Gamification 11-051
Gamification 11-051
Yongwen Xu
                 Collaborative Software Development Lab
             Department of Information and Computer Sciences
                           University of Hawaii
                               Honolulu, HI
                             yxu@hawaii.edu
                                August 2011
                       Copyright 
                                 c Yongwen Xu 2011
Contents
1 Introduction 1
2 Related Works                                                                                                               3
  2.1 Defining Gamification . . . . . . . . . . . . . . . . . . . . . . .    .   .   .   .   .   .   .   .   .   .   .   .    3
  2.2 Gamification Examples . . . . . . . . . . . . . . . . . . . . . . .    .   .   .   .   .   .   .   .   .   .   .   .    4
      2.2.1 FourSquare : Check-in to Unlock . . . . . . . . . . . . .        .   .   .   .   .   .   .   .   .   .   .   .    4
      2.2.2 Nike+: Making Fitness Fun . . . . . . . . . . . . . . . .        .   .   .   .   .   .   .   .   .   .   .   .    5
      2.2.3 Microsoft RibbonHero - Making You Better Your Job .              .   .   .   .   .   .   .   .   .   .   .   .    6
      2.2.4 RecycleBank - Making the World Sustainable . . . . . .           .   .   .   .   .   .   .   .   .   .   .   .    6
  2.3 Gamification Related Concepts . . . . . . . . . . . . . . . . . .      .   .   .   .   .   .   .   .   .   .   .   .    7
      2.3.1 Serious Game . . . . . . . . . . . . . . . . . . . . . . . .     .   .   .   .   .   .   .   .   .   .   .   .    7
      2.3.2 Persuasive Game . . . . . . . . . . . . . . . . . . . . . .      .   .   .   .   .   .   .   .   .   .   .   .    7
      2.3.3 Gameful Interaction Design . . . . . . . . . . . . . . . .       .   .   .   .   .   .   .   .   .   .   .   .    8
  2.4 Why Games and Now . . . . . . . . . . . . . . . . . . . . . . .        .   .   .   .   .   .   .   .   .   .   .   .    8
      2.4.1 Ancient Board Games . . . . . . . . . . . . . . . . . . .        .   .   .   .   .   .   .   .   .   .   .   .    9
      2.4.2 Angry Birds: the Additive Casual Game . . . . . . . . .          .   .   .   .   .   .   .   .   .   .   .   .   10
      2.4.3 FarmVille: Social Games . . . . . . . . . . . . . . . . .        .   .   .   .   .   .   .   .   .   .   .   .   11
      2.4.4 World of Warcraft : Alone together in MMORPG . . .               .   .   .   .   .   .   .   .   .   .   .   .   11
  2.5 Why Gamification ? . . . . . . . . . . . . . . . . . . . . . . . .     .   .   .   .   .   .   .   .   .   .   .   .   12
      2.5.1 Game can change the world . . . . . . . . . . . . . . . .        .   .   .   .   .   .   .   .   .   .   .   .   12
      2.5.2 A Game Layer On Top Of The World . . . . . . . . . .             .   .   .   .   .   .   .   .   .   .   .   .   12
      2.5.3 Game Based Marketing . . . . . . . . . . . . . . . . . .         .   .   .   .   .   .   .   .   .   .   .   .   13
  2.6 Science behind Gamification : Motivation and Behavior Change           .   .   .   .   .   .   .   .   .   .   .   .   13
      2.6.1 Flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   .   .   .   .   .   .   .   .   .   .   .   .   13
      2.6.2 Player Type . . . . . . . . . . . . . . . . . . . . . . . . .    .   .   .   .   .   .   .   .   .   .   .   .   15
      2.6.3 Fogg Behavior Model in Persuasive Design . . . . . . . .         .   .   .   .   .   .   .   .   .   .   .   .   15
      2.6.4 Persuasion Profiling . . . . . . . . . . . . . . . . . . . .     .   .   .   .   .   .   .   .   .   .   .   .   16
  2.7 Gamification Debates and Critiques . . . . . . . . . . . . . . .       .   .   .   .   .   .   .   .   .   .   .   .   17
      2.7.1 Gamification is Bull*it . . . . . . . . . . . . . . . . . . .    .   .   .   .   .   .   .   .   .   .   .   .   18
      2.7.2 Poinstification . . . . . . . . . . . . . . . . . . . . . . .    .   .   .   .   .   .   .   .   .   .   .   .   18
      2.7.3 Can you gamify a suicide hotline? . . . . . . . . . . . .        .   .   .   .   .   .   .   .   .   .   .   .   19
      2.7.4 Intrinsic Vs Extrinsic rewards . . . . . . . . . . . . . . .     .   .   .   .   .   .   .   .   .   .   .   .   19
      2.7.5 Gabe Vs Sebastin . . . . . . . . . . . . . . . . . . . . .       .   .   .   .   .   .   .   .   .   .   .   .   19
      2.7.6 Pawned. Gamification and Its Discontents . . . . . . . .         .   .   .   .   .   .   .   .   .   .   .   .   20
  2.8 Gamification Design: HOW . . . . . . . . . . . . . . . . . . . .       .   .   .   .   .   .   .   .   .   .   .   .   20
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        2.8.1 Gamification 1.0 . . . . . . . . . . . .     .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   20
        2.8.2 SCVNGR Game Mechanics Playdeck .             .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   21
        2.8.3 Four Keys to Fun . . . . . . . . . . . .     .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   21
        2.8.4 Gamification Design Frameworks . . .         .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   21
        2.8.5 Smart Gamification (2.0?) . . . . . . .      .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   22
   2.9 Gamification Service and Platform . . . . . .       .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   23
        2.9.1 Commercial products and services . .         .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   23
        2.9.2 Mozilla - Open Badges Infrastructure         .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   24
        2.9.3 Open Source Gamification Platform .          .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   24
   2.10 Gamification Analytics . . . . . . . . . . . . .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   25
        2.10.1 E-Score . . . . . . . . . . . . . . . . .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   26
        2.10.2 social game metrics . . . . . . . . . . .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   26
        2.10.3 Metrics for Gamification . . . . . . . .    .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   27
4 Appendix                                                                                        30
  4.1 Game Mechanics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  4.2 Game Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
                                                 2
                                           Abstract
As Gamification quickly becomes the hot debating topic across a wide range of industries and
academia, it deserves more thorough studies and researches both qualitatively and quantitively.
