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Gamification 游戏化(1):将游戏设计的手段应用于非

2017-02-19  本文已影响198人  HongyangWang

Samsung Nation

Samsung's business problem is that they want more people to come to their site, write product reviews, watch videos, register products, etc. As people want to spend time and do stuff on their website, they will eventually buy more products. So Samsung created Samsung Nation: a site using game elements and game mechanics that they've developed from games, for example, leaderboards, badges to reward achievements, and point systems. They've taken these elements and applied them to a situation that isn't a game.

Note that it's an example of gamification, but it's not by any means the only kind of example of gamification.

Definition of gamification

Gamification is the use of game elements and game design techniques in non-game contexts.

Game design techniques

Why gamification becomes popular?

Where gamification can be used?

An example of behavior change: Fun theory

Game Thinking

Think like a game designer

Your participants as players

Goal

Design rules

The player journey

The journey is the path players follow when they are going through a game. You don't want your game journey to be a random mass, rather you want it to have a start, end, and several milestones. The elements of journey:

Play the first easy level of Plants vs. Zombies to experience the design of journey from onboarding to scaffolding.

How does Plants vs. Zombies give you experience of journey?

Balance

Balance is something that games need at every stage. A game can start off in balance and then quickly become imbalanced and then fall apart. So, a lot of game design is about ensuring that the game is constantly in balance. It's tricky, because the players are real people. You don't know exactly what they're going to do. You have to play-test the game to see what happens and ensure that the game doesn't get out of balance, because at that point it's not fun for at least one of the players.

Create an experience

Around this pyramid, is the experience of the game.

More about this pyramid: Robin Hunicke, et al. MDA: A Formal Approach to Game Design and Game Research

The PBL triad

PBL: Points, Badges, and Leaderboards

There's just a fundamental attraction to using these elements in gamification and part of that is because they serve a variety of different functions, more so than one might expect.

Points

What can points do in a game?

Badges

What can badges do in a game?

Mozilla open badge framework:

This is what flight companies usually do for flight program, but does not make people feel like a really engaging game.

Why?

How did Google screw up news gamification by focusing too much on PBL?

Google in the summer of 2011, announced that they would add a gamification feature to Google News: as you surf around and read news articles in Google News, depending on the subject area of what you read. You would get these badges. And Google has a whole bunch of reasons why this is good for you. It's a way of keeping track of what you're reading. It's a way of showing people what your'e reading. It's a way of showing things to your friends. It's a way of getting some data about how many articles you've read in a certain area, compared to everyone else.

But none of these to me seem terribly compelling: if I like reading articles about basketball, I don't necessarily need the news badge to tell me I've read a bunch of articles about basketball. it's not clear to me how Google News badges truly motivates and engages Google news readers to do anything that they wouldn't already do. And indeed, Google recently announced that it had gotten rid of the News Badges feature entirely.

So what went wrong?

It seems like they saw the appeal of gamification and just thought they would try it out in this way. And that's dangerous, because it leads you to put things into sites, that don't have a direct connection to driving real business value.

One more point: Game elements themeselves are not a good start point of gamification. If you just focus on these elements, what about those meaningful choices which make something game-like? So a takeaway here is elements themselves are limited and they are not the core of gamification.

Behaviorism

Motivational design

What is motivation?

Motivation means you are moved to do something. It's what makes you do something versus something else or do something versus just sitting around doing nothing.

In the example of the speed camera lottery in fun theory mentioned before, you might think that telling people how fast they're going won't cause them to slow down unless they get a ticket every time they speed, but it turns out that even without the lotteries, people will slow down when these signs are put in place.

Lesson 2: Importance of feedback

On one hand, when you do something, you get points(feedback). You see an immediate reaction to your activity, and that tells you what you're doing. That's also why feedback is essential to the vast majority of video games. On the other hand, if you want to get up a little bit further, the feedback will tell you how to get to the next step.

For example, LinkedIn use the idea of gamification to the progress bar. It can not only give you feedback you have finished, but also feedback of how much you still have to do.

Lesson 3: Conditioning Through Consequences

The next lesson to take from behaviorism is that consequences can relate results because they condition people. This was the loop that mentioned above with operant conditioning. And to the extent that it works, it works based on people learning to associate certain results from what happens in a game or some other kind of system.

What FarmVille was able to do based on this structure was create what's called an appointment mechanic. And the idea is that people know that they have to come back at a certain time interval to water their crops or to harvest them because if not, they're going to wither.

And this draw of having to constantly check in and tend to your virtual farm was part of what made Farmville so powerful and successful because it got people learning to just as a matter of habit regularly check back in.

Lesson 4: Reinforcement through rewards

It's about giving players some benefit, something that seems valuable even though it's not tangible or not worth any money and reinforcing by continually providing those rewards. Much of the PBL type gamification, that's out there is very focused on the notion of rewards. But note that rewards is not the only way to attract people.

