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Gamification through Rewards, Meaning and Play
Scott Nicholson Director, Because Play Matters Game Lab Associate Professor, School of Information Studies, Syracuse University
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Gamification through Rewards, Meaning and Play
Scott Nicholson Director, Brantford Games Network Professor of Games, Wilfrid Laurier University,
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Overview The Gamification Journey What is gamification?
BLAP gamification Design activity A RECIPE for Meaningful gamification Design Activity The Gamification Journey Reflection
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What is Gamification? Gamification is the application of gameful or playful layers to motivate engagement with a specific context Specific Context
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Taking something in the real world Adding a game-y goal
Typical Gamification Taking something in the real world Adding a game-y goal Developing a structure to support the goal Adding a reward
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Reward-based Gamification Process
Points (unit of control)
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Reward-based Gamification Process
Levels (progress in system) Points (unit of control)
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Reward-based Gamification Process
Levels (progress in system) Points (unit of control) Leaderboards (competition)
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Reward-based Gamification Process
Levels (progress in system) Points (unit of control) Achievements (additional paths) Leaderboards (competition)
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Reward-based Gamification Process
Levels (progress in system) Badges (public display) Points (unit of control) Achievements (additional paths) Leaderboards (competition)
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Badges Levels / Leaderboards Achievements Points BLAP Gamification
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Creating a Point-based System
Identify desired behaviors Connect behaviors with points Reward points with incentives Profit!
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Levels – Single-player Journey
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Leaderboards - Competition
Taken Oct. 1, 2012 from
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Different Types of Leaderboards
Everyone or a subgroup of people Defined by the creator Defined by the user (friends) Overall or specific to a task Ongoing or reset Reset every so often for everyone (once a week, all are reset) Reset every seven days for each person (rolling resets)
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Types of Achievements Unusual (or usual) use cases
Exploration – Trying something new Collection – Systematic exploration Loyalty Tutorials Expected or Unexpected
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Badges Designed for public view (certification)
May be based upon achievements Also based upon skills or interests Informal learning New skills Different learning paths Creates groups
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BLAP Summary Points Levels Leaderboards Achievements Badges
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"once you start giving someone a reward, you have to keep her in that reward loop forever"
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(lack of) Rewards punish
Rewards damage relationships Rewards ignore reasons Rewards discourage risk- taking
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Rewards replace pre-existing interest
Intrinsic Motivation Reward
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Decreasing impact of rewards
Volkow, N. D., Wang, G.-J., Fowler, J. S., Tomasi, D., Telang, F. and Baler, R. (2010), Addiction: Decreased reward sensitivity and increased expectation sensitivity conspire to overwhelm the brain's control circuit. Bioessays, 32: 748–755. doi: /bies
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Survey of Fitocracy users
“Perceived enjoyment and usefulness of the gamification decline with use” Koivisto, J. & Hamari, J. (2014). Demographical differences in perceived benefits from gamification. Computers in Human Behavior.
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The Gamification Backlash (Michael Wu)
Motivation
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The Gamification Backlash (Michael Wu)
Motivation
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The Gamification Backlash (Michael Wu)
Short-Term Goals: Making the Sale Teaching a Skill Motivation
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The Gamification Backlash (Michael Wu)
Motivation Long-Term Goals: Changing Habits Building Loyalty
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The Gamification Backlash (Michael Wu)
Motivation Long-Term Goals: Changing Habits Building Loyalty
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Games are more than rewards
Game = Form of Play with Goals and Structure Maroney, K. (2001). My entire waking life. The Games Journal, May. Retrieved from
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Games are more than rewards
Game = Play + Goals + Structure Game – Play = Goals + Structure = Reward-Based Gamification Games without Play??
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Meaningful Gamification
Make the context meaningful Avoid incentives and rewards that replace intrinsic motivation Use the gameful or playful layer to build intrinsic motivation
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Making Gamification Meaningful
Give the player information Put the PLAY back in Player Allow the player choices And the ability to share choices Make informed play the reward Use external rewards sparingly Put the player’s benefits first in design Different players need different things
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RECIPE for Meaningful Gamification
Reflection Exposition Choice Information Play Engagement
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Play Optional Freedom to explore (fail) with boundaries
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Exposition Player-driven narratives
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Choice Player-determined goals and milestones
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Choice Badge Pathways by Carla Casilli -
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sessionm-gamification.jpg?w=558&h=9999&crop=0
Information Explains the reasons behind the system sessionm-gamification.jpg?w=558&h=9999&crop=0
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Engagement Enhancing social connections and creating new ones
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Reflection Connecting activities to self http://game.nypl.org/
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RECIPE for Meaningful Gamification
Reflection Exposition Choice Information Play Engagement
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Kim’s Player’s Journey
Kim, A. (2013). The Player’s Journey: A 5-Step Framework for Designing Engaging Experiences. Available online at
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Community of Practice
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Gameful and Playful Layers
Meaningful Gamification Reward-based Gamification
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The Gamification Journey
Newbie Onboarding Attract through unmet needs Using Extrinsic Motivators sparingly Explorer Finding meaning Choosing paths Creating & Playing Reflecting Building Intrinsic Motivation Enthusiast Community of Practice Long-term involvement in external context No Gamification Meaningful Gamification Reward-based Gamification
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The Gamification Journey TL;DR
Reject Rewards Make Motivation Meaningful Cultivate Communities
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To Learn More
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