gameful design: creating engaging experiences
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gameful design creating engaging experiences Sebastian Deterding (@dingstweets) Northeastern University May 19, 2015
cb
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what?
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we are all game designers
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Story Rules, Challenge
Safe space Shared toys
Goals Feedback
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Gamification The use of game design elements in non-game contexts
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Appeared in 2010
Gamification
Serious Games
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In business books
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and business media
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health
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Sustainability
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Education
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work
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Life
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The blueprint (still)
points Tracking, Feedback
badges Goals, surprise
leaderboards Competition
incentives Rewards
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why?
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A
B
from utility and usability
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to motivation
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Buy!new value chains
Upload!
Comment!
Tag!
Digg!Forward!
Invite!
Bookmark!Retweet!
Share!
Add friend!
Design!
Mark as Spam!
Like!
Answer!Vote!
Register Now!
Subscribe!
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new markets
health self-improvement green tech
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new productivity factors
Towers Perrin Global Workforce Study (2011)
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loyalty programs!
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http://www.flickr.com/photos/diego_rivera/4261964210
extrinsic motivation
http://www.flickr.com/photos/diego_rivera/4261964210
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Win 1,000,000,000,000 points
Score: 964,000,000,000,000 (You rock!)
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intrinsic motivation
http://www.flickr.com/photos/areyoumyrik/308908967
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!
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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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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This pattern is what we call the progress principle: of all the positive events that influence inner work life, the single most powerful is progress in meaningful work.
Teresa M. Amabilethe progress principle (2012: 76)
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Teresa M. Amabile
Truly effective video game designers know how to create a sense of progress for players within all stages of the game. Truly effective managers know how to do the same for their subordinates.
the progress principle (2012: 88)
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how?
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1 competence
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Autonomy2
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relatedness3
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https://www.flickr.com/photos/benimoto/2084853203
design4
https://www.flickr.com/photos/benimoto/2084853203
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1 competence
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Not fun Funhttp://www.flickr.com/photos/sulamith/1342528771/sizes/o/
http://www.flickr.com/photos/photonquantique/3364593945/sizes/l/
http://www.flickr.com/photos/sulamith/1342528771/sizes/o/http://www.flickr.com/photos/photonquantique/3364593945/sizes/l/
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Raph Koster
Fun is just another word for learning.
through interesting challenges
a theory of fun for game design (2005)
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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
http://www.flickr.com/photos/bodgerbrooks/1315419080
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= Experiences of competence
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Earn 1,000,000,000,000 points
Score: 964,000,000,000,000 (You rock!)
feedback without challenge
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Dang
er
Stand in the users way
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Ticket
For ticket, drag red dot through labyrinth
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Level 2
Ticket
For ticket, drag red dot through labyrinth
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Core challenge of E-Mail?
Maximum output?
Correct, polite, actionable?
Prioritized?
Fast answers?
Check less often?
Inbox Zero?
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Prioritization
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Procrastination
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find the inherent challenge
Princ
iple
#1
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juicy feedback
Princ
iple
#2
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Autonomy2
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Dang
er
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Johan Huizinga
First and foremost, all play is a voluntary activity.
homo ludens (1938/1950: 7)
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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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Fun Voluntary
Voluntary Fun
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the undermining effect
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feedback
perceived as
controllingthwarts
autonomy
motivation
perceived as
informingsupports
competence
+
Deci & Ryan 2012
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vs. Quality and Variety
Princ
iple
#1
safe from consequence
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meaningful choice
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
Princ
iple
#2
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
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relatedness3
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You look especially lovely tonight.
http://www.flickr.com/photos/beigeinside/50122570/
Now I feel like youre just doing it for the points.
Dang
er
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Donald T. Campbell
The more a quantitative social indicator is used for social decision-making, the more subject it will be to corruption pressures and the more apt it will be to distort and corrupt the social processes it is intended to monitor.
assessing the impact of planned social change (1976)
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http://www.rasmusen.org/x/images/pd.jpg
reframing as strategic action
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creates myopic focus
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So you also played EcoChallengeTM?
