Raw notes: Gamification summit 2011
I attended the Gamification Summit 2011 a couple of weeks ago in San Francisco. I couldn’t stay through the whole thing because of a couple of things that came up, but I enjoyed what I could attend.
Summary:
Panel on Gamification in the Real World: Location, Commerce and User Experience:
Jane McGongigal - Reality is broken
Summary:
- The goal was to try and put some structure around gaming design and techniques, and review techniques, applications, successes and failures.
- Some interesting, and not-very-interesting, insights from practitioners.
- Great afternoon keynote by Jane McGonigal about trying to understand what makes a great game (going beyond obvious gaming tactics) - i.e. “Can we replicate the spirit of game, not just the technique?”
Panel on Gamification in the Real World: Location, Commerce and User Experience:
- Well-moderated by Jenn Van Grove
- Blake Scholl, CEO, Kima Labs (Barcode Hero)
- A game layer is the face of our reputation system.
- Expert status is the motivation to share more and get more reputations
- What’s the usage like?
- Very few people actually capture their opinions and recommendations. We’ve addressed that problem through UX and game mechanics.
- 30% of users leave recommendations vs. ~1% on Amazon.
- Recommendations become social
- Users have a heirarchy system based on how their recommendations
- simple levels
- kept it simple (you scan your first)
- tell users what they need to do to get to the next level:
- show a leaderboard and how you can rise within a certain category
- Not uncommon for a user to spend an hour scanning stuff the first time to see how far they get.
- What didn’t work?
- gaming rewards that don’t tap into particular passion (and are just financial) - they rarely work.
- i.e. Financial incentives for rewards do not work!!!
- saw similar behavior with recommendations at Amazon.
- Repetition (is everyone doing the same thing? game fatigue?)
- need to ask: what is the evergreen motivation?
- e.g. if you tap into a journaling behavior its likely to continue for a very long time.
- Geoff Lewis, CEO, Topguest: check-ins with traditional loyalty programs:
- trying to associate new forms of engagement (e.g instagram etc. ) with traditional loyalty programs
- Had a 2.0 relaunch and partner with Virgin America (you get Virgin Elevate points for Checking-in via Foursquare)
- Whoa, I need to remember to do this on my next pilgrimage to the Mothership.
- when someone partners with TopCast, they see social volume double
- Companies give rewards not only for actions, but how influential they are based on their social influence
- I kept thinking..hmmmm I understand that klout investment better now. :)
- What doesn’t work: People just want don’t want to spam their friend
- tried to send a “gift” (25% off on a room reservation) to 10 friends and it didn’t go well.
- What’s next?
- Give brands a sense of how users are really engaged with their brand across social tools.
- Copycat behavior is great: because eventually there’s going to be just a couple of winners.
- Evan Tana, VP PM Shopkick:
- Driven to drive shopping behavior: Finding a bargain is equivalent to a “win” in gaming.
- earn virtual currency of checking-in stuff.
- trying to drive motivations such as harvesting, collecting, “winning” when you get a deal.
- “What is the elder game?”
- Positive feedback comes in different forms:
- Kickbucks are one form
- but donating to a cause also works.
- People just want to “level-up” - even when they’re not sure what it gets them next
- People need to not think about shopping as a game
- There are interesting game mechanics at play event with Groupon
- people need to describe it as fun and easy, and not see it as a game.
- Brian Morrisroe (Co-founder, Booyah) - MyTown: similar to Monopoly-style game.: Be a real-world gaming company (focused on location now)
- Gives you a window into what’s happening at a place (people. prices of goods etc.)
- Multiple things for the users to do
- When the game mechanic has failed?
- Chose to solve validation (in a roundabout way)
- more points for better GPS signal etc.
- but the needle just did not move.
- because iPod signals weren’t great.
- distance did not matter to users as much as general interest.
- Case Study: Gamification welcome:
- This preso wasn’t that solid and was a stretch to fit into the “Gamification” theme, but still some interesting data points. I like the USA network and still struggled not to roll my eyes when some buzzwords were used. :) However, really interesting how they’ve built an entire other loosely-related business.
- USA Network: how they’ve tied to gamify some of their properties.
- Focus on characters; how can they bring users into their brand
- USA Character arcade:
- Looked at demographics of their shows: same as casual games demographics
- Developed a bunch of properties as games.
- e.g. Monk’s Mind game: 13 million plays
- With the metrics that they saw attracted more advertiser revenue
- the philosophy is not around page views, its about engagement.
- Advertisers started asking them to build custom games.
