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The Gamification

Spectrum

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lithium.com | © Lithium Technologies, Inc. All Rights Reserved.

Lithium builds trusted relationships between the world’s best brands and their customers, helping people get answers and share their experiences. We provide one platform to manage your Total Community:

Understand your most valuable and

Contents

1 IntroductiontoGamification

2 WhatistheGamificationSpectrum?

4 TheNinePatterns

10 Scale&Sustainability

13 LearningfromtheGamingWorld

16 Conclusion

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Gamificationisapplyingthescienceandpsychologyof gaminginanon-gamecontexttomotivateandrewardyourcustomerstoperformcertaindesiredbehaviors.Forexample,ifyouwantthemtocontributemorecontentonyouronlinecommunity,youmayofferbadgesforthosewhocontributeacertainnumberofposts;ortheymayworktoleveluptothenextrewardthatprovidesrecognitionamongotherplayers fortheirexpertise,skill,etc.Therearemanytypesofgamificationtechniques.

Gamificationisoneofthemostprovenwaystoengagecommunitymembersandkeepthemcomingbackformore.However,thereareimportantscientificprinciplesbehindthestrategyofgamificationthatimpactwhetherornotgamificationprovestobesuccessfulforyourcommunityandbrand.

Inthispaper,wetakeadeeperdiveintowhatourChiefScientist,Dr.MichaelWu,haspatentedasthe“GamificationSpectrum”―acontinuumofgamificationtechniquesthatcanhelpyouchoosetherightgamificationplanforyourcustomers,dependingonthebehaviorsyouwanttodrive.

WehavecuratedthefollowingcontentfromDr.Wu’sblog,TheScienceofSocial, to synthesize all the insights from the entireGamificationSpectrumseriesintoonepaper.

Introduction to Gamification

To learn more about Gamification,followDr.Wu on TheScienceofSocial or downloadadditionalLithiumGamificationwhitepapersbyvisitingourResourcespage.

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What is the Gamification Spectrum?

TheGamificationSpectrumisaframeworkIdevelopedandhavepatentedfororganizingexistinggamificationtools.Commongamificationtoolsarepoints,badges,leaderboards,etc.,buttherearemanymore(e.g.,ranks,goals,missions,levelunlock,teamreputation,etc.).Nodoubttherearehundredsandthousandsofgamificationtoolsoutinthemarket.Moreover,therearemanyvariantsofgamificationtools.Forexample,therearedifferentkindsofleaderboardswithdifferentscopes.Someonlycompareyouagainstyourfriends,whereasotherscompareyouagainststrangerswhoaresimilartoyouinsomeways.

Byorganizinggamificationtoolsintoaspectrum,youcanchoosetherighttoolstomeetyourgoals.Buthowdowesystematicallyorganizeandunderstandthesetools?Wemustlookforacommonground,ortheuniversalpropertiesofgamificationtools.

Feedback and the Feedback TimescaleThefirstthingwefindincommonisfeedback.Allgamificationtoolsprovidesomekindoffeedbacktotheplayers.Itmaybeverysubtle(e.g.,incrementingsomemetricsinthebackground)orveryobvious(e.g.,rewardingtheuserwithabadge).Theprecisemechanismofhowaparticulartoolgivesfeedbacktotheusersisdifferentforeverytool.Itcouldbetactile(e.g.,avibrationonyourmobiledevice),auditory(e.g.,atransientsoundormusic),visual(e.g.,apop-upnotification,etc.),orother sensory modality. Regardless of the mechanism, the

feedbackistheretotelltheusersomethingabouthispastactionsorbehaviors(i.e.,hisprogress,hisperformance).

Thisleadsustolookatthefeedbacktimescalewhichisroughlyhowfastthetoolfeedsprogressinformationtotheuser.Thisiscriticallyimportantbecauseeverytoolhasacharacteristicfeedbacktimescaleandallowsustoorganizetoolsonaspectrumfromareallyshorttoverylongfeedbacktimescale.(NotethatthefeedbacktimescaleisNOTthesameasthefeedbacktimeofthegamificationtool.)Afeedbacktimescaleisplayerdependent,anddependsontheiraccess,skillsandresources.Playersparticipateatdifferentratesandsoreceivefeedbackatdifferentrates.Asuperfanmaygetontheleaderboardintwoweekswhereasanordinarycontributormaytakeayeartodoso,andalurkerwhonevercontributesmaynevergetontheleaderboard(whichhasinfinitefeedbacktime).Inthisexample,thefeedbacktimescale(nottime)forthisleaderboard is roughly a month.

Thefeedbacktimescaleforanygamificationtoolisalsobehaviordependent.Theeasierthebehavioryouaredriving,theshorterthefeedbacktimescale,andtheharderthe

immediate day week month quarter 6 months year 2 years 5 years

points badges leader boards trophies ranks portable rep team rep

single accumulative metric frequency + conjunctives reciprocity + team metric

short long

single user action single user, multiple actions multiple users + actions

easy to game difficult to game

private: only to the user public: with in community public: beyond community

extrinsic intrinsic

not sustainable long-term sustainable

easy to implement difficult to implement

short: fast extinction long: slow extinction

large engaged population small engaged population

feedback timescale

gamified behavior

underlying metrics

susceptibility to gaming

visibility & scope

value of rewards

sustainability

implementation

extinction period

engage population

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behavior,thelongerthetimescalewillbe.So,ifweorganizeallexistingtoolsusingtheirfeedbacktimescale,wegetaspectrumoftoolsrangingfromthosewithshortfeedbacktimescalestothosewithverylongfeedbacktimescales.Nomatterwhattoolsyouusetoencouragethebehavioryouwant,thespectrumwillbeplayerandbehaviordependent.Theentirespectrummaycompressorlengthenindifferentcontexts,buttherelativepositionsofthetoolsonthespectrumremainstableundersimilarcontext.

