Putting the Fun in Functional
- Applying Game Design to Mobile Services
Amy Jo Kim, Creative Director, Shufflebrain
- amyjo@shufflebrain.com
(Okay, so this is pretty cool because I've read a whole bunch of Amy's books)
Straw poll:
- hands up who's played a game on a mobile phone? (everyone)
- who's used a service/tool on a mobile? (most)
- played on a Nintendo DS? (few)
Mobile services that are not games, but are game-like, and designs, patterns to use
to make services more fun and compelling.
About Amy
- background is psych, neuro and compsci
- moved into doing software/UI design for Digital Chocolate, Disney, eBay, EA,
LimeLIfe, Maxis, MTV, Square/Enix, Yahoo!
- Specialisation is social games, networked communities and mobile services -
favourite things are games that combine all three
Some definitions:
- what's a game? formal definition: "a system in which palyers engage in an
artificial conflic, defined by rules, that results in a quantifiable outcome" -
doesnt' cover everything (e.g. The Sims), but covers lots anyway.
- informally? A game is a structured experience with rules and goals that's
fun
How do games shape behaviour?
- they leverage basic, primal response patterns: competitiveness, desire to do
well, tracking progress, etc.
- slot machines are a great example for exploring how games manipulate us into
playing and keeping playing. Psych background: schedules of reinforcement.
Basically: there's a whole area of behavioural psych - schedules of reinforcement
are about rewards given to a schedule (regular/random/variable) - certain schedules
will elicit certain behaviours. E.g. if you get a pigeon/human/rat sitting in front
of a slot machine - an occasional random large reinforcement will *always* produce
addiction.
So how do game mechanics make an interactive experience more fun/compelling?
1. Collecting
- all about amassing stuff and then showing other people your stuff - old, primal
way of showing how you're doing in a microworld - shows WOW inventory: objects you
collect - can do a lot with them, one of the many things that is compelling.
- Myspace: collections of friends - a powerful way of keeping track of how you're
doing (how many nodes you've made a connection with)
- impressive collection gives you bragging rights - some of you know the power of
collectable cards: play dates where you show off how complete your collection is;
trading to fill out
- similar mechanic in social networks: tagworld - showing off your collection of
fans - big fan collection = bragging rights in that microworld
- collecting based on the power of completing a set - you'll work really, really
hard to collect a set. Can be used in different applications, e.g. Habbohotel. The
whole Habbo business model is based upon purchasing furniture for your room/making
your avatar cuter. You could just put your credit card in, but instead you can buy
a collectible card, turn it over and type in a card to get your coins - it's more
work, but *it's more fun* and there's a metagame in it - showing people how much
you love Habbo. Turning currency into something collectable!
- Pokemon - you can get checklists (gotta catch 'em all) to make sure you've got
them all - huge industry around action of completing a set
2. Earning points
- fastr - a mashup flickr game. You guess what the tag is and can earn points from
that - simple game, simple mechanic - points are what makes it simple and fun.
- points are a simple way to keep score - similar to collecting to keep score -
e.g. earning points in Bejewelled. But you can earn points in eBay - social points
- your seller feedback - part of what makes ebay fun and compelling, even though
it's not a game.
- But: *what can points do for you*? One of the oldest forms of points are
redeemable points: you get them, save them, put them in books and then spend them.
Point of this is to drive loyalty and repeat behaviour. One of the things observed
in work: if you want to target females in the work that you're doing - keep in mind
that a barrier for females to playing games is the feeling that they're wasting
time (a truism, but largely true) - much less likely to spend hours playing a game
- want to feel like they're doing something valuable. if system has points, then a
step ahead right there. e.g. drugstore.com - buying dollars.
- Southwest airlines - redeemable miles - "rapid rewards" - rewards without miles
- also mobile games: Sinari has a system called PrizePlay points in Europe (being
brought to the US) - given tokens as you play, and if you do well, can cash them in
for more things, then things from a store - keep someone playing this mobile game
versus another
- can earning points be social? yes: any multiplayer system (games, trading
systems etc.) points are given and visible socially. e.g. in fastr you can see
everyone else's points - different dynamic - you get competitive and you compare
yourself against other players.
- Acrophobia - system gives you an acronym and everyone who's in the chat
room/game room comes up with a saying that goes with that acronym: "GMBD" - e.g.
great men born dead - everyone comes up with one and then everyone votes on the one
that they think is best - person who gets most votes gets points - purely social
- that system is fundamentally similar to user rating systems such as in YouTube.
