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gameful design
creating passionate
customers and co-workers
Sebastian Deterding (@dingstweets)
Innovation Lab Denmark, Copenhagen, June 20, 2013
c b
1 what?
We are all
game designers
http://www.flickr.com/photos/seandreilinger/3342015670/sizes/o/in/photostream/
http://www.flickr.com/photos/trancemist/4128705938/sizes/l/in/photostream/
http://www.flickr.com/photos/f-l-e-x/937522495/sizes/l/in/photostream/
http://www.flickr.com/photos/mzn37/4001914227/sizes/o/in/photostream/
http://www.flickr.com/photos/pigpogm/4956017815/sizes/l/in/photostream/
http://www.flickr.com/photos/daviddittrich/3449898482/sizes/z/in/photostream/
http://www.flickr.com/photos/34520684@N03/3229232419/sizes/o/in/photostream/
http://www.flickr.com/photos/51035610542@N01/226303922/sizes/l/in/photostream/
Story
Rules, challenges
Free, safe play space
Shared toy objects
Goals
Feedback
Gameful Design: Creating Passionate Customers and Coworkers
Fitness
Finance
Sustainability
Activism
Education
work
Life
The blueprint (still)
points
Tracking, Feedback
badges
Goals, surprise
leaderboards
Competition
incentives
Rewards
2 Why?
Motivation
A
BShift
#1
from Utility & Usability ...
…to Motivation
…and enjoyment
Buy!
From transaction to interaction
Upload!
Comment!
Tag!
Digg!
Forward!
Invite!
Bookmark!
Retweet!
Share!
Add friend!
Design!
Mark as Spam!
Like!
Answer!
Vote!
Register Now!
Subscribe!
Shift
#2
New markets
health self-
improvement eco/green
Shift
#3
new productivity factors
Shift
#4
From extrinsic to intrinsic
Shift
#5
Loyalty programmes!
http://www.flickr.com/photos/diego_rivera/4261964210
Extrinsic motivation
Gameful Design: Creating Passionate Customers and Coworkers
Gameful Design: Creating Passionate Customers and Coworkers
Gameful Design: Creating Passionate Customers and Coworkers
Earn 1,000,000,000,000 points
Score: 964,000,000,000,000
(You rock!)
Gameful Design: Creating Passionate Customers and Coworkers
Intrinsic motivation
http://www.flickr.com/photos/areyoumyrik/308908967
Gameful Design: Creating Passionate Customers and Coworkers
What intrinsic
motivation drives
passionate users?
Pop Quiz!
The product
is awesome!
The company
is awesome!
The experience
is awesome!
A B C
Pop Quiz!
The product
is awesome!
The company
is awesome!
The experience
is awesome!
A B C
Pop Quiz!
I am awesome!
D
Better X
Better user of X*
* aka »competence«
Teresa M.Amabile
»This pattern is what we call the
progress principle: of all the positive
events that influence inner work life, the
single most powerful is progress in
meaningful work.«
the progress principle (2012: 76)
Teresa M.Amabile
»Truly effective video game designers
know how to create a sense of progress
for players within all stages of the game.
Truly effective managers know how to do
the same for their subordinates.«
the progress principle (2012: 88)
Raph Koster
»Fun is just another word
for learning.«
a theory of fun for game design (2005)
Raph Koster
»Fun from games arises out of mastery.
It arises out of comprehension. It is the
act of solving puzzles that makes games
fun. With games, learning is the drug.«
a theory of fun for game design (2005)
Gameful Design: Creating Passionate Customers and Coworkers
Gameful Design: Creating Passionate Customers and Coworkers
Edward Deci,RichardRyan
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
the what and why of goal pursuit (2000)
3 how?
1 competence
Autonomy2
relatedness3
competence1
Not fun Fun
http://www.flickr.com/photos/sulamith/1342528771/sizes/o/
http://www.flickr.com/photos/photonquantique/3364593945/sizes/l/
Raph Koster
»Fun is just another word
for learning.«
through interesting challenges
a theory of fun for game design (2005)
Goals ...
+ Rules ...
= Interesting challenges
+ Feedback ...
http://www.flickr.com/photos/bodgerbrooks/1315419080
= Experiences of competence
Earn 1,000,000,000,000 points
Score: 964,000,000,000,000
(You rock!)
feedback without mastery
Danger
Stand in the user’s way
Ticket
For ticket, drag red
dot through labyrinth
Level 2
Ticket
For ticket, drag red
dot through labyrinth
Core challenge of E-Mail?