Byorganizinggamificationtoolswiththeirfeedbacktimescaleonacontinuum,wehaveaspectrumofgamificationtools—thegamificationspectrum.Throughthisspectrum,wecanstarttoseesomeinterestingpatternsandtrendsintheoperationalpropertiesofgamificationtools.Thegamificationspectrumisaveryusefulorganizingframework.However,itspowerandutilitygoesfarbeyondmereorganization.Itallowsustoclearlyseetherelationshipbetweendifferentgamificationtools.Moreover,thespectrumallowsustoidentifypatternsandtrendsthatgiveusadeeperunderstandingofsomeworkingpropertiesofeachgamificationtoolwithrespecttotheothers.

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The Nine Patterns

Let’slookdeeperintothisspectrumoftoolstodiscovernineinterestingpatternsandtrendshiddenwithintheseseeminglyunrelatedtools.Ifweexaminetherepresentativetoolsabovethegamificationspectrum,wecanstarttoseesomepatternsaswemovefromtheleft(toolswithshortfeedbacktimescale)totheright(toolswithlongfeedbacktimescale)ofthespectrum.

Pattern 1: Gamified BehaviorOntheleftsideofthespectrum,thebehaviorwearetryingtogamifyistypicallyonesimpleactionfromasingleplayer.Forexample,pointsareawardedimmediatelytoplayersforsimpleactions,suchasatweet,ashare,akudo,adownload,etc.Aswemovetotheright,thebehaviortypicallybecomesmoreinvolved.Ratherthanonesingleaction,theplayermustrepeatthesameactionanumberoftimesbeforehegetsabadge.Thus,thefeedbacktimescaleofbadgeswillbelongerthanthatofpoints—preciselyhowmuchlongerisgoingtodependonthebehaviorandtheplayer.

Ifwemovefurthertotheright,thegamifiedbehaviorwillrequireevenmoreeffortfromtheplayer.Notonlydoeshe

havetorepeatoneaction,hehastooutperformhispeersinordertogetontheleaderboard.Naturally,thefeedbacktimescaleforleaderboardswillbeevenlonger.

Aswegettothemiddleofthespectrum,thebehaviorwewanttodriveisusuallysomethingthatrequiresmorethanonetypeofaction.Thebehaviormayconsistoftwoactions(e.g.,watcha video andshareitwithafriend),threeactions(e.g.,downloadatrialsoftware,useit,andwriteareviewforit),orevenmore.Althoughtheuserneedstoaccomplishmorethanoneaction,theactionsarestillfromasingleplayer.

Finally,ontherightsideofthespectrum,thebehaviorwewanttoencourageisevenmorecomplexandinvolvesactionsfrommultipleplayers.Thesearetypicallyreciprocalactionsfromotherplayersorcollaborativeactionswithotherplayers.

Pattern 2: Underlying MetricsGamificationreliesheavilyonthetrackingofplayeractions/behaviors through metrics and behavior data. As the behavior becomesmorecomplexwhenwemovefromlefttorightalongthespectrum,themetricsanddatathatreflectthesebehaviorsalsobecomemoresophisticated.

Towardstheleft,themetricsthatunderlietheshortfeedbacktimescaletoolsareusuallysimplecountersthataccumulateovertimeastheplayercarriesoutthedesiredaction.Movingtotheright,wereachtoolslikeleaderboardsthatusetime-boundedfrequencymetrics.Sincemedalsandtrophiesstart

immediate day week month quarter 6 months year 2 years 5 years

points badges leader boards trophies ranks portable rep team rep

single accumulative metric frequency + conjunctives reciprocity + team metric

short long

single user action single user, multiple actions multiple users + actions

easy to game difficult to game

private: only to the user public: with in community public: beyond community

extrinsic intrinsic

not sustainable long-term sustainable

easy to implement difficult to implement

short: fast extinction long: slow extinction

large engaged population small engaged population

feedback timescale

gamified behavior

underlying metrics

susceptibility to gaming

visibility & scope

value of rewards

sustainability

implementation

extinction period

engage population

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torewardplayersformultipleactions,thesetoolsmustusemultiplemetricsandconjunction.

Infact,toolsontherighthalfofthespectrumcanuseconjunctionsofmetricsfromanytoolswithshorterfeedbacktimescales.Forexample,youcangetacommunitytrailblazertrophywhenyouareonthecommunitycontributionleaderboardforfiveweeksinarow.Inthiscase,thetrophyisusingaconjunctionofmetricsfromtheleaderboard(atoolwithshorterfeedbacktimescale).Finally,toolsonthefarrightofthespectrumleveragereciprocitymetricsandteammetricsthatareevenmorecomplex,becausereciprocityandcollaborativebehaviorcanonlybemeasuredwithbehaviordatafrommanyplayers.

