tools For The Next Decade

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Collaboration Needs in the Next 10 years

1. Think about systems2. Willingness to Learn3. Willingness to Change4. Willingness to Grow5. Willingness to Develop Trust6. Communication7. Valuing Risk and Tolerating Failure

Competencies, Qualities And Attributes Required For Collaborative Working – Clare Cooper

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Ideas That are Converging

Coming together is a beginning; keeping together is progress; working together is success. – Henry Ford

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Idea 1:Storage is getting Cheaper

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Idea 2: Who knows what this is?• 1614: The white king commands his owne knight into the third

house before his owne bishop.• 1750: K. knight to His Bishop's 3d.• 1837: K.Kt. to B.third sq.• 1848: K.Kt. to B's 3rd.• 1859: K. Kt. to B. 3d.• 1874: K Kt to B3• 1889: KKt -B3• 1904: Kt-KB3• 1946: N-KB3• 1980: Nf3

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Idea 2: Does Anyone Know What These Are?1B,2B, 3B, A, AB, AB/HR, BA, BB, BB, BB/9, BB/K, BF, BK, BS, CERA, CG, CI, CS, DI, DICE, DP, E, ER, ERA, ERA+, FC, FP, FPOM, G, G, G/F, GB, GDP, GF, GIDP, GO/AO, GPA, GS, GS, GS, H, H, H/9, HB, HBP, HLD (or H), HR, HRA, IBB, IBB, INN, IP, IP/GS, IR, IRA, K, K, K/9, K/BB, L, LOB, OBA, OBP, PA, PB, PIT, PO, QS, R, R.R.A, RA, RBI, RC, RF, RISP, RP, SB, SB%, SF, SH, SHO, SLG, SO, SV, SVO, TA, TB, TC, TOB, TP, W, WHIP, WP, XBH, XR

BsR, BABIP, DIPS, FIP, xFIP, EQA, FBV, LIPS, OPS, PECOTA, PERA, NERD, TPR, BFW, TIP, PW, UZR, VORP, wOBA, WAR

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Idea 3: Active Video Gamers (4+ Hours a Week) 2005 - 2007

• 4 Million in the Middle East (1%)

• 10 Million in Russia (7%)• 105 Million in India (9%)• 10 Million in Vietnam

(11.5%)• 10 Million in Mexico (9.3%)• 13 Million in Central and

Southern America (3%)

• 15 Million in Australia (71%)

• 17 Million in South Korea (35%)

• 100 Million in Europe (11.7%)

• 200 Million in China (15%)• 183 Million in the United

States (60% of the population)

Stats from: Reality is Broken which references 11 different studies

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Idea 3:The Average American Video Gamer• Average Age: 34 years• Average Experience:

12 years• Sex: Male: 60%

Female: 40%• 19 Million are playing

20+ hours a week• 44% are playing

online / multiplayer

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Idea 3:Multiplayer Online Gaming

History• Generation 1 - The Mainframe

– 1974: Mazewar - First Multiplayer Online Game– 1978: MUD1 – Roy Trubshaw & Richard Bartle

• Generation 2 - The Online Modem Services

– 1985: Islands of Kesmai on Compuserve– 1985: Habitat by Lucasfilm– 1991: Neverwinter Nights by America Online– 1992: The Shadows of Yserbius by Sierra Online– 1993: The Fates of Twinion by Sierra Online– 1994: The Ruins of Cawdor by Sierra Online

• Generation 3 – The Internet– 1996: Meridian 59 by 3DO– 1996: The Realm Online by Sierra Online

• Generation 4 – Popularization– 1996: Nexus: The Kingdom of Wind by Nexon– 1997: Ultima Online by Origin Systems– 1999: Everquest by Sony

The Fifth Generation World of Warcraft

• Average Player– Plays 3.5 nights a week– Plays for 3 hours at a time

• Launched in Q4 2004 with 1.5 million subscribers

• 2010 12 million subscribers

• Last Quarter: 11.4 million• 624,750,000 hours played

and recorded

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Idea 3: Zynga is the 6th Generation Multiplayer Online Gaming Platform• Founded 2007 – Privately held• 600 employees• $850 million Revenue in 2010. Valued a 8 Billion.• 27 active games on their platform. 20 Games

have been retired.• 250 million active players• 70 minutes a week of play• 730,000,000 hours of game play observed &

recorded

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Idea 1 + Idea 2 + Idea 3 =

• Idea 1: Storage is getting Cheaper• Idea 2: Games Stats are being recorded at

an increasing rate• Idea 3: The Number of Players is

increasing

• Storage Space + Games Recorded + Players = Gaming Is No Longer An Art

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Example: The Setup Valve UsesFacial Expressions & Eye Movement