• Maximum output?
• Correct, polite, actionable?
• Prioritized?
• Fast answers?
• Check less often?
• Inbox Zero?
Priorotization
Inbox Zero
Procrastination
find the right challenge
Principle
#1
clear,visually present goals
Principle
#2
Structured flow of goals
Principle
#2
Gameful Design: Creating Passionate Customers and Coworkers
Gameful Design: Creating Passionate Customers and Coworkers
Scaffolded challenge
Principle
#3
Gameful Design: Creating Passionate Customers and Coworkers
»flow«
Difficulty
Skill/Time
anxiety
boredom
flow: the psychology of optimal experience
Mihaly Csikszentmihalyi
“juicy” feedback
Principle
#4
Autonomy2
Gameful Design: Creating Passionate Customers and Coworkers
Heeter et al. 2011, Mollick & Rothbard 2013
Johan Huizinga
»First and foremost,
all play is a voluntary
activity.«
homo ludens (1938/1950: 7)
Edward Deci,RichardRyan
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
the what and why of goal pursuit (2000)
Fun Voluntary
Voluntary Fun
the undermining effect
feedback
perceived as
controlling
thwarts
autonomy
motivation
perceived as
informing
supports
competence
+
–
Deci & Ryan 2012
…vs.Quality andVariety
Principle
#1
safe from consequence
Gameful Design: Creating Passionate Customers and Coworkers
meaningful choice
Principle
#2
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
avoid controlling feedback
Principle
#3
Effective,but not sustainable
»Reward« intrinsically
* With more utility, mastery, autonomy, meaning, relatedness
Principle
#4
things to play with
Principle
#5
KarsAlfrink
»So when designing tools
for play, underspecify!«
a playful stance (2008)
Gameful Design: Creating Passionate Customers and Coworkers
Gameful Design: Creating Passionate Customers and Coworkers
http://www.flickr.com/photos/purplemattfish/3205907410/sizes/o/in/photostream/
Provide invitations
Principle
#6
relatedness3
»You look
especially lovely
tonight.«
http://www.flickr.com/photos/beigeinside/50122570/
»Now I feel like
you’re just doing
it for the points.«
Danger
DonaldT.Campbell
»The more a quantitative social indicator
is used for social decision-making, the
more subject it will be to corruption
pressures and the more apt it will be to
distort and corrupt the social processes it
is intended to monitor.«
assessing the impact of planned social change (1976)
Gameful Design: Creating Passionate Customers and Coworkers
http://www.rasmusen.org/x/images/pd.jpg
reframing as strategic action
Danger
creates myopic focus
So you also played
EcoChallengeTM?
…vs.Quality and Varietycreates side effects
Gameful Design: Creating Passionate Customers and Coworkers
<Insert Dilbert
cartoon here>
http://www.flickr.com/photos/mrlerone/405730185/sizes/o/
What we usually design
Who decides how this is used
http://www.flickr.com/photos/docentjoyce/3138887652
lived values of exploration ...
…mastery,...
http://www.flickr.com/photos/paulgorman/1392988135
http://www.flickr.com/photos/7amanito/3030759646
…benign transgression,...
http://www.flickr.com/photos/iboy/5709372593
…and mutual care.
http://www.flickr.com/photos/iboy/5709372593
»It is the nature of a fun community to care
more about the players than about the
game. ... We are having fun. We are caring.
We are safe with each other. This is what
we want.«
Bernie de Koven
the well-played game (1978: 19-20)
Edward Deci,RichardRyan
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
the what and why of goal pursuit (2000)
model the values you wish to see.
Principle
#3
http://www.dailymail.co.uk/news/article-2047684/Dangerous-drivers-silent-treatment-Venezuela-employs-mimes-traffic-police.html
“the spirit of the rules”
in summary
in an age of motivation ...
http://www.flickr.com/photos/diego_rivera/4261964210
…move from extrinsic ...
…to Intrinsic motivations ...
http://www.flickr.com/photos/areyoumyrik/308908967
to create passionate customers and coworkers.
I am awesome!
Earn 1,000,000,000,000 points
Score: 964,000,000,000,000
(You rock!)
Instead of shallow progress wars...
create systems to master,
…and a free space to play ...
…that are truly meaningful.
…vs.Quality and Varietydon’t just set up rule systems:
model the community values you wish to see.
sebastian@codingconduct.cc
@dingstweets
codingconduct.cc
Thank you.

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Gameful Design: Creating Passionate Customers and Coworkers