Pattern 3: Susceptibility to Cheating (Gaming the System)ToolsonthefarleftoftheGamificationspectrumarehighlysusceptibletogaming(i.e.,cheating),becausethebehaviorwearetryingtodriveissosimple—asingleactionfromtheplayer.Thismeanstheplayerhasfullcontroloverthegamifiedaction.Sohecaneasilyrepeatthatactiontohisheart’scontentandgetallthepointsandbadgeshewants,thusgamingthegamificationsystem.Onthecontrary,toolsonthefarrightare

much more immune to gaming (though I believe no system is trulyun-gameable),becausethosetoolsencouragesbehaviorsthatdependonmanyactionsofmanyplayers.Thismakesitmuchmorechallengingtogamethesystemasitwouldrequireacoordinatedefforttodoso.

Pattern 4: Ideal Visibility and Scope of FeedbackAlthoughgamifiedapps(e.g.,FourSquare)oftenshowoffbadgescollectedbytheirplayers,thetoolswithshortfeedbacktimescales(i.e.,pointsandbadges)arenotidealforpublicdisplay.Why?Sincetoolsonthefarleftofthespectrumusemetricsthatarecumulative,theytendtobebiasedinfavorofthosewhohavebeenplayingforalongertime.Sotoolslikepointsandbadgesarenotreallyafaircomparisonamongtheplayers.Makingthesetoolspubliclyvisiblemayevendemotivatethenewplayers.Instead,toolswithshortfeedbacktimescaleareactuallymoresuitableasfeedbacktotheplayerhimself.Soitshouldonlybevisibleprivatelytotheplayerhimself.

However,aswemovetotherightofthespectrum,themetricsbecomelessbiasedandlesssusceptibletogaming.Forexampletheuseoftime-boundmetricsinleaderboards

immediate day week month quarter 6 months year 2 years 5 years

points badges leader boards trophies ranks portable rep team rep

single accumulative metric frequency + conjunctives reciprocity + team metric

short long

single user action single user, multiple actions multiple users + actions

easy to game difficult to game

private: only to the user public: with in community public: beyond community

extrinsic intrinsic

not sustainable long-term sustainable

easy to implement difficult to implement

short: fast extinction long: slow extinction

large engaged population small engaged population

feedback timescale

gamified behavior

underlying metrics

susceptibility to gaming

visibility & scope

value of rewards

sustainability

implementation

extinction period

engage population

immediate day week month quarter 6 months year 2 years 5 years

points badges leader boards trophies ranks portable rep team rep

single accumulative metric frequency + conjunctives reciprocity + team metric

short long

single user action single user, multiple actions multiple users + actions

easy to game difficult to game

private: only to the user public: with in community public: beyond community

extrinsic intrinsic

not sustainable long-term sustainable

easy to implement difficult to implement

short: fast extinction long: slow extinction

large engaged population small engaged population

feedback timescale

gamified behavior

underlying metrics

susceptibility to gaming

visibility & scope

value of rewards

sustainability

implementation

extinction period

engage population

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eliminatesthebiasthatfavorsearlyplayers.Consequently,feedbackandrewardsfromtoolsinthispartofthespectrumareamorefairandaccuratereflectionoftheplayer’strueperformance.Assuch,theyaremoreappropriateforpublicdisplaywithinthecommunityofplayers.Onthefarrightofthespectrum,theachievementsawardedfromthosetoolsareevensuitablefordisplaybeyondthecommunityofplayers,becausetheywouldaccuratelyrepresenttheplayer’sskillandreputation.

Insight:Pointsandbadgesarebiasedinfavoroflong-timeplayers,sotheyarenotreallyafaircomparisonofpeople’sskills(orabilities).Pointsandbadgesareprimarilyafeedbacktotheplayersthemselves(notblatantlyvisibletothepublic).Showingoffpeople’spointsandbadgespublicallymayactuallydemotivatemajorityofthepopulation.

Pattern 5: Value of RewardsIfweexaminetherewards(i.e.,feedback)ofgamificationtools,wecanalsoseeapatternaswemoveacrossthespectrum.Becausetoolsontheleftofthespectrumonlyprovidefeedbacktotheplayersontheirownperformancedata,therewardsfromthesetoolsarepurelyextrinsic.Moreover,becausethegamifiedbehaviorissosimple—oneactionfromtheplayer,thereislittleuncertaintyormysteryintherewardbecausetheyareeithercompletelytransparentorcanbeeasilyfiguredout.

Aswemovetotheright,therewardsbecomelesspredictable,becausethefeedbackistriggeredonlywhenallthegamifiedactionsareaboveacertainthreshold.Norewardisgivenevenifonlyone—anyone—ofthegamifiedactionsdidnotmeetthecriterionwhileallothersarewellabovetheirrespectivethresholds.Thismakesthepreciserewardcriteriahardertopredict,andaddsmoremysteryanduncertaintytothe“game.”Suchmysterynotonlycreatesentertainmentvalue,italsoservesasananticipatorymotivatorfortheplayers.