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Example: The Setup Valve UsesElectroencephalography

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Example: The Setup Valve UsesElectroencephalography

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Example: The Setup Valve UsesHeat Rate & Skin Conductance Levels

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Example: The Setup Valve UsesThe Output

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Example: The Setup Valve UsesModifications to the AI

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Storage Space + Games Recorded + Players = Gaming Is No Longer An Art• The Average Gamer has spent 2,500 hours of his life playing video games• The Hard Core Gamer has played 12,500 hours of his life playing video

games• This sort of data collection and analysis by psychologists, sociologists, and

economists has been going on now for about 10 years• “…ten thousand hours of practice is required to achieve the level of

mastery associated with being a world-class expert — in anything. In study after study, of composers, basketball players, fiction writers, ice skaters, concert pianists, chess players, master criminals, and what have you, this number comes up again and again. Ten thousand hours is the equivalent to roughly three hours per day, or twenty hours per week, of practice over ten years” – Daniel Levitin This is your Brain on Music

• What Are These Companies Getting Good At?• What Are These People Getting Good At?

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They Are Getting Good at Collaboration: How to motivate it and How to do itLessons Gamers and Game Companies are Learning:

1. Challenges are to be met and overcome2. Challenges are to be met with relentless optimism by focusing our

energies on them3. Work must have clear success factors, be hands on, and outcomes

of success known4. You must eliminate the fear of failure. This improves overall

chance of success5. Build strong social connections and networks. Build prosocial

activities6. Become a part of something bigger and more epic than an

individuals actionsSource: Reality is Broken by Jane McGonigal,Ph.D, Director of Game R&D at the Institute of the Future

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Gamification as a form of Collaboration

Making Work Fun and Effective

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Gartner Quotes

• “We suggest a short list of technologies that we recommend that CIOs should make time to see and experience themselves [in 2011]… Play with Examples of the Rising Gamification Trend” – Gartner January 13, 2011

• “By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes” – Gartner Press Release Headline April 12, 2011

• “Enterprise architects, CIOs and IT planners must be aware of, and lead, the business trend of gamification, educate their business counterparts and collaborate in the evaluation of opportunities within the organization.” – Brian Burke, Gartner Analyst

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Three Diagrams of Power

• Sovereign power functions according to the exercise of the power of a sovereign on the body of a subject.

• Disciplinary power is a sort of training that strives to produce subjects that have internalized power so that they come to regulate themselves

• Control power is about modulation or control of choice.

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Gamification is a Fourth Form of Power

An individual’s movement is modulated by agents entering into competition with one another in games organized around particular sorts of goals. While these games certainly have rules, power here does not function through the force of the law and its possible sanctions, but rather through people electing to become participants in the game.

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What is Gamification?

• Gamification ≠ Game Theory

• Game Mechanics ≠ Core Experience– We are not building a

game• Using Gaming

Mechanics to Increase Engagement, Satisfaction & Fun

• Gamification strives to regulate human behavior by turning it into a game. Rather than merely disciplining people or regulating their behavior through the threat of negative sanctions, people are here motivated to engage in certain sorts of behavior through the transformation of this behavior into a type of competition.

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Example: Swedish Speeders

Cameras are used to monitor drivers. If you are driving under or at the speed limit, you are entered into a lottery. If you win, you get the money that drivers who speed have had to pay into the system.

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A Quick Overview of Gamification Techniques

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Visible Progress: Good Games Give Players Something to Master

Onboarding

Encouraging, Experience, &

EducationExclusive Activities, Access, & “Unlocks”

Fresh activities, Content, &

Collaboration Opportunities

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Good Games Balance Skill & Challenge to Keep Players Engaged

Mihaly Csikszentmihalyi - noted for both his work in the study of happiness and creativity is best known as the architect of the notion of flow. He is the author of many books and over 120 articles or book chapters. He is described as the world's leading researcher on positive psychology.

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Reward / Progress:Good Games Reward Correct Behavior by Following Patterns

Fixed ratio (FR) – schedules deliver reinforcement after every nth response

Real-world example: Used car dealer gets a $1000 bonus for each 10 cars sold on the lot.

