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Player Engagement & Gamification (Psychological tactics in games (Loss…
Player Engagement & Gamification
Player Engagement meants the player needs to care about the game
Can be done i several ways
Captivating storyline
Provide info to educate player of topiic of interest
Incorporate interactions meaningful to player
Goals + Rules = Challenge
Rules are made to control difficulty, Gradual progression is ideal for player and their enjoyment
Failure is key, gives opportunity to learn and avoid repetition
Autonomy
Meaning: The right or self- government
The player has to willingly choose to play the game
Extrinsic rewards reduce the feeling of autonomy and its intrinsic rewards - Players feel controlled
Sends a signal that an activity is not worth doing for its own sake
Psychological tactics in games
Loss Aversion: The idea that avoiding losses is more effective than gaining
Endowed progress: Progress is showed to player so they know that progress is being made and are almost in the finishing stages
Envy/ Embarassment: The player wants bigger farm that their friends
Reciprocity: Exchanging something in the game for mutual benefit. I.e games etc.
Scarcity: Players want something thats difficult to get
Triggering: Providing the right tool for the right occasion of the game to the player (for the right price)
Endowment effect: Does the player really want to uninstall the game - all the hard work they put in...
Role of Cheating: Excessive player engagment = addiction. Cheats help quickly bring the gameplay to an end or certains challenges to help eliminate game addiction
Role of cheating: Ways of cheating could be using real money to skip a challenge etc.
Gamification: The application of typical elements of game playing. Involves point scoring, social comnpetition etc. May also be a marketing technique to encourage engagement of product/ service
Historical examples
1900 loyalty stamps
Boy scout collectibles
1973 book - The Game of Work. Talks about the engagement mechanics from sports into the workplace
Gamification today
Strong focus on acheivements and badges
Quantitative goals (badges) vs qualitative goals (..)
Gamification is still used and very useful
Learning/ simulation
Socializing, competition
Self-expression
Achievement/ status
Incetives: Thing that motivates someone to do something
Incentive vs gamification
Inventives can encourage gaming behaviours
Enron 2002 - Energy/ commodity company. Higher profits = higher share price = good for the company
Side effect is that it might turn into something illegal - like hiding debts. Leads to lawsuits and bankruptcy
Limitation of Gamification
Cant make people do things agaisnt their will
Difficulty aligning business goals with game goals. Player goals first, then only business goals
Can reduce intrinsic motivation
A gamified bad product wont become any better
Can devalue the worthwhileness of trageted activities
Chance of negative side effects
Gamify better
Know your users -tailer gamification apprach as much as possible to encourage engagement of player
Apply principles of a good game design
Analyze fun factor and strengthen it ffor the game
Align it with game objects that is of benefit to overarching organization