Toolsonthefarrightofthespectrumrewardtheirplayersbasedontheactionsofotherplayers—reciprocityorcollaborativeactions.Thissocialelementmakesrewardsfromtoolsonthefarrightofthespectrummoremeaningfulandvaluabletotheplayers.Hence,rewardsfromthesetoolsaremoreintrinsicallymotivating.

Insight:Therewardsofferedbypointsandbadgesarepurelyextrinsic.Itsimplytellstheplayerswhatthey’vedonetransparently.Tryingtoaddmysteriesinthesesimplegamificationtoolsmayactuallyconfusesnewplayersearlyon.Mysteryshouldbeusedlaterwithtoolsonthemiddleandrightsideofthespectrum,wheretherewardsaremoreintrinsic.

immediate day week month quarter 6 months year 2 years 5 years

points badges leader boards trophies ranks portable rep team rep

single accumulative metric frequency + conjunctives reciprocity + team metric

short long

single user action single user, multiple actions multiple users + actions

easy to game difficult to game

private: only to the user public: with in community public: beyond community

extrinsic intrinsic

not sustainable long-term sustainable

easy to implement difficult to implement

short: fast extinction long: slow extinction

large engaged population small engaged population

feedback timescale

gamified behavior

underlying metrics

susceptibility to gaming

visibility & scope

value of rewards

sustainability

implementation

extinction period

engage population

immediate day week month quarter 6 months year 2 years 5 years

points badges leader boards trophies ranks portable rep team rep

single accumulative metric frequency + conjunctives reciprocity + team metric

short long

single user action single user, multiple actions multiple users + actions

easy to game difficult to game

private: only to the user public: with in community public: beyond community

extrinsic intrinsic

not sustainable long-term sustainable

easy to implement difficult to implement

short: fast extinction long: slow extinction

large engaged population small engaged population

feedback timescale

gamified behavior

underlying metrics

susceptibility to gaming

visibility & scope

value of rewards

sustainability

implementation

extinction period

engage population

7

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Pattern 6: SustainabilityNaturally,toolsontheleftoftheGamificationSpectrumarenotsustainable,becausetherewardstheyprovidearepurelyextrinsicandhavelittlelong-termvaluetotheplayers.Eventuallytheplayerswillrealizethisfactandgetboredquickly.Onthecontrary,toolsontherightofthespectrumaresustainable,becausetherewardstheyofferareintrinsic,moremeaningful,andhavegreatervaluetotheplayers.

Insight:Points,badgesandleaderboardsaregreatstartertoolsforimplementinggamification.Theyworkwellintheshort-term,anddriveresultsquickly,butit’snotsustainablelongterm.Ifyouwanttogamifyabehaviorforlong-term(years)youneedtousegamificationtoolsontherightofthespectrum.

Pattern 7: ImplementationAtlast,fromanimplementationanddeploymentperspective,toolsontheleftsideofthespectrumtendtobemucheasiertobuild,implement,anddeploy.Thatispreciselywhysomanytoolsonthemarketarebasicallyvariantsofpoints,badges,and

leaderboards.Ontheotherendofthespectrum,thetoolsarehardertoimplementbecausenotonlydotheyneedtotrackmorecomplexbehaviors,theyalsoneedtocapturedifferenttypesofbehaviorsandperformsophisticatedanalyticstounderstand these behaviors. As a result, many tools on the rightendofthespectrumsarecustombuilt.Theyalsorequireasubstantialamountoftimeandefforttotuneandconfigure,sotheyaregenerallynotturn-keysolutionsout-of-the-box.

Insight:Points,badgesandleaderboardsareeasytobuild.Companieshavingengineeringresourcescaneasilybuildtheirownsystemfortrackingpoints,awardingbadges,andshowingoffpeopleontheleaderboard.Thesesimpletoolsarealsoreadilyavailablefromvendors.However,moresophisticatedgamificationtoolsontherightofthespectrummustbedesignedspecificallyforyourusecaseandaudienceinordertobeeffective.Assuchtheyarerarelyavailableout-of-the-box.

immediate day week month quarter 6 months year 2 years 5 years

points badges leader boards trophies ranks portable rep team rep

single accumulative metric frequency + conjunctives reciprocity + team metric

short long

single user action single user, multiple actions multiple users + actions

easy to game difficult to game

private: only to the user public: with in community public: beyond community

extrinsic intrinsic

not sustainable long-term sustainable

easy to implement difficult to implement

short: fast extinction long: slow extinction

large engaged population small engaged population

feedback timescale

gamified behavior

underlying metrics

susceptibility to gaming

visibility & scope

value of rewards

sustainability

implementation

extinction period

engage population

immediate day week month quarter 6 months year 2 years 5 years

points badges leader boards trophies ranks portable rep team rep

single accumulative metric frequency + conjunctives reciprocity + team metric

short long

single user action single user, multiple actions multiple users + actions

easy to game difficult to game

private: only to the user public: with in community public: beyond community

extrinsic intrinsic

not sustainable long-term sustainable

easy to implement difficult to implement

short: fast extinction long: slow extinction

large engaged population small engaged population

feedback timescale

gamified behavior

underlying metrics

susceptibility to gaming

visibility & scope

value of rewards

sustainability

implementation

extinction period

engage population

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Pattern 8: Extinction Period

Itisimportanttounderstandtheextinctionperiod(i.e.,howlongittakesforagamificationtooltobecomeineffectiveatdrivingthedesiredbehavior)foranygamificationtool.Althoughithasbeenlongobservedthatnogamificationtoolworksforever,thereislittleinformationonhowlongeachtoolworks.AlthoughtheGamificationSpectrumwon’tgiveyouthepreciseextinctionperiodbecausethatiscontextdependent,itdoesgiveyouanorderofthetoolsintermsoftheirextinctionperiod.Soweknowwhichtoolwillworklongerorshortercomparedtoothertools.