- Social points express the values of the game - e.g. clever acronyms. In MySpace
- rating profiles - or photos - basically hotornot mechanic. Right there, that
tells you what's valued in myspace - (photos!) that's driven by having that kind of
social points system on the site.
- "Hotties" for mobile phones: cross between match.com and myspace - can rate
people and communicate with them, customise profile, all match.com stuff - but
interesting because it moves away from seriousness like match.com toward a
lightweight game mechanic with a point mechanic. (not yet launched)
- ebay - feedback scores are a form of social points - other people give you
points - that's the only way you can get them - amass as many points as you can so
you can do better in the microworld (the trading system)
- Amazon - you can write a review, but other people can rate it - that says that
Amazon really values not someone who writes lots of reviews, but *useful* ones -
reflected in the way the site is organised.
- Flickr - "interestingness" - not a measure of explicit social points, but
aggregate behaviour: points calculated by a combination of number of comments,
views, tags, for particular images. Gives you a rating system without asking users
to do anything other than normal behaviour.
- once you have points, you can get leaderboards
3. Leaderboards
- leaderboards are top points winners across a particular dimension. e.g. tagworld
- people who have the most votes - by week, month and aggregate - most popular on
site.
- Leaderboards express a game's values - leaderboard for XboxLive/Halo -
leaderboards for individual combat achievement and team combat achievement - tells
you teams are important as well as individuals.
- TextAmerica - points some of which explicitly/implicitly given - what's valued
here is how many images someone uploads that day, comments that images got, how
much it was rated
- leaderboards drive player behaviour - if you put up a leaderboard that says
here' shte most commented images, that will encourage people to comment. YouTube
has a leaderboard: highest rated videos - not the ones that have the most votes,
but the ones that have the highest ratings.
- myspace has attractiveness leaderboards - again, all of this expresses what the
site is about. First time visitors get a quick indicator as to what's valued here.
- Sometimes leaderboards get removed - e.g. slashdot karma, orkut for number of
friends, Amazon for most popular reviewers: because they encourage/reinforce
negative behaviour in gaming the system.
- They're really, really powerful, and encourage people to game the system. Need
to be careful that they're going to reinforce something that you want people to do
more of. Really bad example: who's got the most friend: then it becomes who's got
the most friends, and then those added nodes lose meaning.
4. Levels
- Levels are very, very motivating - shorthand for accumulating points.
- eBay introduced a star system early on, on top of points. They did this to make
it easier to quickly recognise who's a valid seller/buyer. What eBay found was that
the same behaviour happened in sellers as in games. e.g. motivating, loyalty,
barriers to exit when you're close to levelling-up.
- give the game experience a sense of punctuation over time - a sense that you've
reached something, but there's still more to reach for. WoW: you can get to level
60 - "as soon as I reach level 60, I'll quit" - see how powerful that is? Karate
example - belts (see that we get displaying/bragging behaviour)
- quick way to express status
- expect to see a lot more of this in social networking sites
- once you level-up in WoW you get to take on new monsters, go to new places
- eBay PowerSellers - people who maintain a certain level of reputation/sales per
month - lots of different levels of PowerSellers. Very powerful motivational trick.
5. Feedback
- Bejewelled is a great example of feedback: fabulous feedback at every level -
screen explodes whenever you do something. Feedback draws attention through
movement and change.
- Feedback in MySpace: many ways in which people can communicate with you;
introduced ability to get notification on mobiles when you get feedback.
- accelerates mastery - anyone who's had a good coach knows that when you have
someone/something that acts like a coach giving you feedback, you'll get better
faster. Good example in Karaoke revolution - gives you great feedback, but teaches
you how to sing too - all different kinds of feedback on pitch, timing, character
glows/microphone leaves trails when you do well, get booed off when you start doing
badly. Very motivating.
- Brain Training - DS game - just launched in US. System of minigames that are
math problems, colour matching (interesting thing here - limits gameplay to short
sessions) - opened up whole new generation/market to playing games. Gives you
feedback over time as to how you're doing - each time you're playing, it tells you
how old your brain is - it shows your brain getting younger as you play more and
more.
