Nigel Whiteoak

Posts tagged game mechanics

Adding Game Mechanics to Oyster Cards on London Transport

It’s a tech-trend spotter’s wet-dream.

Chromaroma brings game mechanics to travel on London Transport’s RFID travel card system, Oyster. Missions, mayorships, points, leaderboards: you’ve got them all here. And you thought commuting was a chore?

Schlepping round the Underground isn’t my idea of entertainment, but Chromaroma also includes my new favourite London thing, Boris Bikes in its data-collection service, so I’m signing up. 

Chromaroma from Mudlark on Vimeo.


Magicalia have added game mechanics to participation in their online community site, OutdoorsMagic.

Billed as the Mountain Marathon, and sponsored by Keen, they’re keeping a league table of leading community members, awarding points for posting in the forums, adding reviews and contributing new routes. They also hint at levels and special badges, but don’t reveal exactly how these work, perhaps deliberately, perhaps because they haven’t worked them out yet!

There looks like there’s been a somewhat mixed reaction from the community, with some concerns that it will lead to lower-quality ‘participation for points’. But well done to the Magicalia team for experimenting. I’ll be curious to see how this develops and whether it gets rolled-out to the other Magicalia sites.


Gamification seems to be all the rage … but how do you go about adding Game Mechanics to your business?

Gamification: Game Mechanics & Business

Here, in 10 easy steps, is what I’d do to add game mechanics to a business, with examples given for a multi-channel retailer:

1. Write down a short list of the key tasks you’d like your users to do.

For our retailer this might include:

  • Visit the website
  • Visit a store
  • Sign-up to the newsletter
  • Sign-up for the catalog
  • Buy a product
  • Review a product
  • Recommend to a friend

2. List the main ‘variants’ for each of these tasks.

Let’s take “Visit a store” as an example. We might list:

  • Store location
  • Time of visit
  • Day of visit
  • Length of visit
  • Number of visits

3. Pick a few combinations of tasks and variants to create ‘achievements’:

Let’s take store visits/ store locations as an example. Possible achievements could be:

  • Visiting the first store
  • Visiting five different stores
  • Visiting the most northerly store
  • Visiting every store

4. Pick the achievements you like the most, and make them into a ‘badge’ - give it a name and icon.

Visited every store? You win a ‘Store Explorer’ badge.

5. Groups sets of other achievements and create ‘levels

For our retailer, a user might level up to level two once they’ve:

  • Visited one store
  • Visited the website on three different days
  • Signed up to the newsletter

Group the achievements into levels so that users gradually deepen their engagement. Thinking about this process is perhaps the single most-valuable step in considering how game mechanics could apply to your business.

Make it easy for users to quickly progress through the first few levels.

6. Pick two or three achievements to use in ‘leaderboards’

Our retailer might consider two of the following:

  • Number of reviews written
  • Number of times visited a store
  • Number of different products bought

7. Pick one or two achievements around which to build ‘boss’ (or ‘mayor’) status

The retailer might want to award ‘boss’ status to the user who:

  • Bought the most items within a category over the past three months
  • Contributes the most reviews within a product category over the past year
  • Visits a given store the most in the past month

8. Consider adding an overall ‘points system’ and set points for tasks and bonus points for badges and leveling up

For the retailer we might say:

  • Visit a store (task): +10 points
  • Buy a product (task): +20 points
  • Earn ‘Store Explorer’ badge: +200 points

9. Keep it fresh by adding temporary ‘challenges’ made up of different achievements

Challenges that the retailer might pose could include:

  • Visiting five different stores in a week
  • Inviting 20 friends to join in a month.

10. Celebrate and reward your best users

Our retailer’s best users might be:

  • Offered a free personal shopping session at their nearest store
  • Sent some branded merchandise
  • Sent some gift vouchers
  • Invited to an in-store event

Further reading:

HOW TO: Use Game Mechanics to Power Your Business, on Mashable

SCVNGR’s Secret Game Mechanics Playdeck, on TechCrunch


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


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