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vs. Quality and Varietycreates side effects
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what values underlie play?
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http://www.flickr.com/photos/docentjoyce/3138887652
exploration ...
http://www.flickr.com/photos/docentjoyce/3138887652
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mastery, ...
http://www.flickr.com/photos/paulgorman/1392988135
http://www.flickr.com/photos/paulgorman/1392988135
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http://www.flickr.com/photos/iboy/5709372593
and mutual care.
http://www.flickr.com/photos/iboy/5709372593
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http://www.flickr.com/photos/iboy/5709372593
http://www.flickr.com/photos/iboy/5709372593
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It is the nature of a fun community to care more about the players than about the game. ... We are having fun. We are caring. We are safe with each other. This is what we want.
Bernie de Koventhe well-played game (1978: 19-20)
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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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http://www.flickr.com/photos/mrlerone/405730185/sizes/o/
What we usually design
http://www.flickr.com/photos/mrlerone/405730185/sizes/o/
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Who decides how this is used
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model the values you wish to see
Princ
iple
#1
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http://www.dailymail.co.uk/news/article-2047684/Dangerous-drivers-silent-treatment-Venezuela-employs-mimes-traffic-police.html
the spirit of the rules
http://www.dailymail.co.uk/news/article-2047684/Dangerous-drivers-silent-treatment-Venezuela-employs-mimes-traffic-police.html
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work play
Other-determined Self-determined
Means to an end End in itself
Consequential Inconsequential
Regulated Open
Care for results Care for each other
Motivation serves function Function serves motivation
work play playful work
Other-determined Self-determined Autonomy-supporting
Means to an end End in itself Learning and quality-oriented
Consequential InconsequentialInviting risk-taking and
failure
Regulated Open Open, trust-based
Care for results Care for each other Socially oriented
Motivation serves function Function serves motivation Value-oriented
Princ
iple
#2
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https://www.flickr.com/photos/benimoto/2084853203
design4
https://www.flickr.com/photos/benimoto/2084853203
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the inherent-additive model of experience
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http://www.flickr.com/photos/[email protected]/2913356030/sizes/o/
experience is emergent
http://www.flickr.com/photos/[email protected]/2913356030/sizes/o/
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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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the systemic-emergent model of experiencehttps://www.flickr.com/photos/benimoto/2084853203
https://www.flickr.com/photos/benimoto/2084853203
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easily exportable surface features ...
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instead of systemic architectures
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easily exportable surface features ...
points Tracking, Feedback
badges Goals, surprise
leaderboards Competition
incentives Rewards
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instead of ?
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your mission, should you choose to accept ithttps://www.flickr.com/photos/benimoto/2084853203
https://www.flickr.com/photos/benimoto/2084853203
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A possible joint agenda Government, enterprise, end users: explore
game design for well-being, productivity, learning, engagement,
Industry and university researchers: Identify and validate systemic architectures for motivation, methods for designing them
Design agencies, software houses: Develop and deploy methods and tools
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in summary
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in an age of motivation ...
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http://www.flickr.com/photos/diego_rivera/4261964210
move from extrinsic ...
http://www.flickr.com/photos/diego_rivera/4261964210
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to Intrinsic motivations ...
http://www.flickr.com/photos/areyoumyrik/308908967
http://www.flickr.com/photos/areyoumyrik/308908967
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to create truly engaging experiences.
I am awesome!
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Earn 1,000,000,000,000 points
Score: 964,000,000,000,000 (You rock!)
Instead of shallow progress wars...
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build systems to master,
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and a free space to play ...
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that are truly meaningful.
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vs. Quality and Varietydont just set up point systems:
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to model the values you wish to see.
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and this cake does need many bakers.https://www.flickr.com/photos/benimoto/2084853203
https://www.flickr.com/photos/benimoto/2084853203
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@dingstweets
codingconduct.cc
Thank you.
mailto:[email protected]:[email protected]?subject=Slideshow%20%22Meaningful%20Play%22http://www.twitter.com/dingstweetshttp://www.twitter.com/dingstweetshttp://codingconduct.cchttp://codingconduct.cc