This document intends to survey this recent phenomenon of gamification being argued as a world
changing layer or a useless buzzword. It provides a comparative review of different school of
thoughts on the effectiveness of applying game mechanics to non-game context. Both industry
implementations and academia researches are reviewed and analyzed. With the goal of providing
an empirical research basis on effectively gamifying web applications, the current methodology of
game related analytics is also surveyed.
Chapter 1
Introduction
Wikipedia defines gamification is the use of game play mechanics for non-game applications, par-
ticularly consumer-oriented web and mobile sites, in order to encourage people to adopt the appli-
cations. [61]
    The term is almost not exists until in February 2010, as part of the DICE 2010 conference,
Game designer and professor from Carnegie Mellon, Jesse Schell gave a presentation future of
games that elements of games, is and will invade every part of our daily live [54] . The term
becomes prominent as several recent books such as Gabe Zichermanns Game Based Marketing
[70], who advocated the use of game mechanics in marketing as a form of loyalty program, and
Jane McGonigals Reality is Broken [37], who assures us that games will make us better and a
solution to the broken reality, and Baron Reevess Total Engagement [49], who elaborates games
and virtual world will change the way people work and business compete. In the SXSW 2011,
Google backed startup SCVNGR CEO Seth Priebatsch talks about game is the new layer that
similar to the social layer, will change the world. [47]
    In IT industry research, Gartner predicts that by 2015, more than half of companies managing
innovation processes will employ Gamification, a process of applying game mechanics to non-game
contexts.[24] . In that same time frame, M2 Research forecasts that the game mechanics produc-
tion will generate 1.6 billion in revenues and will account for 23 percent of social media marketing
budgets. [50]. As of today, Existing gamified applications already range from productivity to fi-
nance, health, sustainability, news, user-generated content and e-learning. Several vendors, mainly
startups offer gamification as a service layer of reward and reputation systems with points, badges,
levels and leader boards, with a spur of venture capitals investment in this emerging industry.
    In the newly release Gartner Hype Cycle report, gamification, along with big data and internet
of things, are added to the 2011 hype cycle, that werent present in 2010. According to Gartner,
currently gamification is on the rise to the peak of the hype, the stage of the peak of inflated
expectation, with 5-10 years of mainstream adoption. [see figure 1.1]. Gartner use the hype
cycle theory to track technology adoption, after the peak period, the technology will slip into the
trough of disillusionment and some technologies will start climbing the slope of enlightenment and
eventually reach the plateau of productivity. As any technology, Gamification will inevitably slip
into the disillusionment trough where the hype is passed and the mass realize there are a lot of
                                                 1
unsolved and criticism will arrive. The question remains if gamification will eventually climb out
of the trough and appear in the plateau of the cycle.
    In fact, there are already quite a lot critique of gamification in the media. Some called it a
merely buzzword, a hype-up version of mileage loyalty program, or a superficial pointification,
where often misses element such as storytelling and experiences which are central to what make
games effective. [52]. More and more game designers and researchers are looking into the deeper
practice of gamification. Amy Jo Kim presents Smart Gamification which focus on designing the
effective Player Journey with intrinsic preferred over extrinsic reward.[31]. Jane Mcgonigal is em-
phasizing the aspect of Playfulness in an gamification instead of game mechanics.[39]. Similarly,
researcher Sebastian Deterding criticized the current practice of simple gamification and stress the
important of meaningful play in his popular google tech talk Getting Gamification Right. [16]
    The goal of this paper is to review the deferent gamification design thoughts and approaches
as throughout as possible, and to examine most of the commonly employed game mechanics with
their usages, effectiveness. In order to provide a quantitative insight of the research in gamification,
we propose to examine the gamification metrics of the gamified applications, so the current state
of game related analytics research are also surveyed.
