THE GAMIFICATION OF SMART DEVICES: SOME PRELIMINARY THOUGHTS ON CONCEPTS AND CONSTRUCTS Donna Hoffman & Tom Novak The George Washington University Paper presented at Pre-Conference Event Games, Gaming and Gamification Friday, February 21, 2014 Winter AMA
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The Gamification of Smart Devices: Some Preliminary Thoughts on Concepts and Constructs
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THE GAMIFICATION OF SMART DEVICES: SOME PRELIMINARY THOUGHTS ON CONCEPTS AND CONSTRUCTS Donna Hoffman & Tom Novak The George Washington University Paper presented at Pre-Conference Event Games, Gaming and Gamification Friday, February 21, 2014 Winter AMA
Agenda • What is Gamification? • Game Interface Elements • Conceptual Framework for Gamification Experience • Research Questions • Intrinsic Motivation and Extrinsic Reward
Donna Hoffman and Tom Novak, Gamification: A Research Agenda 3
What is Gamification?
• The use of game design elements in non-game contexts (Deterding et al. 2011, ACM MindTrek ‘11)
• Play applied to non-play spaces (Whitson 2013, Surveillance and Society)
These definitions are very broad.
Do we really want to include all games?
Donna Hoffman and Tom Novak, Gamification: A Research Agenda 4
Lowbrow Games
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Highbrow Games
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Non-Game Contexts
The range of non-game contexts is even broader than the range of games.
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There Are Many Non-Game Contexts
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Check-In Behaviors (Foursquare) Personal Fitness (Nike+)
http://www.kolibree.com/ Nakajima and Lehdonvirta (2013) in Personal and Ubiquitous Computing
DIRECT INTERACTION AMBIENT INTERACTION
Two Smart Toothbrush Gamification Experiences
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Kolibree (Direct Interaction) Feedback. Data/stats to quantify the frequency and quality of your tooth brushing. Consequences. Earn points and achievements (“good job” brushing). Notification. Transformed visualization (data transformed into charts on smartphone), direct notification is viewed by request using an app. Persistent feedback viewed in trend charts.
Virtual Aquarium (Ambient Interaction) Feedback. Frequency and quality of households’ tooth brushing represented via behavior of fish in an aquarium projected on bathroom mirror. Consequences. Fish live or die based upon how family brushes teeth. Notification. Augmented visualization via an “ambient mirror”. Transient personal feedback (fish swim when brushing) and persistent social consequences (health of aquarium)
A Framework For Smart Device Gamification
Beyond interface elements and type of interaction, gamification of smart devices also involves:
• Consumer objectives for using smart devices (goal achievement, monitor/measure, experience)
• Effect of social context (social visibility, social identity, status, etc. )
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A Conceptual Framework for Gamification Experience
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Objectives
goal achievement monitor/measure
experience
Need Satisfaction
autonomy
competence relatedness
Psychological Outcomes
empowerment experiential
connectedness
Motivation
intrinsic extrinsic
Motivation Change
intrinsic extrinsic
Behavioral Outcomes
persistence
usage learning success
Social Context
social visibility social identity
Interface Elements
feedback
consequences notification
Interaction Type
direct
ambient
A Conceptual Framework for Gamification Experience
Donna Hoffman and Tom Novak, Gamification: A Research Agenda 22
Objectives
goal achievement monitor/measure
experience
Need Satisfaction
autonomy
competence relatedness
Psychological Outcomes
empowerment experiential
connectedness
Motivation
intrinsic extrinsic
Motivation Change
intrinsic extrinsic
Behavioral Outcomes
persistence
usage learning success
Social Context
social visibility social identity
Interface Elements
feedback
consequences notification
Interaction Type
direct
ambient
Consumer Objectives for Smart Devices Goal Achievement • Weight loss • Desire to make a change for the better Monitor/Measure • Quantify the self • Chronic health issue (blood pressure, blood glucose) Experience • Curiosity • Fun factor and novelty • Peer pressure • Interact with friends
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A Conceptual Framework for Gamification Experience
Donna Hoffman and Tom Novak, Gamification: A Research Agenda 24
Objectives
goal achievement monitor/measure
experience
Need Satisfaction
autonomy
competence relatedness
Psychological Outcomes
empowerment experiential
connectedness
Motivation
intrinsic extrinsic
Motivation Change
intrinsic extrinsic
Behavioral Outcomes
persistence
usage learning success
Social Context
social visibility social identity
Interface Elements
feedback
consequences notification
Interaction Type
direct
ambient
A Closer Look at Psychological Outcomes Empowerment Experiential Connectedness
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A Conceptual Framework for Gamification Experience
Donna Hoffman and Tom Novak, Gamification: A Research Agenda 26
Objectives
goal achievement monitor/measure
experience
Need Satisfaction
autonomy
