Amy Jo Kim, Ph.D. - Co-founder, Shufflebrain Private & Confidential – Do Not Distribute The Player’s Journey build sustained engagement with Onboarding, Habit-Building & Mastery
Jan 28, 2015
Amy Jo Kim, Ph.D. - Co-founder, Shufflebrain Private & Confidential – Do Not Distribute
The Player’s Journeybuild sustained engagement with Onboarding, Habit-Building & Mastery
Amy Jo Kim - Social Game Designer
formal competition destroyed my love of music
playing with others re-ignited my passion
Game: a system in which players engage in an artificial conflict, defined by rules, that
results in a quantifiable outcome** Source: Rules of Play
We are opponents
I Win You Lose
Zero-Sum Game
Head-to-Head Battles War Simulations
Rank-Ordered Competitions Gambling
a structured experience with rules and goals that’s fun to play together*
* Source: The Player’s Journey (forthcoming)
We are partners
Non-Zero-Sum Game
Win-WinLose-Lose
Double-Dutch Pictionary
Charity WalkPortal 2
How can we create game-like experiences for a particular audience?
1. Understand your Microvertical
Who are your (early-adopter) players?
What are their motivations & pain points?
How do they interact AKA play together?
Know their habits, desires, paint points, interaction style
Which activities do they find intrinsically motivating?
Extrinsic Rewards often Backfire
can impair creative thinking and intrinsic motivation
Effective for completing simple tasks and guiding players towards system mastery
Extrinsic Rewards Sometimes Work
Tap Intrinsic Motivation FIRSTaddress a NEED/PAIN POINT
CONNECT via shared glimpses of everyday life, EVESDROP on other people’s lives
Autonomy – the desire to direct our own lives.
Mastery — the urge to get better at something that matters.
Purpose — AKA belonging to something bigger than ourselves
Self-Determination Theory
Autonomy & Choice
Competence, Mastery & Learning
Purpose, Relatedness & Belonging
Motivation & Game Elements
Autonomy& Choice
Purpose& Belonging
Mastery& Learning
BackStory & Mission
Real-world Impact
Group Quests
Group Stats
Connect w/Friends
Join a Teams, Guilds or Faction
Progress Markers
Skill Systems
Reputation Systems
Mission Trees
Real-time Feedback
Collections
Unlocks
Choose Your Role
Customize Your Character
Customize Your Background
Explore a World, Map or Taxonomy
Purchase Items
Killers Achievers
SocializersExplorers
Bartles 4 Player Types (1996)
Jane McGonigalRichard Bartle
Points, Badges, Levels, Leaderboards… appeal primarily to Achievers
Compete
CollaborateContent People
Kim’s Social Action Matrix
Explore
Interacting
Acting
Create
Explore content, levels & worlds todiscover what’s new, interesting & valuable
Create and customize digital presenceto showcase taste, skills & affiliations
Compete to test & develop skills & crush opponents
Collaborate to win together & accomplish something greater than ourselves
What are you Product-Defining Social Actions?
Content Players
Create
Compete
CollaborateHelp
Comment Like
Share
Greet
Win Challenge
ShowoffCompare
Taunt
ExpressDesign
CustomizeChoose
Decorate
Build
Contribute
ExploreCollect
RateView
Review
Vote
Curate
Purchase
Interacting
Acting
How can we create game-like experiences for a particular audience?
1. Understand your Microvertical
2. Create a compelling Core Loop
Short, Engaging ActivityTask / Mission / Game / Quiz / Gift
Short, Engaging Activities Fuel the Loop
Short, Engaging ActivityTask / Mission / Game / Quiz / Gift
Feedback & Progress Messages / Stats / Challenges / Awards / Artifacts
Feedback & Progress Build Skill + Motivation
Engaging ActivityTask / Mission / Game / Quiz / Gift
Trigger
Investment & CTACustomize / Earn / Share / Help / Follow
Feedback & Progress Messages / Stats / Challenges / Awards / Artifacts
Triggers & Investment Pull Players Back
Engaging ActivityTask / Mission / Game / Quiz / Gift
Trigger
Investment & CTACustomize / Earn / Share / Help / Follow
Feedback & Progress Messages / Stats / Challenges / Awards / Artifacts
Job Stories clarify the interaction & value prop
When _________ I want to ________________ so I can _____________activity + goal outcometrigger
Complete Next Lesson
Got a few min. to spare
Come Back Tomorrow - Don’t Break Your Streak
Earn XP, LevelUp, Unlock Next Lesson
Duolingo Core Loop
When _________ I want to ________________ so I can _____________Have a few min. to spare
get email notification
complete a lesson or two in Duolingo
speak a foreign language
Spend Ingots, Customize Your Look
Engaging Activities Fuel the Loop
Feedback & Progress Light the Way
Triggers & Investment Pull Players Back
How can we create game-like experiences for a particular audience?