                                                   2
Chapter 2
Related Works
                                                 3
2.2     Gamification Examples
There are many examples of application that effectively employs game design elements. We will
only briefly discuss a few here for the purpose of better understanding the gamification concept
and how it is utilized across a wide range of everyday life. The example list here is solely personal
selection with the hope to cover the broad range of influential gamification cases and in no way a
completed list. In this quickly evolving landscape, it may well be a risk of missing some eminent
ones.
                                                  4
2.2.2   Nike+: Making Fitness Fun
Nike+ [41] is a social running game-like service that employs game mechanics to encourage runners
- both casual and hardcore - to compete and improve their fitness, with the goal to solve the main
problem of fitness program: motivation. Nike+ makes it easy for runners to upload their run data
to the website and start challenging themselves and their friends, they can also get supports from
their friends.
                                                5
2.2.3   Microsoft RibbonHero - Making You Better Your Job
RibbonHero [51] is a game that helps users discover new Microsoft Office features in a fun and
motivating way. The goal is to have users build familiarity and expose them to the Office UI, so
that they understand what kind of features are available, which according to the belief that Office
has a lot of powerful features that users might not know but can be really useful. The game gave
users a chance to game experience with software outside of typically dry IT training videos.
    Games can drive individuals to take positive social and environmental actions. Most partic-
     ipants surveyed indicated they are very or extremely likely to take green actions as a result
     of participating in the challenge.
    Games are an effective and appealing educational tool. 86% participants agreed online games
     and contest can be a good way to inform and educate them personally.
                                                6
          (a) Green Your Home Challenge                        (b) Game Change Behavior
                                                  7
2.3.3   Gameful Interaction Design
According to The Interaction Design Association (IxDA), [63], Interaction design defines the struc-
ture and behaviors of interactive products and services, and user interactions with those products
and services. It is design principle with main focus on behavior. [42].
    For example, the SmartGauge dashboard for Fords hybrid cars (figure), where a digital plant
is responding to how energy-efficient the users driving behavior is. [27]. The design gives drivers
a game like interaction that for them, the game to grow more lush and beautiful leaves, a visual
reward, by driving efficiently, desired behavior.
    Another great example is the Piano Staircase created by Volkswagen Sweden and ad agency
DDB, installed in a metro station in Stockholm (figure). [56]. The design is to make the staircase
next to the escalator look and respond like a piano keyboard, so that every step on the stair will
generate different piano sounds every time a commuter walked on it. Observation indicates that
66 percent more people chose the staircase over the escalator, a good example of a Fun Theory
design for persuading and encouraging energy-efficient behavior.
   The goal of such gameful interaction design is to achieve a certain influence, a change in the
behavior of their users not through a mode of informative feedback and rational processing, but
through the activation of emotion or sensibility.
                                                 8
     Carnegie Mellon University professor and game designer Jesse Schell, who ignited the first
wave of interest in gamification with a keynote address at the 2010 Design Innovate Communicate
Entertain (D.I.C.E.) Summit, mentioned that he was surprised so many people took interest in his
presentation now. He had talked about the phenomenon for years with little response. Even before,
back in 2008, Gabe Zichermann coined the term funware, which is the use of game mechanics
in non-game contexts to encourage desired user actions and generate customer loyalty [wikipedia].
But now the term gamification replaces funware and climbs to the peak of the hype cycle within
one year.
     Why Now? According to Schell, Were moving from a time when life was all about survival to a
time when it was about efficiency into a new era where design is largely about whats pleasurable.
Online games have entered the mainstream and become the new revolution of culture shift, helped
by platforms such as smart phones, tablets and Facebook, and gamification is a way to arrive at a
fundamental understanding of what it is thats pleasurable to people from many aspects of life.
     In his book Total Engagement [49], Stanford professor Byron Reeves describes a Game
Tsunami is happening now, Games Are Big in three ways:
     1. Big Bucks. Game industry is already a $10 billion market, one of the largest existing
entertainment categories. Besides the traditional console and software sales, the current model of
subscription fees, virtual goods sales and in-game purchase also account for the huge revenue for
the game industry.
     2. Big People. The stereotype about the majority gamers are unemployed youth is easily
proved wrong. One research reveals that across all computer games, the average age of gamers is
thirty-five, and 26 percent of players are over fifty, an increase from 9 percent in 1999. Another
research shows the mean household income of players in one popular MMO (Multi-Player Online
game) was about $85,000, and almost two-thirds of the players have some college education.
     3. Big Time. One sizable cohort of players who are thirty-something, most with a full-time
job and many with a family, play MMOs over twenty-five hours per week, compared with seven
hours a week for all video games.
     One the similar landscape, researcher and game designer Jane McGonigal also advocate playing
game is the solution to the Broken Reality in her book[37]. She notes that currently more than 3
billion hours a week is spent in playing video game by our society, for good reasons. She says that
the average gamer plays 10,000 hours of games by age 21. Thats about the same number of hours
that students spent in high school and middle school. There are 500 million gamers today, playing
on all sorts of platforms from the iPhone to the game consoles. Instead of the common conception
that gaming is a waste of time, she argues that playing games is the single most productive thing
we can do with our time.