Why these badges / rewards are so powerful?

It relates to something called the dopamine system. The structure in the brain that is associated with pleasure and interestingly also associated with learning. And our brains release and reabsorb the neurotransmitter dopamine in response to certain activities, and rewards. Things that we find rewarding or valuable, or sometimes just surprising tend to cause that dopamine release, and that gives you literally a shot of a drug. It's literally pleasurable, and that causes you to make that association of the activity and the pleasure. It causes that learning process and causes people to literally feel a, a little bit like they have to go back and engage in the activity.

Reward structures

The first point is that creative and effective gamification designs will think pretty expansively about what can be rewarded. What kinds of behavior does the designer want to incentivize and what are different options.

The second aspect of rewards is that there are different categories of rewards. And one typology of different kinds of rewards, not at all limited to gamification, is what's called Cognitive Evaluation Theory.

Cognitive evaluation theory (to categorize rewards)

Reward schedules

Several types of reward schedules:

Variable schedule reward machine

One of the best practice is the slot machine. The idea is, it's a variable schedule, a random uncertain reward. But it's tuned so that it happens frequently enough, so that the person who's playing holds out that hope. If I just pull the handle a few more times, put in a few more coins. Then I'm going to hit the jackpot, and that's the essence of what makes slot machines, for at least some people really addicting.

Note that this is not entirely a good thing. Addicting people is something that is dangerous and potentially harmful to them. And while we throw around sometimes in gamification and marketing things like we want to get our customers addicted, it's important to distinguish that from truly getting them to the point where they don't know what they're doing and can't make good judgments.

Self-Determination Theory

Dangers of behaviorism

But as illustrated above, reward mechanism like slot machine is addictive and even brings some dangers. Here are three of them:

Danger 1: Potential for abuse / manipulation

There is a danger in going down this path of a behaviorist approach that it tends to make us see everything like a casino owner and maybe that's not necessarily, the right way to approach all business situations.

Danger 2: Hedonic treadmill

It means, once you start focusing on giving people rewards in order to give them pleasure that feedback loop effect (based on the way the dopamine system works in the brain), you'd better keep doing it because if people learn to respond to the reward, then they're only going to respond when the reward is there.

But if rewards are designed in this way, the designer needs to keep putting in more rewards to keep people interested and come up with new rewards. More interesting rewards. More challenging objectives to achieve the rewards and so forth. This could put a significant burden on the gamification designer to keep up.

Danger 3: Overemphasis on status

Status is a very powerful motivator. It's not something tangible but we do lots of things to get status.

But the fact is, We're not all constantly looking for that social approval and looking for people to think that we're cool in every walk of life. We do things for lots of other reasons. We do things for tangible reasons. We do things for altruistic reasons. We do things for social reasons with our friends. There are lots of reasons we do things that status doesn't explain and the behaviorist approach has a tendency in gameification to reduce down to a heavy status focus, which tends to lead to missing of some of the other kinds of benefits that can be delivered from a gamified system.

Intrinsic and extrinsic motivation

Intrinsic rewards

Just doing the thing is cool and fun.

Extrinsic rewards

Doing the thing is about the reward, not about the thing itself.

According to Zichermann, SAPS can categorize the extrinsic rewards:

The attractive level decreases from top to bottom.

Where do the badges fit?

Answer is: they both. For example, I can collect badge just because the deisign of badge looks cool (intrinsic). It can also because I want more badges to win over other friends (extrinsic).

How rewards can demotivate

Over-justification effect

Some findings from the experience above:

More in A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation by Deci, Edward L.; Koestner, Richard; Ryan, Richard M.

Self-determination theory

The motivational spectrum

With the motivational spectrum, we can know why many workout apps are using gamification: I really want to exercise because it's good for me and I know I should do it. Yet I still won't do it just because of love of the thing itself. I'm in the state of integration, but with a push of gamification, I can jump into the intrinsic motivation category!

Additional Resources

[1] Jane McGonigal, Reality is broken[Book], TED talks

[2] 1980, What Makes Things Fun to Learn? — A Study of Intrinsically Motivating Computer Games

[3] How fun can change people behavior — Fun Theory

[4] Nicole Lazzaro's 4 keys of fun: poster, white paper

[5] Marc LeBlanc's 8 kinds of fun

[6] Robin Hunicke, et al. MDA: A Formal Approach to Game Design and Game Research

[7] Mozilla open badge framework

[8] Professor Werbach's book For the Win: How Game Thinking Can Revolutionize Your Business

[9] Deci, Edward L.; Koestner, Richard; Ryan, Richard M., A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation

[10] Zichermann, SAPS categorize the extrinsic rewards

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