Variable ratio schedule (VR) – a reinforcement schedule in which the number of responses necessary to produce reinforcement varies from trial to trial

Real-world example: slot machines or certain number of strokes to finish a hole in golf (most players cannot be sure how many strokes they will need when they start)

Fixed interval (FI) – reinforced after every nth amount of time

Real world example: washing machine cycle

Variable interval (VI) – reinforced on an average every nth amount of time

Real world example: checking your e-mail or pop quizzes

Based on the works of B.F. Skinner

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Social Actions are the building blocks of social engagement• Who is the player playing with? How can players

find each other?• How are they collaborating? How can they tell

the quality / quantity of the collaboration? • What are they collaborating on? How can players

see their own progress and their groups progress on a common goal?

• What is their preferred social style? How do players prefer to interact with each other?

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Reengagement

• When was the last time the player did something?• How close are they to accomplishing a task?• What is their preferred method of

communication? Email, Notification, Phone Call? • Who should be reminding them to reengage? The

system, a fellow player, a computer controlled player?

• How often does a player reengage after a given reminder?

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Desired Outcomes are:

Measurable / Metrics• Engagement – How much attention

are your users giving to your process / product / program?

• Influence – How much influence do you have over the choices your users are making

• Loyalty – How frequently will a users return to your product over your competitors

• UGC – User Generated Content. How much content are your users generating about your process / product / program

• Time Spent – How much time are your users spending doing activities in your process / product / program?

• Virality – How much are your users talking about your process / product / program

Unmeasurable / Non-Metric• Fun – How much fun are your

users having using your process / product / program

• Revenue – How much money are you collecting from people using your process / product / program

• Search Engine Optimization: How easy is it for users to find your process / product / program above those of a competitor

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Gamification of Projects

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Step One: Peer Recognition and Reputation

Collaboration platforms allow people to be recognized for things they’ve done. Example: An employee points another employee to a document and a presentation. A public thanks is given and that the worker that answered the question builds her reputation. This connection and collaboration is formally recorded on employee profile on the portal

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Phase Two:Official Recognition and Reputation

Once employee ratings are established official program and project recognition is awarded for collaboration and meeting challenges. Bragging rights and peer respect are codified in the community. Projects identify challenges they will solve and regularly give out awards for overcoming these challenges. These awards are something that can be placed on the desk as well as on the employee’s profile on the Portal. Employees start to compete for badges and recognition. Example: The DERF I project will have 10 bronze, 4 silver, and 1 gold Client Interactions. Admittance to the DERF I project will qualify you to compete for one of the DERF Program’s Platinum Client Interactions with the VP’s and Director stake holders. Additionally 5 of any awards are equal to the next level up.

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Phase Three:Badges as Social Proof of Experience

Badges become assets needed to get the right to serve on a project. Projects and programs end up with payouts by offering badges for the experience learned on the project. Badges set the criteria for project selection.Example: The DERF II project requires a Project Architect with 5 Conceptual Architecture Badges and 5 Client Interaction Badges rated silver or above and one Platinum Client Interaction Badge.

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Phase Four:Employee Level Economy

Employees and trade skill shortages and credits. The organization adjusts skills and capabilities and has the analytics to see work develop. Example: You approach a fellow co-worker to help you on a project because you are short 1 badge to work the challenge and receive the badges associated with them. She loans you a badge, and you loan her another badge for her project. This trade is recorded and reported on the corporate portal. Mentoring relationships are a formalization of an ongoing trade relationship.

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Gamification of Career Development

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Modify Employee Directory to Include: Roles

NameTed Tschopp Job Title Information Technology Specialist IV

Organization ITBI > CSPC > ETAE > Portfolio & Project ArchitectureManager Situ Ramaswamy

RoleActive / Inactive Level (N/J/X/M) Mentor Mentoring

Project Architect Active Novice Situ Ramaswamy - None- Systems Engineer Inactive eXpert Greg Goldasich

Integration Engineer Inactive eXpert Tanmey HoshingApplication Developer Inactive Master Professor Clausen, Professor Bell Jonathan Watson

Director Inactive Journeyman Michael De Vere Vanessa EricsonManager Inactive Journeyman Michael De Vere Kevin McClure

Project Analyst Inactive eXpert Darren Atkins Bryan OgawaData Analyst Inactive eXpert Darren Atkins Tom Janetzke