     The following sections examine a few popular games and genre to understand why game give
games such power in our society.
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the game. According to Arthur A. Krentz.[32] Platos Republic states the connection between play
and education of both adult and children. He points out that, etymologically in Greek the terms
paideia, the word for education/culture, paidia, the word for play/game/pastime/sport and
paides the word for children, have the same root, and the three terms often show up in the same
context. The central aim of pedagogy (paidagogia) is to encourage learning as a form of play
(paidia), which is the most persuasive and effective approach to learning for the free citizens in a
society which honors philosophers..
    Another set of pieces belonging to a game exhibited are the label-shaped ivories, inscribed
on one side with words, such as MALE (E)ST (means bad luck), NUGATOR (trifler), etc.,
and on the other with numbers. The whole series of numbers on these ivories runs from 1 to 25,
and includes in addition 30 and 60; The highest numbers have inscriptions of a complimentary
character, e.g., FELIX (lucky) and BENIGNE (kindly).[59] The pieces may have been used in
the Roman game called the game of soldiers. In the current day world, one can relate the worded
and numbered ivory pieces to the badges in modern games.
    An important game antique in the British Museum is the Royal Game of Ur, dated from the
First Dynasty of Ur, before 2600BC. It is one of the most popular games of the ancient world, and
probably the oldest set of board game equipment ever found. The beauty of the equipment is still
amazed by the audience today. Wikipedia notes that the game of Ur is still played in Iraq. [62].
(a) Ajax and Achilles Playing (b) Ancient Game Badges (c) The Royal Game of Ur
                                                   10
action model is easy to learn and incremental increase of complexity with anticipated rewards. (2)
Cleverly managed response time: In Angry Birds design, it is not faster is better, instead, differ-
ent birds have different trajectory time and the flight path of the bird is intentionally illustrated.
It solved one huge problem for user interfaces - error correction.It also take a seemly long time
for the pigs to expire once their house are collapsed, this non-functional time delay increases the
playfulness of the game and bring users entertainment.
     Michael Chorost [12] explains that Angry Birds is addictive because: (1) its simple, with no
learning curve to get going; (2) its rewarding we get a primitive pleasure in blowing stuff up; (3)
its realistic the physics of the game are just as youd expect; and (4) its funny the sounds, laughter
and backflips are amusing. The anticipation of reward puts your dopamine system into overdrive,
which makes you compulsively want to know what will happen when you fling the next bird.
                                                 11
    (5) Leadership: This factor measures the gregariousness and assertiveness of the player. Players
who score high on this factor prefer to group rather than solo.
    Most of the activities offered by a MMORPG are already present in single player games. What
makes a difference for many is apparently the shared experience, the collaborative nature of most
activities and, most importantly, the reward of being socialized into a community of gamers and
acquiring a reputation within it. [69]. its the people that are addictive, not the game
    Based on longitudinal data collected directly from playing the game, Nicolas Ducheneaut etc
[19] concludes that
    (1) WoW is not just communities, as most MMORGPs emphasize. In the basic, WoW truly is
a virtual Skinner box [67] , smoothly increasing reward and difficulty and reinforcing player com-
mitment along the way. Players are always on the edge of opening up new abilities, of discovering
new content.
    (2) Many of WoWs subscribers play alone with a different kind of social factor, audience, a
sense of social presence. It is different than the quest grouping that providing direct support and
camaraderie. There are three appeals in being alone together in multiplayer games: (a). inter-
acting with an audience: MMORPGs are in essence reputation games - an avatar wearing powerful
items, for instance, is essential to the construction of a players identity (b). Being surrounded by
others. (c). Laughing at and with others.
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something at a predefined time, generally at a predefined place. 2) Influence and status: the ability
of one player to modify the behavior of anothers action through social pressure. 3) Progression
dynamic: success is granularity displayed and measured through the process of completing itemized
tasks 4) Communal discovery: a dynamic wherein an entire community is rallied to work together to
achieve something, to solve a challenge. It leverages the network that is society to solve problems.
2.6.1   Flow
Psychology professor Mihaly Czikszentmihalyi introduced a specific kind of happiness that he named
flow[13], which is widely accepted to be one of the fundamental reasons that people play games.
Flow, a state of absorption in ones work, is characterized by intense concentration, loss of self-
awareness, a feeling of being perfectly challenged (neither bored nor overwhelmed) and a sense that
time if flying.
    As Csikszentmihalyi describes, there are seven core components of flow that are summarized
in Table 2.1. These components can be broken into two categories: conditions and characteristics.
Conditions must be achieved before flow can be reached. Characteristics occur while a person is in
flow, even though they may be unaware of it.
    In order to achieve the flow, the right conditions above must exist. The last and the most
important condition is a balanced goal that is challenging yet achievable within the individuals
ability. A task that is not challenging or requires excessive time to complete becomes boring and
players lose interest; A task that is too hard causes frustration and anxiety and again players lose
interest. With a persons skills improve over time, the challenge needs to increase along with the
improving skills. This balance is referred to as the flow channel as shown in figure 2.1 (based on a
diagram from Csikszentmihalyi, 1990, p 74).