Wecanunderstandthepatternofextinctionperiodfromtwodifferentangles:sustainabilityandplayers’psychologyofflow.

We’vealreadylearnedthattoolstowardtheleftofthespectrumarenotsustainable,whereastoolstowardtherightofthespectrumsaremoresustainable.It’seasytoseethatthesustainabilityofagamificationtoolisdirectlyrelatedtoitsextinctionperiod.Toolsthatarenotsustainable(ontheleftsideofthespectrum)haveashortextinctionperiodbecausetheylosetheirefficacytodrivethedesiredbehaviorquickly.Thatiswhytheyarenotsustainableinthefirstplace.Toolsthat are sustainable in the long-term (on the right side of the spectrum)haveamuchlongerextinctionperiod.

Thesecondperspectivelooksattheplayers’psychologyofflow.Thestateofflowisanoptimalstateofintrinsicmotivationthatcanbereachedonlywhenthechallengesfacingtheplayersmatchtheirskills.Sincetoolsontheleftofthespectrumareusedtodriveaverysimplebehavior,theyareessentially“easygames.”Assuch,theplayerswilllearnand masterthosegamesquickly.Weknowfromthepsychologyofflowthatoncetheplayermasteredthegame,theirskills

willsurpassthechallengesfromtheseeasygames.Asaresult,theywillalsoquicklymoveintothestateofboredom,whichisn’tmotivatingandunabletodrivethedesiredbehavior.Consequently,theextinctionperiodoftheseeasygameswillbe very short.

Aswemovetotherightofthespectrum,thetoolsareusedtodrivemorecomplexbehaviors,sotheycanbeviewedasvery“challenginggames.”Whenagameischallenging,twothingscanhappen.First,mostpeoplewouldn’tbeuptothechallenge;they’llfeelfrustratedbecausethechallengeistoogreatfortheirskills.Sothey’llstopplayingalltogether,butthosethatquitthegamearen’ttheplayers.Thesecondscenarioisthattherewillbeafewplayerswhowillrisetothechallenge.Theywillchoosetocontinuetoplayandwantto

immediate day week month quarter 6 months year 2 years 5 years

points badges leader boards trophies ranks portable rep team rep

single accumulative metric frequency + conjunctives reciprocity + team metric

short long

single user action single user, multiple actions multiple users + actions

easy to game difficult to game

private: only to the user public: with in community public: beyond community

extrinsic intrinsic

not sustainable long-term sustainable

easy to implement difficult to implement

short: fast extinction long: slow extinction

large engaged population small engaged population

feedback timescale

gamified behavior

underlying metrics

susceptibility to gaming

visibility & scope

value of rewards

sustainability

implementation

extinction period

engage population

9

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beatthegame.However,becausethegameischallenging,itwilltakethemalongtimetomasterthegame.Fortheseplayerswhowanttowin,thegamewillcontinuetodrivethebehavior.Sotheextinctionperiodofthesechallenginggameswillbemuchlonger.

Pattern 9: Engaged PopulationAswehaveseeninPattern#8,toolsontherightsideofthespectrumarelike“challenginggames,”andtherewillonlybeasmallpopulationofplayerswhowillengage.Onlyasmallfractionofthepopulationwillbesufficientlymotivatedorhavetheabilitytoplaysuchachallenginggame.

Conversely,thetoolsontheleftsideofthespectrumare“easygames.”Sotherewillbeamuchlargerpopulationwhowillengageinthiseasygameplay.WeknowfromFogg’sbehaviormodel that simplicitydrivesbehavior. When the behavior is simpleenough,evenplayerswhoaren’tmotivatedwillengagetocarryoutthatbehavior,becauseitdoesn’trequiremuchability(i.e.,resourcesfromtheplayers).

immediate day week month quarter 6 months year 2 years 5 years

points badges leader boards trophies ranks portable rep team rep

single accumulative metric frequency + conjunctives reciprocity + team metric

short long

single user action single user, multiple actions multiple users + actions

easy to game difficult to game

private: only to the user public: with in community public: beyond community

extrinsic intrinsic

not sustainable long-term sustainable

easy to implement difficult to implement

short: fast extinction long: slow extinction

large engaged population small engaged population

feedback timescale

gamified behavior

underlying metrics

susceptibility to gaming

visibility & scope

value of rewards

sustainability

implementation

extinction period

engage population

10

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Scale & Sustainability

Extinctionandengagedpopulationposeaninterestingconundrumforbusinesses.Toolsontheleftsideofthespectrum—theeasygames—canengageahugepopulation,buttheireffectsextinctquicklyduetotheshortextinctionperiod.Soeventhoughtheycandrivebehaviorsandengagemanyplayers,theseplayersdon’tstayengagedverylong.Alternatively,toolsontheotherendofthespectrum—thechallenginggames—canengagetheplayersforamuchlongertime,butonlyafewpeoplewillengageandplaythosegames.