Database Administrator Inactive eXpert Jeff Bystrom John Howell

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Modify Employee Directory to Include: Knowledge, Skills, and Abilities

Skills Level (N/J/X/M)

Validation (Training, Certification, Peer,

project Work, Self) Experience (Years)

.NET eXpert T,P,W 7Java eXpert T,P,W 7

Web Master T,P,W 15Rational Unified Process Journeyman T,P,W 3

System Engineering Journeyman T,P,W 5Computer Science Master C, P, W 22

Computer Programming Master T,C,P,W 26Physical Project Architecture Master P,W 15

Logical Project Architecture Master P,W 10Project Integration Architecture Master P,W 10

Enterprise Integration Architecture Journeyman P,W 6Conceptual Architecture Journeyman P,W

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Modify Employee Directory to Include:A Career Progression Chart

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Detail on Chart

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Example of ITS3 to ITS4

• Architecture – Knowledgeable • Engineering – eXpert• Consulting – Master • Analysis – Master• Systems Design - Master • Systems Implementation - Master • Leading Edge Technology –

Knowledgeable • Business Process – Knowledgeable

• IT Education/Certification/Training – Knowledgeable

• IT Industry Experience – Master• Utility Industry Experience –

Knowledgeable • Specialized IT Knowledge –eXpert

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Working Session: Gamifying Knowledge Groups

“By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes”

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What are the 4 levels of Membership?

Level Name

Level 1

Level 2

Level 3

Level 4 4

3

2

1

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What Behaviors Generate Value?

# Behavior Level Associated

Reward Notes

1 Asking Questions 1

2 Answering Questions 2

3 Attend Meeting

4 Attend 4 Meetings in a Row

5 Facilitate a Meeting

6 Presentation to Meeting

7 External Presentation / Meeting

8 Mentor New Member

9 Project Consultation

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What do CoP Members Want?

# Reward Cost Scarcity Notes

1 AED CoC Lunch

2 Free Book

3 Access to Safari Books from O’Riely

10 Resource is scarce, if all taken, people must bid

4 Attend a Conference 1

5 Gartner License 5

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Extras

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Boosts Beh

avio

ral M

omen

tum

Blis

sful

Pro

ducti

vity

Com

mun

ity C

olla

bora

tion

Disc

over

y

Epi

c Mea

ning

Fre

e Lu

nch

Infin

ite G

amep

lay

Loss

Ave

rsio

n

Lott

ery

Ow

ners

hip

Sta

tus

Urg

ent O

ptim

ism

Vira

lity

App

oint

men

ts

Bon

uses

Cas

cadi

ng In

form

ation

The

ory

Com

bos

Cou

ntdo

wn

Que

sts

Rew

ard

Sche

dule

s

Ach

ieve

men

ts

Leve

ls

Poi

nts

Pro

gres

sion

Engagement x x x x x x x x x x x x x x x x x x x x x x x xInfluence x x x x x x x x x x x x x x x x x x x x x

Loyalty x x x x x x x x x x x x x x x x xUser Generated Content x x x x x x x x x

Time Spent x x x x x x x x x x x x x x x x x x xVirality x x x x x x x x x x x x x

Fun x x x x x x x x x x x x x x x xRevenue x x x x x x x x x

Findability x x x x x x

PersonalityAchievers x x x x x x x x x x x x x x x x x x x x x x xExplorers x x x x x x x x x x x x x x x x x x x x

Socializers x x x x x x x x x x x x xKillers x x x x x x x x x x x x x x x x x x x x

Behavioral Feedback Progression

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Feedback / Engagement Loop is:

Visible Progress +

Reward

Motivating Emotion

Social Call to Action

Player Re-Engageme

nt

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“Player’s” Skill Levels are:

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How is this done?

• By combining game mechanics in a manner that cascades them together and moves the “player” from being a novice to a master taking into account “players” skill level, the desired outcome, and their personality types.

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Game Mechanics are

• Game Mechanics are constructs of rules and feedback loops intended to produce enjoyable game play. They are the building blocks that can be applied and combined to Gamify any non-game context.

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Personality Types are:Bartles Player Types (Player vs. World)

Killers• Player

Focused• Actor

Achievers• World

focused• Actor

Socializer• Player

Focused• Interactor

Explorers• World

Focused• Interactor

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Personality Types are: Bartles Player Types (Implicit vs. Explicit)

Griefers• Implicit• Actor

Politicians• Explicit• Actor

Friends• Implicit • Interactor

Networkers• Explicit• Interactor

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Key Questions: Smart Gamification

• Vision: What is our vision for this project? What is the key benefit? Where is the fun?

