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Gamification Design and Analytics. Literature Review b y Yongwen Xu. Definition. Wikipedia. Gamification is the use of game design techniques and mechanics to solve problems and engage audiences. Academia. Gamification is the use of game design elements in non-game contexts.
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Gamification Design and Analytics Literature Review by Yongwen Xu
Wikipedia Gamification is the use of game design techniques and mechanics to solve problems and engage audiences.
Academia Gamification is the use of game design elements in non-game contexts Sebastian Deterding: Toward a Definition, CHI 2011
Time line Feb 2010 TED: Gaming can make a better world Jane Mcgonigal, PhD, researcher, game designer
Time line March 2011 • Last decade: • Social Layer • construction is over • Next decade: • Game Layer • construction just begun SXSW Keynote Seth Priebatsch, Princeton dropout, founder of SCVNGR
Time line July 2011 Gartner Hype Cycle for Emerging Technologies
Time line Gartner By2014, a gamified service will become as important as Facebook, eBay … By2014, more than 70 percent of Global 2000 organizations will have at least one gamified application By 2015, more than 50 Percent of companies will gamify their Innovation processes
Demographics 72% US Head of household play computer and video games 96% of youth under 18 play 40% gamers are women 25% gamers are over age 50 average US gamers is 35 years old Jane Mcgonigal, Epic Win
Money $65 billionvideo games industry Gaming industry is now bigger than DVD, box office, book, music Reuters, Jun 2011
Time Angry Birds is played 100 million hours each month= Time to create entire Wikipedia each month by age 21, average gamer plays 10,000 hours = Time to acquire a true expertise 100 million hard-core gamers spend more than 20 hours a week=JOB
Albert Einstein, an avid chess player : Jane McGonigal: Epic Win
Gamification Examples foursquare.com
Gamification Example Daily Life: Chore Wars chorewars.com
Gamification Example Gamified Health: Nike+ nikeplus.com
Gamification Example Corporation: Samsung samsung.com
Gamification: Non-game • Related but Not: • Serious game • Playful interaction Sebastian Deterding: Toward a Definition, CHI 2011
Serious Games World without Oil FoldIt
Game / UX Gamification • Design
Design “The purpose of all video games is to train a player to work harder while still enjoying it …” Pioneer Researcher in “World of Warcraft” (MMORPG) - Nick Yee, PhD, the Daedalus Project
Design “… and the success of games demonstrates how seductive and concealed the work treadmill can be” - Nick Yee, Understanding mmorpgaddiction
Design Flow
Design Player Types Amy Jo Kim’s Social Actions (2010) Bartles Player Types (1996)
Gamification Design 1.0 • Design Sebastian Deterding: Meaningful Play
Game Dynamics “Game layer is about Influence…” “ At SCVNGR we like to joke that with any 7 game dynamics, you can get anyone to do anything.” • Design Seth Priebatsch, welcome to the decade of games (2010) Techcrunch: SCVNGR’s Playdeck
Time line July 2011 Gartner Hype Cycle for Emerging Technologies
Time line August 2011 “Exploitationware”
Gamification = “Pointification” Gamification = Extrinsic rewards
Gamification 2.0 Amy Jo Kim, PhD. Smart Gamification. GDC 2011
Four Keys to Fun Nicole Lazzaro, Designing Emotional Engagement, BayCHI2010
Intrinsic Motivation Stephen Anderson, Sustaining passionate users, 2011
Where is the result? WoW In-game Player Metrics Social Game Metrics Zynga : Data Driven Design
Top social game metrics • Entry Event Distribution • Messages per user • Click-Through Rates (CTR) • Virality (K-factor = Message / Users * CTR) • Engagement (time on site) • Exit Event Distribution • Retention – revisit rate
E-score • Recency: How long ago did they visit? • Frequency : How often did they come back? • Duration : How long did they stay? • Virality: How many people have they told about you? • Rating : How did they rate you? Gamification Metrics ?
Conclusions Current state of Gamification: extrinsic rewards Simple Gamification may work in short time Need good game design to make it sustainable Need more data
Game Design in Kukuicup Game Design Goals Engage participation Effective energy education Encourage energy behavior change
Game Elements Points Leaderboard Badges Quests Notification Game Dynamics Unlocking Appointment Social Bonus Referrals
Game Design in Kukuicup Integration of real world(meter, workshop, excursion) and virtual world (points, raffles)
Game Design in Kukuicup Player journey to mastery Scaffolding and raffle
Research Questions How to use game to motivate effective learning? How to use game to motivate sustainable behavior change? What data we need for analysis and how? What is the unique challenge in gamifying energy conservation? How to extend the game engine beyond energy conservation?