Nigel Whiteoak

Posts tagged Gamification

Gamification of the World: Seth Priebatsch of SCVNGR

A TEDtalk from TEDx Boston on applying Game Mechanics to gamify the world. Gamification FTW! He reveals four (of an alleged seven) game dynamics that are used at SCVNGR.

  • Appointment Dynamic: getting someone to do an action at a certain point in time (at a certain place) e.g. Happy Hour, Farmville crops
  • Influence and Status: using social pressure to influence behaviour, e.g. Amex Black card and Modern Warfare levels.
  • Progression Dynamic: showing progress through itemising granular tasks, e.g. LinkedIn profile progress bar
  • Communal Discovery: getting everyone to rally together to solve something, e.g. Digg.

I’m not sure about either his classification structure, or whether these elements are truly game elements … but the examples he highlights are quite interesting.


EPIC WIN. It’s almost as if this Gamification of life app had been designed just for Tom Valentine.


Add Game Mechanics to your Website

Image: Challenge Configuration screen from Nitro by BunchBall

If you want to join the gamification trend, and add game mechanics to a website but don’t want to code the game mechanics elements yourself, here’s a couple of services that offer this as a service.

  • Bunchball, based on San Jose’s Santana Row, has been around since 2005, although started life running their own network of social Flash games. They launched their ‘Nitro’ service in October 2007, initially labelling it ‘web catalytics’, but seem to have decided that it’s now gamification.
  • Bigdoor Media is a relative newcomer, founded in 2009 and based in Seattle. They’ve also raised just shy of $6m (but had less time to spend all of it). The most recent round of $5m, announced just a few weeks ago, was led by Foundry Group’s Brad Feld, who is on the board of Zynga - the creators of Farmville. The Bigdoor founders like to present themselves as reformed characters, having previously founded, run then closed the controversial adware innovator Zango.

Badges or Badgering

(Link above to article)

Not a bad round-up of the application of gaming mechanics to social media, with a few interesting firms to look at.

One positive consequence of this trend is that it really gets marketers thinking properly about marketing to customers based on their ‘lifestage’ with the business. Too often I see firms communicating to new users in the same way as ones who’ve been regularly using their services for several years. Game designers wouldn’t throw you up against the final level boss after just five minutes into the game, nor propel you back to level one when you’re a hardened pro. Marketers are doing the equivalent every day.

The gimmicks of badges, levels and bonuses might be a passing fad, but the underlying philosophy of gradually introducing your customers to the full complexity of the product offering should stay. 


Why I'm loving TheSixtyOne.com

Someone put me onto TheSixtyOne.com, a site for discovering and listening to new music.

There’s lots I love about this from a design perspective:

  • Most of the screen real estate is taken up by a single big image that relates to the current track being played. This is such a visual shock at first: we’re just not used to sites presenting themselves in this way. 
  • Photos and facts are then overlaid on this large image whilst the track plays
  • Controls are very discreet, encouraging you to play with them and discover new features. It’s intuitive in a way that’s surprising: not conforming to standard conventions of how a web-site is laid out … yet everything doing just about what you expect. 
  • The title tag displays the time remaining of the current track, the artist name and track title. Nice little touch.
  • Oh, and they also make nice use of Game Mechanics: you’re awarded points for listening, achieve different levels and can earn badges for completing quests. No, really.

I’m usually a lover of simple, practical web design that focuses on usability (and have a loathing of sites that focus on beauty to the detriment of usability, often displaying the “I’ve got Flash, so I’m gonna use it” syndrome). TheSixtyOne.com manages to be both usable and beautiful, and just encourages you to play with the design elements in a natural way. A real breath of fresh air.

I usually listen to music in the background, so the visuals of the app/ site in some ways aren’t so important. But I could see this working well on a second screen, or as a music player on an internet-connected TV set. I’d far rather look at a screen from TheSixtyOne than the Spotify interface.


How do you turn life into a game?

Highlights from the PSFK Good Ideas conference in New York, including:

  • Thoughts on the future of TV from Boxee founder Avner Ronen
  • More on making a game from life by FourSquare co-founder Naveen Selvadurai

(If this sign was in England, it would no longer read “Get Hooked”)

Zynga, the creator of casual social games on Facebook, was the talk of the digital scene when I was in California interviewing people about emerging trends in technology and media. When Jesse Schille gave this must-watch speech, Farmville, their biggest hit had more monthly players than Twitter had accounts. More people play Farmville than live in the UK or Germany; there are over 82m Farmville players, and her (yes, her) average age is 43.

Of course FarmVille isn’t the only Zynga game. They’ve also got FishVille, CafeWorld, Mafia Wars, PetVille and Zynga Poker. And Zynga isn’t the only developer of social casual games, there’s also Playdom, Playfish and others, all with similar, sometime very similar games.

I knew Farmville was big when I caught the bed and breakfast owner at the place I was staying in Wales playing whilst I was checking in, but I’d no idea how big. This isn’t a start-up: Zynga employ well over a thousand people. 

Games have provided social glue for centuries. Growing up, I played games all the time: Risk, Escape from Colditz, Frustration, Sorry … we spent hours and hours playing games. Recently a colleague introduced me to Settlers of Catan and my joy of board games was refounded. But until recently computer games have, for the most part, lacked this social element. Simple Flash games like Farmville have reminded us of games’ role as a social lubricant. Farmville is the new bingo.

How will this industry develop? Even Zynga admitted they didn’t know. Will folk still be playing Farmville in 10 year’s time, or will we see users grow bored of old titles and migrate onto new ones. Only time will tell.

One of the most interesting aspects of these games is their economics. They might be free to play, but make no mistake: these businesses are taking in cash. One interviewee talked about the colleague who’d spent $200 on fuel for his Farmville tractor. Interestingly you don’t even need to pay cash to buy these virtual goods: Zynga (controversially) lets users earn credit for signing up to offers and special deals with third parties.  Why not if users want to keep playing for free, as long as the terms of those offers are explicit?

Children playing these games face the barrier that you still tend to need a card to pay online, which they can’t get. I was pointed to another controversial service, Kwedit, which attempts to solve this. Stephen Colbert lampooned their service for introducing kids to credit on his TV show.

Another fascinating company I found in this space is Virtual Greats, who aim to bring high value copyrighted material from celebrities and luxury brands into virtual worlds and social networks.

Social gaming felt like the biggest goldmine in SIlicon Valley right now. I’d heard about the games, but not realised just how important or big they were. I’d read about the ScamVille accusations, but failed to appreciate how well respected Zynga is for executing brilliantly on ideas that have borrowed heavily from others. Passing fad? I don’t think so: game playing is as old as the hills.


Nike Grid brings location-based Gaming to the Streets of London

Thanks to Edward Griffith for pointing me to the upcoming Nike Grid game, blending gaming mechanics with location in a 24-hour challenge to claim your streets. Sounds a bit like street orienteering though to me.


Ribbon Hero turns PowerPoint into a game

Thanks to Jesper Garde for pointing out this article about Ribbon Hero, an application of game mechanics to learning the dreaded office productivity tool PowerPoint.



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