Asyoucansee,thereisno“perfect”gamification.Thereisn’tonemagicgamificationtoolthatcanengageahugepopulationforalongperiodoftime.Sowhichgamificationtoolshouldyouuse?Aswithalmostanytool,youneedtochoosetherighttoolsfortheproblem.Ifyouhavetochooseagamification

tooltodrivebehavior,youwillhavetodecidewhetherit’smoreimportanttodrivethebehaviorforalotofpeople,orisitmoreimportanttochangethebehaviorforalongtime?Choosingthewrongtoolfortheproblemisnotonlyawasteofresources, it could even have counterproductiveeffects.

Unfortunately, science tells us that scalability and sustainability haveaninverserelationshipwitheachother;thelargerthescale, the less sustainable, and vice versa. That is, the larger theengagedpopulation,thefasteritwillbecomeineffective;andthelongerthetoolsareeffective,thesmallertheengagedpopulation.Asaresult,practitionersofgamificationmustchoosetherighttooldependingonwhattheyaretryingtoachieve.Thereisn’tasinglegamificationtoolthatcanachieveboth scale and sustainability.

immediate day week month quarter 6 months year 2 years 5 years

points badges leader boards trophies ranks portable rep team rep

single accumulative metric frequency + conjunctives reciprocity + team metric

short long

single user action single user, multiple actions multiple users + actions

easy to game difficult to game

private: only to the user public: with in community public: beyond community

extrinsic intrinsic

not sustainable long-term sustainable

easy to implement difficult to implement

short: fast extinction long: slow extinction

large engaged population small engaged population

feedback timescale

gamified behavior

underlying metrics

susceptibility to gaming

visibility & scope

value of rewards

sustainability

implementation

extinction period

engage population

easy games quickeffect,engaging to many

quicktomaster,quicktogetbored

scalable, but not sustainable

challenging games

sloweffect,engagingtofew

slowtomaster, slowtogetbored

sustainable, but not scalable

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However,someofthemostchallengingbusinessproblemsinvolve both scale and sustainability (i.e., changing behaviors forahugepopulationoveralongerperiodoftime).Howcanweachievethat?Thisisnotaneasyproblemtosolve,butthegoodnewsis,thereisapossiblesolution.

The Effective TimescaleBeforewediscussthesolutiontothesebigbusinessproblems,weneedtounderstandonemoreconcept.Thatis,theeffectivetimescaleofabehaviorchange—howlongthegamifiedbehaviorwilllastorisintendedtolastrealistically.

Whenabusinesswantstodrivebehaviors,theyprobablywantthe behavior to last forever. But in reality, nothing lasts forever, andnosinglegamificationcandriveanybehaviorforever.Ifyouwanttodriveabehaviorinyourcustomerbasefortherestoftheirlifetime,thenyouneedtofigureouttheaveragelifeexpectancyforyourcustomerbase.Dependingontheaverageageofyourcustomerbase,thismaybefiveyears,10years,or50years.Eventhoughthat’salongtime,it’snotforever.Inpractice,theeffectivetimescaleofanybehaviorisrarelymorethan10years.

Dependingontheprecisebehavioryouwanttodrive,theeffectivetimescalesvarysignificantlyfromafewdaystomanyyears.Forexample,ifyouwanttodrivesocialmediaparticipation(e.g.,tweeting,sharingphotos,etc.)ataconference,thentheeffectivetimescaleisintheorderofafewdays,becausemostconferencesonlylastafewdays.Ideally,youprobablywantthemtocontinuetheirsocialmediaparticipationaftertheconference,butthatisadifferentbehaviorwithalongereffectivetimescale.Ontheotherhand,

ifyouaretryingtodriveengagementduringamarketingcampaign,thentheeffectivetimescaleisroughlyafewmonths,becausethatishowlongmostmarketingcampaignslast.Ifyouwanttheaudiencetocontinuetheirengagementafterthemarketingcampaign,again,thatisadifferentbehavior(onewithamuchlongereffectivetimescale).

So,youneedtoknowwhatyoureffectivetimescaleisforthebehaviorsyouwanttodrive.

The Solution—Build a Level-Up StrategySincethereisn’tasinglegamificationtoolthatcanachievebothscaleandsustainability,wecanstoplookingforthatsilver bullet.However,tacklinganybigprobleminliferarelyinvolvesonlyonetool.Althoughnosinglegamificationtoolcanachievebothscaleandsustainability,acombinationoftoolscan!

Thestrategyistobuildaladderforpeopletoclimbup.Startwithtoolsonthefarleftofthegamificationspectrum(e.g.,points)—theeasiestgames—toengagethewidestpossibleaudience.As,peoplemastertheseeasygames,levelthemupandintroducethemtothenexttoolonthespectrum(e.g.,badges).Sincethistoolisjustslightlyharder,mostoftheaudiencewillstillbeengagedandcontinuetoplay.However,badgesarehardertocollectthanpoints.Itwilltakethemlonger to collect enough badges before they master this game andgetbored.Andwhenthathappens,youlevelthemupagainandintroducethenexttoolsonthespectrum(e.g.,aleaderboard),andsoon.