                                                 13
                      Table 2.1: Flow Condition and Characteristics
Conditions of Flow             Explanation
Clear tasks                    Person understands what they must complete
Feedback                       Person receives clear and immediate feedback showing what
                               succeeds and what fails
Concentration/focus            Person is not distracted and can fully attend to the task
An attainable, balanced goal Goal is challenging and within their abilities to complete
Characteristics of Flow        Explanation
Control                        Person believes their actions have direct impact on tasks and
                               that they can control the outcome
Diminished awareness of self Complete focus on the task leaves little room for feeling self-
                               conscious or doubt. Often described as becoming a part of
                               the activity.
Altered sense of time          Perception of time is distorted. Seconds can feel like min-
                               utes, minutes like hours. Yet, time also passes by quickly,
                               unnoticed.
Figure 2.8: The state of flow is achieved between anxiety and boredom
                                            14
2.6.2    Player Type
In order to understand why people play games, Richard Bartle identified four player personality
types by studying players of Multi-User Dungeon (MUD) games in 1960s. [3]. The four types:
Achievers, Explorers, Killers, Socializers, are based on the 2 underlying axes:
     * Achievers are driven by in-game goals, usually some form of points gathering - whether
experience points, levels, or money.
     * Explorers are driven to find out as much as they can about the virtual construct - including
mapping its geography and understanding the game mechanics.
     * Socializers use the virtual construct to converse and role-play with their fellow gamers.
     * Killers use the virtual construct to cause distress on other players, and gain satisfaction from
inflicting anxiety and pain on others.
     Bartles player type model has been the basic for understanding the player motivation. Amy
Jo Kim applied the model in her gamification approach by overlaying social actions from the game
on top of the player types.
(a) Bartles Player Types (b) Kims Social Actions for Players
                                                  15
                                 Figure 2.10: Fogg Behavior Model
they are designed to drive the players above the activation threshold (i.e. the upper right of the
ability-motivation axis), and then trigger them into specific actions. In other words, successful
gamification is all about making these three factors occur at the same time.
    Wu describes a Fogg Behavioral Model and suggests that Gamification is an iterative process
and works best when motivation, ability, and trigger (what they are told) all three of these converge.
If a game you designed is not working, assess all three elements, figure out which elements need
changes and improvements, and then, redesign the game in your feedback system accordingly to
get the desired response.
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2.7     Gamification Debates and Critiques
Debate continues over whether gamification itself is inherently good or bad. That is, is its use
motivated by bad intentions to dupe people into doing things that arent necessarily in their best
interest? Or are some attempts at gamification merely poorly executed, so that its effects are
superficial and fail to transform peoples behavior in long-lasting, positive ways? If gamification is
fundamentally about tricking people to feel happier about situations that arent going to be better
[for them], then its problematic on a lot of levels  both ethically and in effectiveness in the long
term, according to Kevin Werbach, a Wharton professor of legal studies and business ethics who
organized the conference with Dan Hunter, a professor at New York Law School. The question
is: What are the aspects of [gamification] that are really about meaningfully improving peoples
experience?
     After his inspiring talk in DICE2010, Jesse Schell and Bryan Reynolds (Zynga chief designer)
discussed about Gamification vs. Gameplay in DICE 2011s opening session Hot Topic. [55]
. They are arguing in a very basic level of the definition of gamification. Brian considered Gam-
ification is where you use game elements to try to get people to do stuff they dont want to do,
while Schell responded that Its a problem solving situation that you enter into because you want
to. Reynolds argued Everyone who has tried to use game mechanics to improve their marketing
has only managed the most basic concepts, and Schell responded that this was the developers, not
the concepts fault.
     In a debate-style session of GDC 2011, The Great Gamification Debate, [35] panelists ar-
gue the merits of bringing gameplay mechanics to just about everything. On the pro-gamification
side was Jane McGonigal (Social Chocolate), Margaret Robertson (Hide & Seek), and Jesse Schell
(Schell Games). On the other side of the table was Eric Marcoullier (OneTrueFan), Ross Smith
(Microsoft), Ian Bogost (The Georgia Institute of Technology), and Margaret Wallace (Playmat-
ics). Although they most agreed that definition of gamification was summed up best by Schell,
gamification is taking things that arent games and trying to make them feel more like games.,
there are a lot different opinions between the two sides. While Jesse Schell believes the gamification
is the cultural shift in every day life, Ian Bogost considers that the purpose of gamification is to
cash in on the current popularity of games. While Margaret Wallace said If a word gains traction,
why fight it?, Bogost disagreed, saying that words actually do matter. Regarding the concept
of intrinsic and extrinsic rewards through gamification, Schell notes the definition is squirrely.
While the idea of gamification is reduced by some to merely behavioral conditioning or creating a
kind of Skinner box for users, McGonigal maintained that users should at least find a reward of
value.