- July 2009: leaderboards/points/redemptions
- Surprising amount of traffic to USA comes from people looking for Mahjong vs. Monk/Psych etc.
- Trying to redmmend virtual and tangible goods for points.
- Goal is really to create Brand Ambassadors for the channel and the producs.
- Psych Case Study:
- Pushed Psych for 2 mins.
- Club Psych
- Nitro platform:
- “UI is key for us”: Some mioreye-rolling, but ok...
- Using Oauth: Yay!
- Triaining users to
- take a poll, get points
- do somthing, get points.
- share content, get points.
- like somthing on FB, get points.
- complete a challenge, get points.
- use points to redeem something...
- drives repeat usage.
- Leaderboards:
- how many points people have etc.?
- Virtual office and virtual living room.
- Then introduced redemption for real goods -> helped the program take off.
- Metrics: key to the system.- monitor closely
- 8 min average on the siie to 16 mins.
- 40% return visits
- Rolled out real (physical) goods redemption and then saw a huge spike in points redeemed.
- Noticed uptick in college viewers, so launched CAMPUS WARS:
- BYU won and beating out 1100 other colleges (5% of the school signed up.)
- Bringing gamification to the iPad
- While watching your show you see the code to unlock content
- Trying hard to boost live viewership.
- Drove the 2 screen experience.
- Interesting data and perspective and application: but a little orthogonal to the rest of the summit.
Jane McGongigal - Reality is broken
- Really great preso.
- Dir, Game research developement at Institue for the Future
- Launch of new book “Reality is Broken” (she was also on Colbert last week, and has a great TED talk)
- Gameful vs. Game-like (what we have today)
- Gameful: making it feel like a game:
- i.e. have the spirit, not just the mechanics.
- What does it FEEL like to play a good game?
- points, leaderboards, badges etc. are just mechanics.
- Defining a game: Games are unnecessary obstacles we volunteer to tackle.
- Let’s look at golf
- EUstress - positive stress
- identical physiologically to negative stress,
- but under this state we’re more motivated - heightened version of ourselves
- which is why play games when we’re bored.
- we want to tap into a feeling of being challenged
- We want to be challenged:
- Noel Coward: “ Work is more fun than fun.”
- e.g.
- Angry Birds:
- Dance Central:
- Farmville: Farmville was work to many people, but it actually felt productive to people - like it was effort, but they got something done.
- Call of Duty: No.1 passtime for soliders in the military: but it generates positive feelings. generate EUstress
- World of Warcraft: 600 hours of gameplay just to get to the fun part. So far we’ve spent 5.93 million years playing World of Warcraft.
- about the same time human ancestors showed up.
- We invest 3 billiong hour weekly playing online games.
- “The oppostie of play isn’t work - its depression”
- 4 quintessential feelings of game success
- Urgent Optimism
- Social Fabric
- Blissful Productivity
- Epic Meaning.
- If you get a game right, you get “Super-empowered hopeful individuals”
- This is what you should try to turn your users into this.
- 4 examples of sites that do this well:
- U of Washington (Xfold it.)
- result: published a paper with 50K gamers into nature.
- new game: Eterna: make RNA and if it scores well, the scientists make
- Investigate your MPs expenses:
- by the guardian in the UK.
- 27K gamers looking for evidence of corruption.
- Groundcrew:
- if you’re walking in a place, it’ll tell you there’s a task to be done nearby.
- Secret??
- Way to encourage usage of libraries
- If you play the game, you write a book and it goes into the libraries collection.
- Ok, too many plugs for stuff she’s involved in. :)
- Look for delighted users: that’s your sign your dynamics are working.
- To learn more: Gameful.org
- Questions:
- How do you create games for yourself?
- E.g. game to get better after her surgery, edge of depression.
- Superbetter (socialchocolate) - making it possible to feel gameful about getting better - playable in beta over the summer; meant to play it with close friends and family.
- Create unnecessary obstacles that you enjoy getting over.
- How do you draw that line? a Game vs. a job?
- Important not to put real results on another side from gameplay
- keep the sense of voluntary participation;
- What are you uninspried by?
- more inspired by co-operative game play than competitive game play.
- games pushing co-op are doing extremely well.
- backlash against achievement badges: need to consider that carefully.
- What games do you play?
- FB/Zynga games: personal happy spaces - Farmville, City
- WoW - need to spend a day playing that game.
- Games that help people take:
- Evoke! - a 10-week crash course in changing the world and starting an enterprise.
- Can you create a game to make people better human being?
- Quote of the day: “College kids lack certain skills: like purpose, integrity...”
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