gsummit sf 2014 - deconstructing the four basic models of gamification by tony ventrice
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Deconstructing the Four Basic Models of Gamification
Tony VentriceSr. Game Systems Designer
COPYRIGHT BADGEVILLE 2014, ALL RIGHTS RESERVED
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What is Gamification?What is a ‘car’?
• Points• Badges• Leaderboards
Which one is ‘best’?
• Wheels• Seats• Motor
From a structural perspective
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Rule #1Design from the beginning
1. Company goals
2. User goals (employee or customer)
3. Methods (mechanics)
4. Balance
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1. Company GoalsDifferent problems, different solutions.
What is your company trying to do?• Engage customers for longer• Convert to paid customers• Get employees to follow process• Train more effectively
How are you going to measure success?
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2. User GoalsWhat does your customer / employee desire?
• Validation• Feeling structured / free from doubt• Feeling smart / knowledgeable• Feeling successful / accomplished• Feeling valued / socially relevant
• Reward
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Rule #2Validation is always more effective (but less often used)
• Validation• Long term effect• Requires intimate understanding of user priorities
• Reward• Short term effect• Requires no understanding
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Define the situationIn terms of Company Goals and User Goals
• Three examples
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Example ScenarioCommunity Knowledge Share
Company wants• Improved productivity through:
• Increased communication• Faster resolutions• Document creation
User wants • Recognition for knowledge / talent
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Example ScenarioEmployee Expense Management
Company wants• Fewer invalid expenses• Combined reports• Overall savings in process
overhead and expenses paid
Employee wants• Clear ‘rules’• Feeling of accomplishment
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Example ScenarioFitness / Medical Adherence
Company wants• Sustained usage
User wants • Improved health• Clear and simple instructions
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3. MethodsChoosing the tools to address the goals
Set of all possible Company Goals
Set of all possible User Goals
+ = 4 Basic Models• Community• Performance Management• Competition• Redemption
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The Four Basic Models
Community (Specialization, cooperation, talent recognition)• Precedent: military badges
Performance Management (Scheduled performance)• Precedent: quotas
Competition (Competitive timed challenges)• Precedent: sales drive (top seller wins prize)
Redemption (Real world prizes)• Precedent: sandwich card
All have real-world precedents
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Community
Possible scenarios• Q&A • Knowledge share• Workplace content creation • Affinity / Fan• UGC marketplace
Specialization, Cooperation, Talent recognition
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Community
Attributes• Reward users with social recognition for intelligence and skill. • Typically involves a context of content creation (documents,
Q&A, articles, videos, etc). • Typically requires quality validation (otherwise it just measures
affinity).• Public visualization of earned status. • Consistent effort-to-status balancing across specializations.
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Performance Management
Possible scenarios• Sales or Services performance• Customer Tiered Loyalty• Fitness Training• Medical Adherence
Scheduled performance tracking
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Performance Management
Attributes• Repeating, scheduled tasks• Fair, obtainable goals and metrics• Reward users with recognition for success and performance• Possibly extrinsic rewards, for exceeding expectations• Persistent record of significant performances. • Able to compare self with peers and past self performance.
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Competition
Possible scenarios• Unscheduled employee
performance• Promotion• Event / Tradeshow
Competitive, timed, challenges
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Competition
Attributes• End points or rolling status• Unlimited participation opportunity (never ‘enough’)• Visualization of competition standings• Recognition of winners (celebration equal to effort)• Possible extrinsic rewards for winners• Able to be instantiated/ programmed• Teams, to involve everyone
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Redemption
Possible scenarios• Earned-entry Raffles (uncertain payout)• Earned coupons (certain payout)• Earned currency + store (choice payout)
Quid pro quo
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Redemption
Attributes• Prize budget• Limited alternatives (there’s no going back)• Economic contract – effort for payout. • Economy balanced in your favor (no costly cheating
opportunities or loopholes)• Clear, consistent payout goals
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Rule #3The four basic models can be combined
The models are systems. • A complex game can have many systems. Just like you can
have more than one car in your garage.• From the user’s perspective, they are one program but from
the perspective of a systems designer, they are separate—each can stand on its own.
Outside observer: Fire departmentFire chief: Tanker truck, Light response, Fire engine
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Deconstruction
An easy way to focus:• Ask what the end user is getting
out of the experience
Community
Performance Management
Competition
Redemption
Gamification
Identify and isolate the 4 basic models in all of your motivational initiatives
(social status)
(scheduled structure)
(victory)
(earned prizes)
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Example ScenarioCommunity Knowledge Share
User wants • Recognition for knowledge / talent
Community Perf. Mgt. Competition Redemption
YesNoNoNo
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Example ScenarioEmployee Expense Management
Employee wants• Clear ‘rules’• Feeling of accomplishment
Community Perf. Mgt. Competition Redemption
NoNoYesYes
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Example ScenarioFitness / Medical Adherence
User wants • Improved health• Clear and simple instructions
Community Perf. Mgt. Competition Redemption
YesYesNoNo
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ReviewRule #1: Start from the beginning (what does the end user want?)
Rule #2: Validation is always more effective than extrinsic incentives
Rule #3: The four basic models can be combined (but be able to identify where one ends and another begins)
Use Cases? Questions?Community, Performance management, Competition, Redemption
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Thank You