     As we see now, while the gamification is hailed as the next big thing in our future of life, there
are a lot of criticism from academia and industry.
     Designer Umair Haques post Unlocking the Mayor Badge of Meaninglessness [25] arguing too
much gamification is about zero sum games: often, for me to win, youve got to lose. For example,
many gamified sites simply offer a fixed number of badges, trophies, or other trinkets, to the first
N participants that, for example, visit six different pages. Thats because, third, many games are
relying on or worse, trying to create artificial scarcity.
     Designer Stephen Andersons presentation Long After the Thrill: Sustaining Passionate Users [1]
argues (a) gamification mistakes extrinsic rewards (rather than intrinsic motivation) for the power
of games and hence offers only feedback, not goals & rules, (b) a long-term successful product or
service thats not pure entertainment most go beyond delight/entertainment and be first & foremost
                                                  17
useful.
    Jane McGonigal, talked in GDC 2011 that We dont need no stinking badges: How to reinvent
reality without gamification, [39] argued gamification confuses intrinsic/extrinsic motivation and
propose Gameful Design instead of gamification. She claims that Gameful is player-oriented,
which presumes that the loyalty program type gamification is product or service oriented. While
the current gamification is about extrinsic reward, with points, badges, and levels, gameful design
is about intrinsic reward, with positive emotion, relationships, meaning and accomplishment.
    Many critiques are surrounded with the suggestion that current gamification is shallow and
superficial, as Ben Sawyer states, is really gamification 1.0 (at best).. [53] Most gamification
does not provide and thus does not reward with in-game strategy. There is no grand mystery
to unravel, no in-game process to optimize, and so it really isnt a game. Instead what he see as
Gamification 2.0 is sort of something of a combination of alternate reality games and augmented
reality.
    The followings are a few more eminent critiques of gamification:
2.7.2     Poinstification
In her blog, [52], Game designer Margaret Robertson criticizes that Gamification is an inadver-
tent con. It tricks people into believing that theres a simple way to imbue their thing with the
                                                  18
psychological, emotional and social power of a great game. She states that Gamification is the
wrong word for the right idea. The word for whats happening at the moment is Pointsification.
The current use of gamification is a bad thing because its a misleading title for a misunderstood
process. Points and badges are the least important bit of a game, the rich cognitive, emotional and
social drivers which game designer are intending to connect with.
    Pointsification, in and of itself, is a perfectly valid and valuable concept which nonetheless needs
to be implemented carefully with due concern for appropriateness and for unintended consequences;
while the actual gamification, (in her definition,) namely the conversion of existing systems into
functioning games, is also a valid and valuable process which carries its own concerns, in other
words, games are good, points are good, but games != points.
                                                  19
as a cheap marketing gimmick. He expressed his strong concern of Zichermanns misrepresentation
of a growing industry will hurt the industry in multiple ways.
    Gabe responded that his book is a practical book for practical purposes, focused not on games
at all, but Gamification as a unique and hybridized discipline. Whether or not academics believe
the techniques in the book work, they are based on my experience with dozens of clients, interviews
with hundreds of practitioners, and extensive review of the literature and case studies.
(a) Game Mechanics and Elements Satisfies Human Needs                (b) basic mechanics
(Bunchball)
                                                    20
2.8.2   SCVNGR Game Mechanics Playdeck
Seth Priebatsch states that Back at SCVNGR, we like to joke that with seven game dynamics,
you can get anyone to do anything [47]. Beyond the seven, they actually have 47, illustrated in
a playdeck style published by TechCrunch [7]. It works as a set of flash cards and the SCVNGR
employees are instructed to memorize those and find places where these game dynamics exist in
their applications. Most of the mechanics in the deck are list in the Appendix of this review.
    Subsequently, social interaction designer Adrian Chan posted a blog, I just killed a social
game mechanic, [11], comments on each of the decks 47 points and points out that the sociological
factors that makes social gaming is not listed in the deck and the confusion around game mechanics
and game dynamics.
                                               21
   Mechanics: the various actions, behaviors and control mechanisms afforded to the player within
a game context. They make up the functioning components of the game.
   Dynamics: run-time behavior of inputs and outputs between player and game, They are the
players interactions with mechanics.
   Aesthetics: The desirable emotional responses evoked by the game dynamics. They are how
the game makes the player feel.
     Similarly, researcher Sebastian Deterding not only criticized the current practice of simple gam-
ification practices but stressed the important of meaningful play and proposed three user experi-
ence design: Meaning, Master and Autonomy.[16], an adaptation to the three elements to motivate
people in Daniel Pinks book Drive: The Surprising Truth About What Motivates Us. [46]:
Autonomy, Mastery and Purpose. Deterding explained that the reason why we play is because of
the meaning and autonomy with choice in the game. The mastery in the game give us fun and
enjoyment.
                                                 22
2.9     Gamification Service and Platform
2.9.1   Commercial products and services
This section outlines the current industry players that provides gamification service via platforms
or consultation service. [see figure 2.1]. Almost all of them are recent startups that funded by
venture capitals.
