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Playful
  Design, Fun
   Products &
Gamification for
             Matthias Sala
       Startups   Gbanga

         matthias@gbanga.com
         StartupCamp.ch, Basel
              February 23, 2013
«I've played
      many video
games, but never
    thought that I
would run around
in heavy rain just
      for a mobile
         game…»
«Gamification» Trend




http://www.google.com/trends/explore#q=Gamification&cmpt=q
Convergence to mobile and social
 ~   1880   1968   1977   1991    2005    2005




                           1989    2006    2007
History of Games
Media Consumption




http://online.wsj.com/article/SB10001424052748704590704576092460302990884.html
Definition
                           Psychology


                                           Product
              Behaviour
                                           design

Advertising               Gamification                    Edutainment

                                         Entertainment
              Retention                    (frustration
                                          management)

  Loyalty
programmes                 Motivation


               Serious                      Health
               Games                        Games
Gamification Criticism
     «excluding elements like storytelling and
     experiences and using simple reward systems in
     place of true game mechanics»

     «not being fun and creating an artificial sense of
     achievement»

     «"exploitationware" as a more suitable name for the
     games used in marketing»

      «Gamification is to games as jingles are to music.»
http://en.wikipedia.org/wiki/Gamification#Criticism, http://radar.oreilly.com/2011/06/gamification-
criticism-overjustification-ownership-addiction.html
Focus today
                           Psychology


                                           Product
              Behaviour
                                           design

Advertising               Gamification                    Edutainment

                                         Entertainment
              Retention                    (frustration
                                          management)

  Loyalty
programmes                 Motivation


               Serious                      Health
               Games                        Games
http://mashable.com/2010/07/13/game-mechanics-business/
The «Compulsion Loop»
                         For instance in a simulation game like «Sim City»

                                                                                            Challenges:
                                  Create                                                 Environmental changes
                                 buildings        Wait for outcome, i.e.:                 (population growth),
                                                        Population growth                     incidents and
Decide what to build, what to
                  replace, …                            Side-effects: pollution, taxes        catastrophes



                                                         Present
         Adapt
                                                          effects
        strategy                                                            Happen randomly or triggered through
                                 Analyze effect          in world
                                                                            tendentious /extreme user activity


                                                                                              Rewards:
  Player decisions and actions
                                                                                         Unlock new plants and
  Visual feedback (visualization)                        Happen based on research         technologies, happy
                                                    activity and on time (historic/              citizens
  Parts of the simulation system
                                                              chronological unlocks)
  Computer-controlled “hidden” game rules (black box)
Self-
                       actuali-
                        sation                                 Fun


                       Esteem
                                                             Usability

                   Love/belonging

                                                            Reliability
                        Safety


                                                           Functionality
                    Physiological




http://en.wikipedia.org/wiki/Maslow's_hierarchy_of_needs
Intrinsic motivations (psychology)
    •   Acceptance, the need for approval
    •   Curiosity, the need to learn
    •   Eating, the need for food
    •   Family, the need to raise children
    •   Honor, the need to be loyal to the traditional values of one's clan/ethnic group
    •   Idealism, the need for social justice
    •   Independence, the need for individuality
    •   Order, the need for organized, stable, predictable environments
    •   Physical activity, the need for exercise
    •   Power, the need for influence of will
    •   Romance, the need for sex and for beauty
    •   Saving, the need to collect
    •   Social contact, the need for friends (peer relationships)
    •   Social status, the need for social standing/importance
    •   Tranquility, the need to be safe
    •   Vengeance, the need to strike back and to compete

http://en.wikipedia.org/wiki/Motivation#Intrinsic_motivation_and_the_16_basic_desires_theory
Game mechanics card game




Buy the PlayGen cards here: http://gamification.playgen.com/

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Playful Design, Fun Products & Gamification for Startups

  • 1. Playful Design, Fun Products & Gamification for Matthias Sala Startups Gbanga matthias@gbanga.com StartupCamp.ch, Basel February 23, 2013
  • 2. «I've played many video games, but never thought that I would run around in heavy rain just for a mobile game…»
  • 4. Convergence to mobile and social ~ 1880 1968 1977 1991 2005 2005 1989 2006 2007 History of Games
  • 6. Definition Psychology Product Behaviour design Advertising Gamification Edutainment Entertainment Retention (frustration management) Loyalty programmes Motivation Serious Health Games Games
  • 7. Gamification Criticism «excluding elements like storytelling and experiences and using simple reward systems in place of true game mechanics» «not being fun and creating an artificial sense of achievement» «"exploitationware" as a more suitable name for the games used in marketing»  «Gamification is to games as jingles are to music.» http://en.wikipedia.org/wiki/Gamification#Criticism, http://radar.oreilly.com/2011/06/gamification- criticism-overjustification-ownership-addiction.html
  • 8. Focus today Psychology Product Behaviour design Advertising Gamification Edutainment Entertainment Retention (frustration management) Loyalty programmes Motivation Serious Health Games Games
  • 10. The «Compulsion Loop» For instance in a simulation game like «Sim City» Challenges: Create Environmental changes buildings Wait for outcome, i.e.: (population growth), Population growth incidents and Decide what to build, what to replace, … Side-effects: pollution, taxes catastrophes Present Adapt effects strategy Happen randomly or triggered through Analyze effect in world tendentious /extreme user activity Rewards: Player decisions and actions Unlock new plants and Visual feedback (visualization) Happen based on research technologies, happy activity and on time (historic/ citizens Parts of the simulation system chronological unlocks) Computer-controlled “hidden” game rules (black box)
  • 11. Self- actuali- sation Fun Esteem Usability Love/belonging Reliability Safety Functionality Physiological http://en.wikipedia.org/wiki/Maslow's_hierarchy_of_needs
  • 12. Intrinsic motivations (psychology) • Acceptance, the need for approval • Curiosity, the need to learn • Eating, the need for food • Family, the need to raise children • Honor, the need to be loyal to the traditional values of one's clan/ethnic group • Idealism, the need for social justice • Independence, the need for individuality • Order, the need for organized, stable, predictable environments • Physical activity, the need for exercise • Power, the need for influence of will • Romance, the need for sex and for beauty • Saving, the need to collect • Social contact, the need for friends (peer relationships) • Social status, the need for social standing/importance • Tranquility, the need to be safe • Vengeance, the need to strike back and to compete http://en.wikipedia.org/wiki/Motivation#Intrinsic_motivation_and_the_16_basic_desires_theory
  • 13. Game mechanics card game Buy the PlayGen cards here: http://gamification.playgen.com/