• Play style: Who is playing? Who are they playing with? What’s their primary play style? What social actions do they find engaging? Why?

• Mastery: What is the core activity & feedback system? What are players optimizing? What skills are they learning? What journey are they on? What’s driving them to keep playing? What does it mean to “Play Well?”

• Progress: How will you “Light the way” towards mastery? How will players know how to get started, and what to do? How will they know if they’re playing well or poorly?

• Engagement: What activities and events will re-engage players throughout their lifecycle? How do these activities leverage core social actions?

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Books: Gamification

• Changing the Game - By: David Edery and Ethan Mollick• Fun Inc.: Why Gaming Will Dominate the Twenty-First Century - By: Tom Chatfield

(Nov 15, 2010)• Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and

Contests - By: Gabe Zichermann and Joselin Linder (Mar 29, 2010)• Gamification by Design - By: Gabe Zichermann (coming out in 2011)• Reality Is Broken: Why Games Make Us Better and How They Can Change the World -

By: Jane McGonigal (Jan 20, 2011)• Rock, Paper, Scissors: Game Theory in Everyday Life - By: Len Fisher (Nov 4, 2008)• Total Engagement: Using Games and Virtual Worlds to Change the Way People Work

and Businesses Compete - By: Byron Reeves and J. Leighton Read (Nov 2, 2009)• Game On: Energize Your Business with Social Media Games - By: Jon Radoff (April,

2011)

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Books: Behavioral

• Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience - By: Christian Crumlish and Erin Malone

• Designing for the Social Web - By: Joshua Porter• Finite and Infinite Games: A Vision of Life as Play and Possibility - By: James P. Carse• Nudge: Improving Decisions About Health, Wealth, and Happiness - By: Richard H. Thaler and Cass

R. Sunstein (Feb 24, 2009)• Persuasive Games: The Expressive Power of Videogames - By: Ian Bogost (Sep 30, 2010)• Persuasive Technology: Using Computers to Change What We Think and Do - By: B.J. Fogg• Play: How it Shapes the Brain, Opens the Imagination, and Invigorates the Soul - By: M.D. Stuart

Brown and Christopher Vaughan• Predictably Irrational: The Hidden Forces That Shape Our Decisions - By: Dan Ariely (Apr 27, 2010)• Building Social Web Applications: Establishing Community at the Heart of Your Site - By: Gavin Bell• The Upside of Irrationality: The Unexpected Benefits of Defying Logic at Work and at Home - By:

Dan Ariely (Jun 1, 2010)• Building Web Reputation Systems - By: Randy Farmer and Bryce Glass

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Books: Game Design

• A Theory of Fun for Game Design - By: Raph Koster (Nov 6, 2004)• Challenges for Game Designers - By: Brenda Brathwaite and Ian Schreiber• Creating Games: Mechanics, Content and Technology - By: Morgan McGuire• David Perry on Game Design: A Brainstorming ToolBox - By: David Perry

and Rusel DeMaria (Mar 24, 2009)• Game Feel: A Game Designer's Guide to Virtual Sensation - By: Steve Swink• Level Up!: The Guide to Great Video Game Design - By: Scott Rogers• Rules of Play: Game Design Fundamentals - By: Katie Salen and Erin

Zimmerman• The Art of Game Design: A Book of Lenses - By: Jesse Schell (Aug 18, 2008)• The Art of Game Design: A Deck of Lenses - By: Jesse Schell

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Books: Education

• Digital Game-Based Learning - By: Marc Prensky• Don't Bother Me Mom – I’m Learning! - By: Marc Prensky• Good Video Games and Good Learning - By: James Paul Gee• How Computer Games Help Children Learn - By: David Williamson Shaffer• Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and

Pedagogy in e-Learning and Other Educational Experiences - By: Clark Aldrich• Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online

Instruction - By: Clark Aldrich• Rethinking Education in the Age of Technology: The Digital Revolution and Schooling

in America - By: Allan Collins and Richard Halverson• Teaching Digital Natives: Partnering for Real Learning - By: Marc Prensky• The World Is Open: How Web Technology Is Revolutionizing Education - By: Curtis J.