                                                 23
provides a comprehensive solution even with a game box; and BigDoor provides a simplest Mini-
Bar for easy non-technical integration into existing website.
                                                 24
                    Figure 2.17: Open Source Gamification: Userinfuser Widget
(a) Average time required to reach a level (b) Average accumulated play time by level
    In the social game industry, player metrics collection and analysis are widely practiced to
provide game designers to determine what the player audience likes and dislikes about a certain
game experience. [44].
    This section reviews what kinds of the metrics and analytics could be employed in gamification
design and implementation.
                                                    25
2.10.1    E-Score
E-Score is introduced by Gabe Zichermann, mainly applies in marketing gamification.[45] These
are the metrics that go into the 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 What did they explicitly say when asked about you?
                                                 26
important metrics to follow. What do your users do first? Which entry events are the most effective
at bringing people back?
    For example, you might find that a majority of your users log in when they receive a gift, and
the first thing they do is check that gift. By determining the more popular entry events, you can
push more resources towards them, thus increasing retention, engagement and re-engagement.
    Exit Event
    The opposite of entry events. Exit events are the last actions a user performs before exiting the
game. Tracking the Exit Event Distribution helps show why users are disengaging with the game.
    K Factor
    K Factor measures the virality of your product. K Factor = (Infection Rate) * (Conversion
Rate). An Infection Rate is how much a given user exposes the game to other players, such
as through status updates or email invites. A conversion rate, as marketers know, is when that
infection results in a new sign up (or install.) Put more simply, a K Factor of 1 means every member
is bringing you one additional member. A high K Factor is treasured by social game publishers,
because it becomes a very effective vehicle for bringing in new players. Lifetime Network Value The
value a user provides to your network over the course of their entire lifetime on the network. For
instance, is the user contributing to viral effects? Evangelizing the game? Contributing positively
to ARPU? This is compared to the User Acquisition Cost, or how much it costs (via marketing and
viral efforts) to bring in new members. According to Facebook app analytics provider Kontagent,
a (very basic) equation is 1/(1-k) * Monthly ARPU * User Lifetime.
    MAU
    Like DAU, Monthly Active Users (MAU) tracks the total number of users in a given month.
    Re-Engagement
    Gamers stop playing eventually. Re-engagement is how you get them back. It includes re-
engaging gamers who have been signed off for an hour, a day, a month, or more. Theres a lot of
competition out there, so implementing and tracking re-engagement practices is a must.
    Retention
    Think of it as the opposite of churn. Retention is how well you maintain your userbase.
    Viral Rate/Virality
    Viral growth is the name of the social media game. Measured by K Factor, the Viral Rate/Virality
shows how much your users are promoting, evangelizing and spreading your game. Because of this,
social games are increasingly built around cooperation, competition and the constant addition of
new features, which increase virality. Every feature is a source for growth, whether its liking,
Facebook notifications or tweets. Not often confused with virility.
                                                27
Chapter 3
As Gartner put it: [23] Games often model the real world. Increasingly, real-world activities are
starting to look like a game. In the past year, gamification has emerged as a recognizable trend.
Rarely does an emerging trend impact so many areas of business/society. Given that the goal of
gamification is to change human behaviors, there are many opportunities and risks.
    So What? This industry has made massive study and progress with engagement. They have
taken the balance between challenge and skill in flow states and fully operationalized this mechanism
to keep people engaged, even glued to games. We who are in the workplace and the field of employee
engagement have much to learn by studying and applying the principles and practices of gaming.
We also must not get caught by gamification hysteria by keeping a focus on the limits and potential
traps embedded in gamification.
    It seems the major take away of reading the debates of gamification is that, before the novelty
of simple gamification hadnt worn off, and it seemed like an amazing idea that everything could
be made more fun and motivational with achievements and points. Now we know its crucial that
we make good games, rather than take the easiest bits to reproduce (points) and apply them to
everything.
    There was a definite feeling of, Were only at the start of something here, a turning point, so we
better steer it well throughout it all
    In a field rife with anecdotes but little hard data, Whartons Werbach and New York Law
Schools Hunter intend to develop in-depth case studies to examine the types of business problems
organizations want gamification to solve, the techniques used and the results. According to Wer-
bach, there currently are few bridges between game design as a craft and psychological research.
Thats why research is valuable  to get beyond whether gamification is good or bad, and does it
work or not.
    Deterding [15] suggested that insight into gamefulness as a complement to playfulness in terms
of design goals as well as user behaviors and experiences marks a valuable and lasting contribution
of studying gamified systems. Partly in reaction to this, the term gameful design design for
gameful experiences was also introduced as a potential alternative to gamification. Given the
industry origins, charged connotations and debates Figure 1. Gamification between game and play,
whole and parts Figure 2. Situating gamification in the larger field about the practice and design
of gamification, gameful design currently provides a new term with less baggage, and therefore a
preferable term for academic discourse
    ** Important People to Follow:
                                                 28
Jane McGonigal
Ian Bogost
Jess Schell
....
