101 Game Design Principles for Social Media Game design principles are often incorporated into social media (gamification). The reason is that games are downright addictive. Game-like features can increase user engagement — encouraging desired behaviour from customers, partners and employees. Game design is a well developed field. After all, games have been around for thousands of years. The following 101 game design elements are commonly incorporated into social media and software (usually in small amounts). Game Mechanics 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. Motivations 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. Social Dynamics 60. 61. 62. 63. 64. 65. Character Development 66. 67. 68. 69. 70. 71. 72. 73. Narrative 74. 75. 76. 77. 78. 79. 80. 81. Technology 82. 83. 84. Economics 85. 86. 87. 88. 89. 90. 91. 92. 93. 94. 95. Visuals 96. 97. 98. 99. 100. 101.
Octalysis: Complete Gamification Framework (This is the Gamification Framework that I am most known for. Within a year, it was translated into 9 different languages and became classic teaching literature in the gamification space in the US, Europe, Australia and South America.) Octalysis: Complete Gamification Framework Gamification is design that places the most emphasis on human motivation in the process. In essence, it is Human-Focused Design (as opposed to “function-focused design”). Most processes design around function and efficiency – they try to get the job done as quickly as possible. Even though many Gamification techniques were in use long before video games were around, games were one of the earliest examples of a holistic approach to implementing Human-Based Design – so now we call it Gamification. In the past few years, I have been digging deep into the formulation of a complete framework to analyze and build strategies around the various systems of Gamification. The 8 Core Drives of Gamification 8) Loss & Avoidance
SCVNGR’s Secret Game Mechanics Playdeck Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit. SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. Rght now, that should be a lot of people. SCVNGR’s playdeck tries to break down the game mechanics into their constituent parts. SCVNGR Game Dynamics Playdeck Guide To This Document: This list is a collection of game dynamics terms, game dynamics theories that are interesting, useful and potentially applicable to your work here at SCVNGR. 1. Definition: A virtual or physical representation of having accomplished something. Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18.
Everything I Learned About Game Design I Learned From Disneyland As promised, here are the slides from my GDC talk. We had a "sold out" crowd and I got to meet lots of nice people after the talk. Please share these with your friends and co-workers. According to show officials, video and audio will be available after the show. What’s the Big Deal about Bartle’s Player Types? | For the Win A Deeper Look at Richard Bartle’s Player Types Achievers are motivated to win. Explorers like to discover the intricacies and secrets of their world. If you’ve played any kind of multi-player game or been involved in a community organization (whether online or in the real world), you’ve run into all of these player types. The appeal is clear. In this series of posts, we will be taking a deeper look at Bartle’s player types. What Bartle Says First off, how does Bartle define player types. Achievers are interested in ACTING on the WORLD. Beyond the simple classification scheme, Bartle offers several additional insights into player behavior and multi-user games. 1. Achievers do not need the presence of any other type to play. 2. This last point might seem to be counter-intuitive in light of the fact that, for example, a game designer might rationally decide that they want to eliminate or minimize opportunities for Killers to have their kind of fun. 3. 4. Notes:  Bartle, Richard A.
Game Development Tools & Game Engines Game Design : The Addiction Element What makes a game addictive? In order for a game to become addictive there must be a driving force to keep playing the game. Some reasons behind this are: to finish the game, to compete against others, to master the game's control and interface, to explore the game and getting a high score or equivalent. Addiction of Finishing the Game An addiction to finish the game is often based on either wanting to see the end result or just to complete it. In the case where a player finishes a game to see how it ends, there is a story motivation. Addiction of Competition The addiction of competing against others is a powerful one and can keep a game alive and thriving for incredibly long periods of times. Addiction of Mastery The addiction of mastery of a game or its control is also extremely powerful. Addiction of Exploration The addiction of exploration has been in computer games since the beginning. Addiction of the High Score Another type of high score addiction is over winning a game.
Grow the life you want. The best time to plant a tree was 20 years ago. The next best time is now. Mindbloom was created by people who know that life improvement can be hard, time-consuming and expensive. Decide what's important. Grow a Life Tree that reminds you of what's important to you and why. Discover your motivation. Nurture your tree through images and music that represent your passions and purpose—the real motivation behind your intentions. Take meaningful action Keep your tree green and healthy through small actions that support your passions and purpose—the building blocks of natural growth.
Game mechanics Game mechanics are constructs of rules intended to produce a game or gameplay. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game. In general, the process and study of game design, or ludology, are efforts to come up with game mechanics that allow for people playing a game to have an engaging, but not necessarily fun, experience. Game mechanics vs. gameplay Gameplay refers to the overall game experience or essence of the game itself. For example, the basic gameplay of a shooting or fighting game is to hit while not being hit. However, from a programming or overall design perspective, basic gameplay can be deconstructed further to reveal constituent game mechanics. Game mechanics vs. theme Games that are mechanically similar can vary widely in theme. Some wargames, at the other extreme, are known for extremely complex rules and for attempts at detailed simulation. Turns Action points Auction or bidding
Game Design, Psychology, Flow, and Mastery - Articles - Fail-safes in Competitive Game Design: A Detailed Example I'd like to take an in-depth look at an example of designing balance into a game through the use of fail-safes. Although I'm choosing a fighting game, the lessons should apply to many types of games. I'll go into some excruciating, genre-heavy details, but I think that's necessary to give the full force of what's really going on here. Welcome to MvC2, don't even ask.Some games end up balanced through sheer coincidence, such as the fighting game Marvel vs. Capcom 2, which is "accidentally a very good game." Somewhere in Japan, there is a very lucky stable of monkeys who managed to type up Hamlet, or perhaps a screenplay to The Seven Samurai. The hero of our story, the oddly named Guilty Gear XX (ggxx), had quite a different genesis. Each character in Guilty Gear XX plays very differently. Basically, there is a "design skeleton" shared by all the characters, with each character having his own unique "meat on the bones." Let's look at the "skeleton" of features common to all characters.
Six interesting examples of gamification in ecommerce The video game industry is worth more than $100bn worldwide, so it's no surprise that businesses are using gamification to try to boost sales. The idea is that by adding gaming elements to the sales process, such as small challenges and rewards, you can increase customer loyalty and advocacy. As in every game or competition, the participants have to be motivated by a worthwhile reward. Last year Gamification CEO Gabe Zichermann said that the reward customers most valued was status above their peers. Obviously gamification isn’t necessarily suited to every company, as it could end up undermining the brand values. But it can also reap huge rewards. Teleflora US florist Teleflora gamifies its entire store using PowerReview's social loyalty scheme, offering points for actions including user reviews, comments, answering other customer queries and posting on Facebook. There are additional points on offer if you are the first person to review a product or answer a question in the user Q&A section.