Theprecisecriteriaforgettingacertainbadgeorgettingontheleaderboardwillstillneedtobedesignedsothenextlevelup

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Three Steps to a Level Up Strategy

Ifyoubuildyourlevel-upstrategyaccordingtothisrecipe,thenasyourplayerslevel-uptothefinalrungoftheladder,theywillhavestayedengaged foraperiodthatisapproximatelyas longastheeffectivetimescaleofyourdesired behavior.

willappeareasytoachieve.Thisiscriticallyimportant,becauseotherwise,asubstantialportionoftheengagedaudiencewilldropoffandstopplayingthegamebecausethenextleveliseithertoochallenging(frustrating)ortooeasy(boring).Howwedesignthepreciselevelupcriteriarequiresadeeperunderstandingofhowbaby-stepsworkinbehaviordesign.

Now,thelastquestionweneedtoaddressishowfardowecontinuetolevelup?Inotherwords,howfarupdowe

needtobuildthislevel-upladder?Thisiswheretheconceptofeffectivetimescalecomesin.Youmustfigureoutwhat’stheeffectivetimescaleforthebehavioryouwanttodrive.Onceyouknowtheeffectivetimescale,theanswerissimple.Yousimplyendwithagamificationtoolthathasafeedbacktimescaleapproximatelyequaltotheeffectivetimescaleofthebehavioryouwanttodrive.

Identify the effective timescale of your desired behavior

❶Find a gamification tool with a feedback timescale ≈ your effective timescale

❷Build a level-up ladder by filling in the gaps with tools that have successively longer feedback timescale along the gamification spectrum.

• Alwaysstartwithimmediatefeedback(e.g.,points)toachievescale

• Fillallgaps(sotheladderiseasytoclimb)inordertomaintainthescaleasyourplayersleveluptothefinalrungoftheladder(i.e.,thetoolwithfeedback

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Learning from the Gaming World

Ifyouwereaskedtonamethemostsuccessfulvideogame,whatcomestoyourmind?WoulditbeAngry Birds, Candy Crush, or Clash of Clans?Whatdothesegameshaveincommon?Whydoyouthinktheyaresuccessful?

These games have certainly achieved scale since so many peopleplaythem.AngryBirdsalonehasovertwobilliondownloads.However,manygameshaveachievedscale,buttheyaren’tsuccessfulbecausepeopledidn’tplaythemverylong(e.g.,thinkofaclassicgamelikeTic-Tac-Toe or Sudoku).Prettymucheveryonehasplayedthesegamesatsomepointduringtheirlifetime.Someofthem,likeSudokuforexample,canbequiteaddictive.Sotheyhavedefinitelyachievedscale.However,theyarenotverysustainablebecausepeopleeithermasterthemquickly(becausetheyaretooeasy)orgetfrustratedwiththem(becausetheyaretoohard).Theresultisthesameeitherway,peoplestopplayingthem.

WhatmadegameslikeAngryBirds,CandyCrush,andClashofClans successful is the fact that they have achieved both scale andsustainability.Thequestioniswhyandhow?Thesecretlieswithintheleveldesignofthesegames.

Likegamifications,successfulgamesachievescaleandsustainabilitybyhavingmanylevelsthatgetprogressivelymoredifficult.Thesecouldbeexplicitlevelsyouunlockasyouplay(e.g.,AngryBirdsandCandyCrush),ortheymaybeimplicitinthegameplay(e.g.,ClashofClans).Yet,theyallstartwithaveryeasylevel(almosttooeasy)toengagethewidestpossibleaudience.Oneofthereasonspeoplecontinuetoplaythesegamesforalongtimeisbecausethesegameshavesomanylevels.Thelongeryouwanttoengagetheplayers,themore levels you need to have. But just having many levels isnotenough.Theprecisecriteriaforlevelingupmustbedesignedcarefullytokeeptheplayersengaged—inastateofflow.Althoughthelevelsaregettingmoredifficult,preciselyhowmuchmoredifficulteachlevelgetsisgoingtodeterminewhethertheplayerscontinuetoplayorquit.Ifthelevelsgetprogressivelymoredifficulttooquickly,someplayerswillnotbeabletokeepupandtheywillfeelfrustrated.Yet,ifthelevelsgetprogressivelyharder,buttooslowly,someplayerswillbebored.

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Use Baby-Step Level Up to Maximize FlowFlowisafinelinebetweencertaintyanduncertainty.Peopleliketobeincontrol,butiftheyhavetoomuchcontroltheyfeelbored.Peopleliketohavesomechallenge,butifsomethingistoo challenging they feel frustrated. As Prof.Csikszentmihalyi stated,peopleenterthestateofflowonlywhenthechallengetheyfacematchestheirskills.Successfulgamesareaddictive(orengagingforaverylongtime)becausetheirlevelsaredesignedtomaximizeflow.

Onewaytomaximizeflowistozigzagalongthisflowzoneasillustratedinthefiguretotheright.Asyouplaythegameandgetbetter,youincreaseyourskillsandmovetotheright.But just before you move too far to the right (into the state ofboredom),youleveluptothenextlevelthatisjusthardenough to feel challenging (but not too hard that you move

intothestateoffrustration).Thisistheprinciplebehindtheleveldesignthatmakesagameaddictive,andthereforeachievessustainabilityinadditiontoscale.

