Margaret wallace Founder and SEO of play matics and shadow cities gave her keynote speak at Mindtrek 2011. She was introduced as the Queen of gamification with her talk gamification: how it's going to change your business.
here are my live notes from #Mindtrek
Games provide real life practice runs for events and stuff
Some employers would see World of Warcraft success is better than a degree
Gamification: integrating game mechanics into any customer facing element
Bing Gordon ' gaming is the new normal'
This dialogue popping up everywhere: applied use of gaming elements found in non gaming constructs eg marketing, affiliate marketing, addressing emotions, positive impact with consumers relationships with product and technology, engagement with products services or business, identity, status, mastery, achievement
Can you gamify people to interact with your product?
A game is some form of play with structure, some sort of rules; the game mechanics or engines help guide a player along the experience like check points.
Lusory attitude is about being in the zone the disposition needed to engage with the game, being a willing participant lusory attitude
Suspended belief and immersion that you are willing participant that would stop a golfer just blowing or kicking the ball into the hole.
farmville by zing a.
Good gamification is results driven. Producing increased awareness for a variety of consumer facing products
Gaming:
Help build communities, repeat visitors, build brand awareness, expose systems of meaning, increase engagement and change behaviours,
There are Four key engagement styles in terms of players: expressive, competitive, explorer and collaborative
Assign different core activities that tally with the engagement styles such as problem solving, gifting, teaming....
There are also different levels of engagement from novice to habitual to evangelist depending on how long they are with your product and this will change through their experience. The kind of elements you include will depend on where they are in the cycle of experience with your product. Exclusivity and status might come at the end but the novelist needs clear cut rules and feedback on their progress.
Gamification is behavioural focussed. It should draw on engagement techniques and design modules depending on the kind of behaviour change desired. Game like elements can be used fir VIP users to identify what stock fashion retailers should order.
Amy jo Kim 'smart ramification workshops' on designing engagement loops.
Clear progress, positive emotion, call to action, player engagement: all about simple steps with rewards and positive emotions.
Gamificiaton is just 'behavioural' bullshit? Maybe not.
Examples and trends
The energy orb - colour changes depending on electricity availability on the grid
Honda insight - Eco score in driving after your trip
Epic win - more advanced where they take your to do list and give you points.
Feedback and progress
Bejeweled blitz - tell me where I am up to. Huffington post has introduced badges for the community section but the feedback and progress is invisible and therefore meaningless
Frequent flyer pass - seeing how far you are to getting freebies
Design for surprise and randomness
What casinos and slot machines do! When you get a moments surprise there is a theory that it increases your joy and pleasure for interacting with that product and loyalty.
Daily spin on bejewelled blitz
Zappos is a shoe and clothing website introduced the element of surprise - when you get to the end there is free shipping! Vip perk are rewarded with first access
Nike plus - turning running into a game and challenge friends. Health is a huge area for gamification. Pharmaceutical companies convincing people to stay on course, or inspire people to stick to a diet.
No two players are alike. No two behaviours are alike.
Also seeing gamification of...
Public policy games: shadow government with the millennium institute. Wanting to teach that decisions impact on everyone like budget hero.
Social shopping will include more social
Gamification of your life with foursquare, for better and for worse
Number of followers on twitter
Facebook home page
Using scarcity to force choices and create demand
Gilt is a first come first served fashion site with stock advertised at noon and then sold out
Ups logistics campaign
Disney parks on gowalla to make checking in fun - make sure the reward is good enough. Make sure the follow up loop is complete
Counter espionage - the world of holy warcraft message boards foreign policy. How al Qaeda is using online gaming to recruit the masses.
Google news badges which rewards you for surfing different topics
Meaning and engagement
Tie every decision to the emotion you want people to feel
Gina Bianchini techcrunch
Rendering the intangible tangible
We are informed actors in our culture and exposing systems allow people to catch on
Information is power and showing mechanisms is a powerful thing.