                 29
Chapter 4
Appendix
                                               30
               Table 4.2: Mega List of Game Mechanics and Benefits, part 2
Types        Mechanics / Examples                         Benefits                            Personality
                                                                                              Types
Feedback     Cascading Information Theory: information             Engagement, Loyalty,       Archivers,
             should be released in the minimum possible snip-      Influence, Time Spent      Explorers,
             pets to gain the appropriate level of understand-                                Socializers,
             ing                                                                              Killers
Feedback     Combos: reward skill through doing a combina-         Engagement, Influence,     Archivers,
             tion of things, usally comes with the reward of       Time Spent, Virality       Explorers,
             a bonus                                                                          Socializers,
                                                                                              Killers
Feedback     Countdown: players are only given a certain           Engagement, Fun, In-       Achievers,
             amount of time to do something. This will             fluence                    Explorers,
             create an activity graph that causes increased                                   Killers
             initial activity increasing frenetically until time
             runs out, which is a forced extinction.
Feedback     Quests/Challenges: Challenges usually implies         Engagement, Loyalty,       Achievers,
             a time limit or competition whereas Quests are        Revenue,     Influence,    Explorers,
             meant to be a journey of obstacles a player must      Time Spent, Virality,      Killers
             overcome. a way to organize player effort.            SEO, Fun, UGC
Feedback     Reward Schedules: The fixed or variable time-         Engagement, Loyalty,       Achievers,
             frame and delivery of the rewards, contingency,       Revenue,     Influence,    Explorers,
             response, reinforcer.                                 Time Spent, Virality,      Killers
                                                                   SEO, Fun, UGC
Behavioral   Discovery/Exploration: players love to discover       Engagement, Loyalty,       Explorers,
             and to be surprised.                                  Influence, Time Spent,     Achievers
                                                                   Fun
Behavioral   Epic Meaning: Players will be highly motivated        Engagement, Loyalty,       Achievers,
             if they believe they are working to achieve some-     Influence, Time Spent,     Explorers,
             thing great, something awe-inspiring, something       Fun                        Socializers,
             bigger than themselves.                                                          Killers
Behavioral   Free Lunch: getting something for free due to         Engagement, Loyalty,       Achievers,
             someone else having done work. Groupon                Revenue,      Influence,   Explorers,
                                                                   Virality, Fun              Socializers,
                                                                                              Killers
Behavioral   Infinite Gameplay: do not have an explicit end,       Engagement, Loyalty,       Achievers,
             static state is its own victory.                      Revenue,      Influence,   Killers
                                                                   Time Spent, Fun
Behavioral   Loss Aversion: influences user behavior not by        Engagement, Loyalty,       Achievers,
             reward, but by not instituting punishment. the        Influence, Time Spent,     Explorers
             player having to perform an action to avoid los-      Virality, Fun
             ing something they currently have.
                                                31
               Table 4.3: Mega List of Game Mechanics and Benefits, part 3
Types        Mechanics / Examples                         Benefits                           Personality
                                                                                             Types
Behavioral   Lottery: the winner is determined solely by           Engagement, Loyalty,      Achievers,
             chance. winners will generally continue to play       Revenue,     Influence,   Explorers,
             indefinitely while losers will quickly abandon        Time Spent, Virality,     Socializers,
                                                                   Fun                       Killers
Behavioral   Ownership: creates Loyalty by owning things.          Engagement, Loyalty,      Achievers,
                                                                   Revenue,     Influence,   Explorers,
                                                                   Time Spent, Virality,     Socializers,
                                                                   SEO, Fun, UGC             Killers
Behavioral   Community Collaboration: an entire commu-             Engagement, Influence,    Archivers,
             nity is rallied to work together to solve a riddle,   Time Spent, Virality      Explorers,
             a problem or a challenge. Immensely viral and                                   Socializers
             very fun.
Behavioral   Behavioral Momentum: a tendency of players to         Engagement, Loyalty,      Archivers,
             keep doing what they have been doing                  Revenue,   Influence,     Explorers,
                                                                   Time Spent                Socializers,
                                                                                             Killers
Behavioral   Blissful Productivity: playing hard rather than       Engagement                Archivers,
             relaxing makes you happier                                                      Explorers,
                                                                                             Socializers,
                                                                                             Killers
Behavioral   Status: The rank or level of a player. Players        Engagement, Loyalty,      Achievers,
             are often motivated by trying to reach a higher       Revenue,    Influence,    Socializ-
             level or status. Also relates to envy.                Time Spent, Virality,     ers,Killers
                                                                   SEO, Fun, UGC
Behavioral   Urgent Optimism: The desire to act immedi-            Engagement, Fun           Explorers,
             ately to tackle an obstacle combined with the                                   Killers
             belief that we have a reasonable hope of success.
Behavioral   Virality: more successful in the game if you in-      Engagement, Loyalty,      Socializers,
             vite your friends, the social check-in.               Revenue, Virality, SEO,   Achiev-
                                                                   UGC                       ers,Killers
                                                32
4.2     Game Elements
Game Elements are different than mechanics, as illustrated in the examples below, they manifest
the game information to the player, usually as a UI components.
                                                33
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