If you examine this level design criterion more carefully, you willseethatit’sreallythebaby-stepdesignprinciple.Youarebasicallycreatingmanybabysteps(levels)toguidetheplayerto the endgame.However,Imustemphasizethatbabystepdoes notmeanthateverystep(level)iseasy.Ifitis,suchagamewillgetprettyboringafterafewlevels,becausetheplayerswillfeelliketheyareplayingthesamegameoverandover again. Although the next level does get harder, they can stillsolveitwithprettymuchthesamestrategy.

Thekeytomaximizingflowistousethebaby-stepdesignprinciple—designthelevelssuchthatthenextsteptheplayerstakeisalwaysababystep,butonlyrelativetotheabilitytheyalreadyacquired.

Diffi

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Anxiety

Boredom

High

High

Low

Flow

Skill / Ability

Diffi

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Anxiety

Boredom

High

High

Low

Already aquired ability

{ {The next step

Flow

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The“relativitytotheplayer’sability”iscrucial,becausethenextstepscouldbeverychallenging.Anditshouldbeinordertoavoidboredom.Asyoucanseeinthefiguretotheright,thegapsbetweensomeofthehigherlevelscanbeverywideandrequiremuchskills/abilities.However,relativetotheskillstheplayersalreadyacquired,theseapparentlyverydifficultlevelswilllooklikeababystep—veryeasy.Soundconfusing?Howcansomethingbeverychallengingandveryeasyatthesametime?

Withoutdoubtthisisacomplexdesignproblem,andIthinkagoodexamplecouldshedsomelightonthis.

Let’sexamineaverychallenginglevelofAngryBirds—level100.Ifyou’veneverplayedAngryBirds,level100willseemimpossibletosolve.Anditshould.However,afteryou’veplaylevel1tolevel99,level100willsuddenlylookveryeasy,becauseyouhaveacquiredthenecessaryskillstoplaythegame(duringtheprevious99levels).Despitethefactthatlevel100isindeedaverychallenginglevel,relativetotheskillsyou’veacquiredfromplayinglevel1tolevel99,level100willlooklikeababystep.Thismasteryofskills(orlearning)iswhathastohappenfromoneleveltothenextsothatthecumulativeskillsyou’veacquiredwillalwaysmakethenextlevellookeasy.

Nowwecanreturntothegamificationworldandapplythisbaby-stepdesigntobuildourlevel-upladder.It’simportanttorememberthatababy-stepisnotaboutmakingeverystepababystep.Rather,itisaboutmakingeverystepaschallengingaspossible,butstillseemlikeababysteprelativetheskillsyou’veacquiredfromtakingtheprevioussteps.Ifyoubuildyourlevel-upladderthisway,startingwithatoolthathasimmediatefeedback,yourgamificationwillbeabletodrivebehaviors at scale and be sustainable.

Althoughgamificationisnotagameperse,thebehaviordesignaspectsofbothareactuallyquitesimilar.Thereismuchthatthegamificationcommunitycanlearnfromthegame design industry.Thegamedesignindustryissimplyanolderandmorematuredindustrythangamification.Assuch,they’vehavealreadyfiguredoutmanybehaviordesignprinciplesthatgamificationpractitionersarejuststartingtograsp.

Forexample,gamedesignersknewthatinordertokeepalargepopulationengagedingameplayoveralongperiod,theymuststartwithaneasygameandemployababy-steplevelupstrategy.Inotherwords,gamesweseetoday(atleastthesuccessfulones)arereallymadeupofmanylittlegames(i.e.,levels)ofincreasingdifficultythatarestrungtogetherthroughlevelups.Thus,fromabehaviordesignperspective,games arereallynothingmorethanacarefullycraftedsequenceofbaby-steps(levels)designedtokeeptheplayersengagedandcontinuetoplay.

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Lithiumbuildstrustedrelationshipsbetweentheworld’sbestbrandsandtheircustomers,helpingpeoplegetanswersandsharetheirexperiences.Customersinmorethan34countriesrelyonLithiumtohelpthemconnect,engage,andunderstandtheirtotalcommunity.Withmorethan100millionuniquemonthlyvisitorsoverallLithiumcommunitiesandanother600milliononlineprofilesscoredbyKlout,Lithiumhasoneofthelargestdigitalfootprintsintheworld.Usingthatdataandthecompany’ssoftware,Lithiumcustomersboostsales,reduceservicecosts,sparkinnovation,andbuildlong-termbrandloyaltyandadvocacy.TofindouthowLithiumcantransformyourbusiness—andtosharetheexperienceenjoyedby300otherleadingbrandsaroundtheworld,visitlithium.com, join our community at community.lithium.com,orfollowusonTwitter@LithiumTech.LithiumisaprivatelyheldcompanyheadquarteredinSanFrancisco.

The Lithium®logoisaregisteredServiceMarkofLithiumTechnologies.Alltrademarksandproductnamesarethepropertyoftheirrespectiveowners.

Aswecansee,theGamificationSpectrumcanbeusedtohelpyouchoosetherighttoolstoachievethebehaviorsyouwantyourcustomerstotake,forthedesiredamountoftimeyouneed them to exhibit those behaviors.

TolearnmoreaboutGamification,followmeonTheScienceofSocialblog and @mich8elwu.

Conclusion