Bonk• What Video Games Have to Teach Us About Learning and Literacy - By: James Paul

Gee

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Books: Other

• Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers - By: Dave Gray, Sunni Brown and James Macanufo

• Got Game: How the Gamer Generation Is Reshaping Business Forever - By: John C. Beck and Mitchell Wade

• Serious Games: Games That Educate, Train, and Inform - By: David Michael and Sande Chen

• The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google - By: Clark Aldrich

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Game Mechanics

• Achievements• Appointments• Behavioral Momentum• Blissful Productivity• Bonuses• Cascading Information Theory• Combos• Community Collaboration• Countdown• Discovery• Epic Meaning• Free Lunch

• Infinite Gameplay• Levels• Loss Aversion• Lottery• Ownership• Points• Progression• Quests• Reward Schedules• Status• Urgent Optimism• Virality

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AchievementsType Progression

Boosts Engagement, Loyalty, Time Spent, Influence, Fun, Findability, User Generated Content

Personality Types

Achievers, Explorers, Killers

See Also: Points, Levels, Game Design

Description Achievements are a virtual or physical representation of having accomplished something. Achievements can be easy, difficult, surprising, funny, accomplished alone or as a group. Achievements are a way to give players a way to brag about what they've done indirectly as well as add challenge and character to a game. Achievements are often considered "locked" until you have met the series of tasks that are required to "unlock" the Achievement

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Appointments

Type Feedback

Boosts Engagement, Time Spent, Influence

Personality Types

Achievers, Explorers, Socializers

See Also: Game Design

Description Appointment Dynamics are game dynamics in which at a predetermined times/place a user must log-in or participate in game, for positive effect

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Behavioral Momentum

Type Behavioral

Boosts Engagement, Loyalty, Revenue, Influence, Time Spent

Personality Types

Achievers, Explorers,Socializers, Killers

See Also: Blissful Productivity, Infinite Gameplay, Epic Meaning

Description Behavioral Momentum is the tendency of players to keep doing what they have been doing.

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Blissful Productivity

Type Behavioral

Boosts Engagement

Personality Types

Achievers, Explorers,Socializers, Killers

See Also: Behavioral Momentum, Community Collaboration, Urgent Optimism

Description The idea that playing in a game makes you happier working hard, than you would be relaxing. Essentially, we’re optimized as human beings by working hard, and doing meaningful and rewarding work.

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Bonuses

Type Behavioral

Boosts Engagement, Influence, Time Spent, Virility, Fun, User Generated Content

Personality Types

Achievers, Explorers,Socializers, Killers

See Also: Behavioral Momentum, Community Collaboration, Urgent Optimism

Description Bonuses are a reward after having completed a series of challenges or core functions. Can be from completing a Combo or just for a specific special task. Also see: Mega Bonuses.

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Cascading Information Theory

Type Feedback

Boosts Engagement, Loyalty, Influence, Time Spent

Personality Types

Achievers, Explorers,Socializers, Killers

See Also: Appointments, Quests

Description The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative.

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Combos

Type Feedback

Boosts Engagement, Influence, Time Spent, Virality

Personality Types

Achievers, Explorers,Socializers, Killers

See Also: Bonuses, Quests

Description Combos are used often in games to reward skill through doing a combination of things. This also can add excitement or incentivize doing another action after already having completed one. The successful completion of a combo usually comes with the reward of a bonus

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Community Collaboration

Type Behavioral

Boosts Engagement, Influence, Time Spent, Virality

Personality Types

Achievers, Explorers,Socializers

See Also: Blissful Productivity, Behavioral Momentum, Game Design

Description The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun.

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Countdown

Type Behavioral

Boosts Engagement, Fun, Influence

Personality Types

Achievers, Explorers,Killers

See Also: Blissful Productivity, Behavioral Momentum, Game Design

Description The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction.

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Discovery

Type Behavioral

Boosts Engagement, Loyalty, Influence, Time Spent, Fun

Personality Types

Explorers, Achievers

See Also: Epic Meaning, Game Design

Description Also called Exploration, players love to discover something, to be surprised. This also can be seen in the Game Feature, Discovery. Discovery encourages players to discover new pages within a website. This drives up page views and time-on-site.

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http://gamification.org/wiki/Game_Mechanics#Appointments

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Game Mechanics

Type

Progression Feedback Behavioral

Benefits

Influence LoyaltyUser

Generated Content

Time Spent Virality Fun Revenue SEO

Personality Type

Achievers Explorers Socializers Killers