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November 08, 2010

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Great article! I found a great source of information about gamification and game mechanics at this address, it's a new wiki : http://gamification.org

Hi Nicole,

Thanks for the mention and kindly critique.

This (games, gamification etc.) is an interesting realm for sure and I agree that a healthy dose of pragmatism is necessary. Thanks also for the great links above. There is too much to read on this topic. :-)

Regarding the difference and relation between game theory, game design and game mechanics. I agree they are different things. As it stands though, and at this point in my own understanding, I can't agree (or see) that there's no relation between game theory and game design. It's just not that easy to say so.

Game theory is applied to the development of games - whether video, serious, board etc. Even in the development of game-based applications like Foursquare, game theory is considered to set the parameters. The outcomes of putting individuals into a situation, whether real or virtual, and giving them options and objectives, are calculated. The potential strategies to win, and cheat, are mapped out. Overweight or underweight tools or capabilities, are (ideally) removed. And so on and so forth. How can they not be related? Why do organisations like EA have a number of game theory experts involved in their games?

As said, this is where my understanding with it is up to at the moment, and there's a million miles to go. But I've yet to see a clear, articulate explanation of how the theory and design are not intertwined.

Thanks,

Alex

Another couple links on gamification...Ben Sawyer's blog that has some interest perspective on design and gamification: http://bensawyer.wordpress.com/2010/10/05/gamification-design-part-1/

http://bensawyer.wordpress.com/2010/10/08/gamification-part-2/

And now that you've finally posted this, guess I have to write my post as well...especially after the DevLearn discussion with Anne...

Great post.

Agree that games create engagement other than with points and badges. For example, the biggest game on Rock Melt right now is the social invite system. You get 3 invites and share them. Once they are accepted you get the invite back to hand out to your next most favorite friend. Lots of social emotions and peer pressure to get started. There's a leader board that shows what friends already want an invite.

This is a game mechanic with intrinsic rewards. Play is also an important part of work and learning because of the emotions it creates. Back in May I did a TEDxSOMA talk on this here The Future of Work is Play http://bit.ly/bNNxwC

In terms of Easy Fun Flipboard, the social media reader for the iPad, creates a more amazing social experience. It's more fun. Because of the content layout, integrated content, and the Easy Fun of turning pages Flipboard experience is more engaging. RockMelt keeps the content in it's boxes, but I enjoy being able to switch accounts as easily as I can on my iPhone w/o relogging it.

Shameless plug ;) more about Easy Fun my research on emotion and games: Why People Play Games the 4 Keys to Fun http://xeodesign.com/whyweplaygames.html


Game On!

\o/
Nicole

Thanks for posting this. (and as a "tab-collector" myself, I appreciate the excellent links).

As you point out, the issues of game mechanics may be part of the picture, but the elements of good design behind the mechanics are the more crucial (and often overlooked) aspect.

Carder's comments on airline frequent flier program are a fantastic example - the mechanics he's talking about may lead to participation, but (as you noted) 'participation' and 'engagement with content' are not the same thing. I think this sort of design aspect (which seems very common at the moment) is where gamification is at risk of losing credibility.

In the flurry of activity toward the gamification of just about everything, people are missing the mark. The real benefit that game design can confer to learning (or other applications beyond a simple race for points) comes from understanding and applying the principles that underlie good design. I'm pretty much in agreement with the Quora comments in your last link; gamification is often implies using game elements as a veneer, not using design principles as a foundation. (Those of us who spent chunks of our teen years enjoying Gygax's game design did so not not just for 'treasures' or 'levels', but because of a complex web of hidden elements that made it real and compelling.) Many of those elements can be applied outside a game as readily as within; they can make the difference between and empty shell (however attractive) and the real deal. The power is in the design, not the points.

Hey mark, isn't dau working on something similar to kongregate but for acquisition related games? If they were that would be amazing.

Hey Mark - one more tab for you. My current favorite in the 'sensible discussion of gamification and the issues therein' category: http://www.slideshare.net/dings/pawned-gamification-and-its-discontents

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