competence relatedness
Psychological Outcomes
empowerment experiential
connectedness
Motivation
intrinsic extrinsic
Motivation Change
intrinsic extrinsic
Behavioral Outcomes
persistence
usage learning success
Social Context
social visibility social identity
Interface Elements
feedback
consequences notification
Interaction Type
direct
ambient
Are Smart Devices Transformative? Empowerment Interactivity with data generated creates awareness and generates information for self-quantification and provides cognitive support
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A Conceptual Framework for Gamification Experience
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Objectives
goal achievement monitor/measure
experience
Need Satisfaction
autonomy
competence relatedness
Psychological Outcomes
empowerment experiential
connectedness
Motivation
intrinsic extrinsic
Motivation Change
intrinsic extrinsic
Behavioral Outcomes
persistence
usage learning success
Social Context
social visibility social identity
Interface Elements
feedback
consequences notification
Interaction Type
direct
ambient
Are Smart Devices Transformative? Experiential Interface creates engagement and gamification (i.e. feedback, consequences and notification) provides motivational support Motivational Implications • Intrinsic Motivation • Extrinsic Motivation • Implication of extrinsic rewards on intrinsic motivation • Converting extrinsic motivation to more intrinsic
motivation
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Motivation
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Intrinsic Identified Introjected External
Extrinsic
NON-GAMIFIED GAMIFIED
What is the Impact of Interface Elements of Feedback, Consequences and Notification (i.e. Extrinsic “Reward”) on Intrinsic Motivation?
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When does adding additional extrinsic gamified motivation HELP?
When does adding additional extrinsic gamified motivation HURT?
Existing motivation: Intrinsic (because I want to do it) Existing motivation: Extrinsic (because I should do it)
Can gamification even be effective when existing motivation is extrinsic? Would type of interaction matter here (direct vs ambient)?
Should extrinsic rewards be focused on experience (feedback) or performance (consequences)?
A Conceptual Framework for Gamification Experience
Donna Hoffman and Tom Novak, Gamification: A Research Agenda 32
Objectives
goal achievement monitor/measure
experience
Need Satisfaction
autonomy
competence relatedness
Psychological Outcomes
empowerment experiential
connectedness
Motivation
intrinsic extrinsic
Motivation Change
intrinsic extrinsic
Behavioral Outcomes
persistence
usage learning success
Social Context
social visibility social identity
Interface Elements
feedback
consequences notification
Interaction Type
direct
ambient
Are Smart Devices Transformative? Connectedness Interaction (with the device and other people) creates social networks that provide social support Well-Being Implications • Satisfaction of the basic needs of autonomy, competence
and relatedness
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• How does existing motivation interact with objectives to produce best outcomes?
• How do interface elements (feedback, consequences and notification) interact with interaction types (direct vs ambient) to produce outcomes?
• Which intermediate outcomes (psychological, needs, motivation) mediate these relationships?
• Which types of interface elements, if any, support short-term goals? Note that popular goals like weight loss are decidedly longer-term
• Autonomy and competence are likely to be important mediators: • If you feel a sense of autonomy, you might stick with the goal longer • If you need skill to progress, you might keep trying • Even extrinsic motivation could be effective if you perceive you have a choice and feel in control
(high autonomy)
• Is long-term behavior change even possible with gamified smart devices?
• What individual difference variables moderate these relationships? • For example, do naturally competitive people respond better to consequences instead of
feedback elements?
A Few Research Questions Donna Hoffman and Tom Novak, Gamification: A Research Agenda
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Market Demand • Somewhere between 10M– 17M smart fitness devices will be sold this year (1 billion
smartphones sold last year) • The immediate marketing problem is adoption, but persistence is close behind:
• What will it take for smart devices to go mainsteam? • Will people keep using these devices after the novelty wears off? Churn rate is high:
after 3 months, 60% drop out and stop wearing the device
Market Evolution • For now, 90% of wearable smart device sales are concentrated in the fitness category,
but “consumerization of health” is expected as consumers get used to wearing computers on their bodies.
Marketing Problem • Find a way to make the device indispensable to consumers’ in their daily lives Marketing Solution • Gamify wearables? But how? But what works best? The concepts and constructs we’ve
discussed here suggest it may not be as straightforward as a simple “play for points” approach.
Some Thoughts on the Marketing Implications of Wearable Smart Devices
Donna Hoffman and Tom Novak, Gamification: A Research Agenda