1. Understand your Mvicrovertical
2. Create a compelling Core Loop
3. Design for Onboarding, Habit-Building & Mastery
Onboarding
Habit-Building
Mastery
Think through your Player’s Journey
Regulars need fresh content/activities/challengesNewbies need Onboardingwelcome + goals + progress + achievable rewards
Regulars Build Habits ongoing source of fresh content/activities/challenges
Enthusiasts Seek Mastery expertise rewarded with exclusivity, recognition, impact
Duolingo Player’s Journey
Mastery
Onboarding
Habit-Building
Onboarding Phase 1
Onboarding Phase 2
Habit-Building
Mastery
Case Study: Kickstarter
Kickstarter Onboarding
Kickstarter Habit-Building
Kickstarter Mastery
Regulars need fresh content/activities/challengesExplore up-and-coming projects
Constant stream of quirky, interesting content
Regulars need fresh content/activities/challengesExpress + Collaborateby backing or running projects
Regulars need fresh content/activities/challengesCompete with the system to get your project funded
Funding goals + time constraints drive urgency
View Kickstarter Campaign
See donation social update
Donate to Campaign
Kickstarter Core Loop
When _________ I want to ________________ so I can _____________see a great campaign
bored, wanna browse
donate to the campaign
feel connected - like I’m making a difference
Share Your Donation Story
Engaging Activities Fuel the Loop
Feedback & Progress Light the Way
Triggers & Investment Pull Players Back
Case Study: Minecraft
Habit-Building
Onboarding
Build a Shelter to Survive the Night
Habit-Building
Play Minecraft → Watch Videos → Play Again
Mastery
Install MODs / Create MODs / Run Shared Server
Regulars need fresh content/activities/challengesExplore randomly-generated landscapes
Regulars need fresh content/activities/challengesCreate anything you can imagine
Regulars need fresh content/activities/challengesCollaborate to survive, create, share
Bigger challenges inspire teamwork
Regulars need fresh content/activities/challengesCompete with the system to survive the night
Explore & Build in a simulation sandbox
get an urge to build
Create Your House/Farm/City
Minecraft Core Loop
When _________ I want to ________________ so I can _____________want some escapist play
see video, get idea
build something new in Minecraft
express my creativity & share my kids’ hobby
Showoff Your Creations
Teach Others to Build
watch Minecraft videos
Engaging Activities Fuel the Loop
Feedback & Progress Light the Way
Triggers & Investment Pull Players Back
Case Study: Twitter
Onboarding
Find People to Follow
Habit-Building
Read & Respond to Updates / Post Update / Check Feedback
Mastery
Create something using the Twitter API
Explore People, Topics, Trends
Create Tweets & ReTweets
Collaborate by Retweeting, Faving
Compete to gain followers
Read & Reply to Updates & Messages
urge for a quick break
Edit My Follow List
Check my Replies, Faves, Retweets, Follower Count
Twitter Core Loop
When _________ I want to ________________ so I can _____________I need a work break
get email Notification
read updates from people I admire & like
feel connected & stimulated w/short time investment
Engaging Activities Fuel the Loop
Feedback & Progress Light the Way
Triggers & Investment Pull Players Back
How can we create game-like experiences for a particular audience?
1. Understand your Mvicrovertical
2. Create a compelling Core Loop
3. Design for Onboarding, Habit-Building & Mastery
People respond to different styles of interactive play
don’t assume zero-sum mechanics will work for everyone
a compelling Core Loop can make your experience more game-like
feedback & meaningful progress light the path
Thank You@amyjokim on Twitter
http://amyjokim.com
Achievements Considered Harmfulby Chris Hecker
Drive by Dan Pink
Punished by Rewards by Alfie Cohen
A Game Designer’s View of Gamification
by Richard Bartle
Resources