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Make it Easy Fun to Get Started The ABCs of Gamification

Post on 17-Oct-2014

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Quick introduction to gamification terminology and concepts, in the context of marketing. Includes next steps for deeper dive and gamification implementation.

TRANSCRIPT

Page 1: Make it Fun to Get Started

Make it Easy Funto Get StartedThe ABCs of Gamification

Page 2: Make it Fun to Get Started

Gamification is not...

● Crappy badges on a crappy website● Fix for shady product or experience● Fix for poor understanding of customers &

prospects● Actual games

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Gamification is...

The use of game elements and game-design techniques in non-game contexts.

● Multiplier● "Fun theory"● Next step in evolution of marketing● Engaging experiences● Spirit of a game● Fun is job #1

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Anything can be made fun

goo.gl/pNGhC

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"Everything in the future online is going to look like a multiplayer game."

Eric SchmidtGoogle Chairman

Internet Goes MMOG

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Game Design to Drive

Mass Change

Game Mechanics

Game DesignThinking

Sociological Motivators in Game Design

The Gamification Onion

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Mindset Shift

Prospects & Customers=

Players

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Player Types (Bartle's)AchieversDefined by:A focus on attaining status and achieving preset goals quickly and/or completely.

Engaged by:Achievements

Typical makeup: 10%

SocializersDefined by:A focus on socializing and a drive to develop a network of friends and contacts.

Engaged by:Newsfeeds, Friends, Lists, Chat

Typical makeup: 75%

KillersDefined by:A focus on winning, rank, and direct peer-to-peer competition.

Engaged by:Leaderboards, Ranks

Typical makeup: 5%

ExplorersDefined by:A focus on exploring and a drive to discover the unknown.

Engaged by:Hidden Achievements

Typical makeup: 10%

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Gamer Psychology Quiz

Explorer: 74%Achiever: 66%Socializer: 60%Killer: 7%

goo.gl/fnQN3

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Mindset Shift

Extrinsic Rewards Intrinsic Value

AmyJoKim.com

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Game Design to Drive

Mass Change

Game Mechanics

Game DesignThinking

Sociological Motivators in Game Design

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Game Mechanics

Badges

LevelsLeaderboards

ChallengesRewards

Onboarding Incentive Loops

Points

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Types of Points

Experience: most important, earned for every action, may expire, never go down, not redeemed (always goes up, keep earning)Redeemable: goes up & down, redeemable for goods (ie. bank balance)Skill-based: assigned to specific activities that are tangential to XP or tangential to redemptionKarma: sole purpose is to be given them away, get no benefit from keeping them (ie. voting system)Reputation: often most complex, incorporate a number of different things, used when a system can't verify trust

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Why Badges

Collecting: historically badges were a collection mechanismSurprise/pleasure: "awesome, I earned a badge"Visually valuable: aesthetically pleasing, people can want them because they look goodSocial promotion: opportunity for a user to promote your product in the social graph, "I'm gonna share this with others"Goals & progress: can be a progress mechanic

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Levels

Progression of difficulty (don't slam them up front)Difficulty from level to level is not linear, usually exponential up front and then decreasing over time

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Reward Intervals

Fixed Ratio: given after a fixed number of actions Variable ratio: given after an unknown number of actions

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Challenges

Aligned with levels and experience pointsMaintain "Flow" - balance between ability level and challenge(Treasure hunt)

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Leaderboard Tips

Always put the user in middle of the leaderboardShow friends above and below themShow them a specific instruction on what they can do to move up

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Incentive Loop Tips

(Viral loop)Evolve through levelsBe deliberate & focused:● how to get users into the experience,● what keeps them engaged, and● how to bring them back

ie. connecting & expressing > tweet > @mentions > followers > rinse & repeat

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Onboarding

First minute is the most importantMinimize choice

Slowly reveal complexity of system to userDon't explain, experienceOffer benefits first, then ask for registration (give them something for free first, RIA)

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Examples

Xbox.com/live: achievements, leaderboardsFourSquare.com: badges, rewardsGetGlue.com: rewardsLinkedIn.com: progress barSalesForce.com: leaderboard, achievements, levelingMint.com: achievements, progress barCheckPoints.com: virtual currency, rewardsShopKick.com: virtual currency, rewards, contestsHallmark.com: Facebook credits, virtual goods, gifting, sharingStarbucks.com: leveling, rewardsNike.com: achievements, badges, challenges, rewardsBuffaloWildWings.com: trivia, challenges

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Service Providers

Bigdoor.comBunchball.comBadgeville.comiActionable.comGigya.com

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Gabe Zichermann

goo.gl/xW9Bj

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Game Design to Drive

Mass Change

Game Mechanics

Game DesignThinking

Sociological Motivators in Game Design

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Kevin Werbach

goo.gl/l07iw

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Game Design to Drive

Mass Change

Game Mechanics

Game DesignThinking

Sociological Motivators in Game Design

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Will Wright

goo.gl/WfNim

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Game Design to Drive

Mass Change

Game Mechanics

Game DesignThinking

Sociological Motivators in Game Design

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Jane McGonigal

goo.gl/fe9C5

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Fun is Job #1