- Why is AJAX so popular? makes experience more fun and compelling: housing
flickr/craiglist mashup example. These systems are more fun, they're more
responsive. Whether the system is more accurate or not *doesn't matter*
- can make mundane tasks more fun - brain training is the biggest hit on the DS
(in Japan - we'll see how well it does in the US?)
- Cooking Mama for the DS: teaches you how to cook basic Japanese meals - gives
you feedback if you're not doing it right
- BIMactive (http://www.bimactive.com/): mobile app with web component. Runner's
training system - really for anyone who moves. Works on mobile and also supports
GPS - tracks where you go and keeps track of training runs. That's mundane -
BIMactive uses feedback to make it more fun and compelling - shows you calories
burnt (DDR does this!), pace, elevation, (lots of stats here) - shows you a map of
where you've been.
6. Exchanges
- Social exchagnes - structured social interactions, taking turns in a game,
giving and receiving gifts - "having a conversation". Very basic, very primal, very
motiviating. Age-old manipulation technique.
- (lhl: further reading on many of the social motivations mentioned:
http://en.wikipedia.org/wiki/Robert_Cialdini )
- exchanges can be explicit: e.g. Chess is an explicit exchange "your turn"
- can be implicit: eBay's feedback - nothing in the system forces you to give
feedback when you receive feedback - if you have a successful interaction with a
seller, they'll harass you into giving feedback until you do. Tit-for-tat (lots
here to do with psych and how people feel reciprocity in exchanges).
- WoW - explicit social exchange - lets you trade with other people. Could just
be implicit, but then you run into contract enforceability - so it's made explicit
to reduce CS(?)
- MogiMogi - GPS-based game where you collect virtual objects in the gameworld
that you have to go to places in Tokyo to actually pick up. But, you can do this
online - you can trade in case you don't have all day free to run around picking
stuff up.
- Gifting is an implicit social exchange (again, drives reciprocity). NetMarble
avatar system in Korea - can get yourself avatar clothes but also for other people.
Same with HabboHotel - can buy objects for yourself and also give gifts. Helios
(MVNO: mobile virtual network operator - run on top of an existing telco, e.g.
Virgin, AMP - not sure how many of these there are in the 'states but lots in .eu)
- Helios targeting the myspace generation - big feature trumpeted is gifting-
wallpaer, ringtones, etc. as gifts).
- Think about providing a place where you can let people give each other gifts.
- Mobile astrology app - not released yet - alot of women want to buy charts for
both themselves and their friends (think about how horoscopes are shared in
magazines - when you have one, you want to read out the readings for the people
around you, too)
- MySpace has both implicit and explicit exchanges: add friend is explicit -
requires actions on both sides. Comments on objects, though, are implicit - you
don't have to give someone a comment back, but there's an expectation. Remember to
leave room for the possiblity for give and take.
7. Customisation
- Not limited to games, but games are really good at providing the UI/character
customisation that people like. Customisation increases your investment in the
property.
- Metrogirl: four personalities in it, and you choose the one that reflects you
the most. All the advice comes from that personality - feedback from market
research was that people liked that (thought that perhaps there would be more
customisation there?)
- EBay - interface customisation; Google/ig setting up your personalised
homepage/portal makes it harder for user to leave (but doesn't this annoy people?
I'd want to be able to transport my Yahoo! portal prefs to Yahoo!)
- Automatic customization - Amazon homepage changes automatically based on user
behavior, is fun and engaging
- Flickr - knows your name, knows who you are - no explicit customisation here -
there's something about the way that it makes it personal right away that makes it
must harder to leave
- Character customisation: WoW allows you to produce very different, detailed
characters - but in MySpace you can produce lots of different *looking* profiles.
MySpace gets a bad rep for looking really bad - but that doesn't matter to the
target audience - what matters is the extreme customisation - remember that the
users *want* it to look that way - speaks to the desires of the users of the site.
- Brain training: tracks your progress over time, remembers when you logged in -
if you haven't logged in for a while, it remembers and tells you how long, and
tells you what exercises you should probably do, tells you to log in more often.
Hokey, but *it really works* - encourages you to log in again. Makes it feel more
fun because it's relevant *to me*.
MySpace through the lens of game mechanics
- Collection - friends, comments
- Points: can earn feedback on pictures
- Feedback: rich feedback on a number of levels - commetning
- Exchanges: implicit and explicit exchanges
- Customisation: hardcore customisation in terms of profiles - "reminds me of
walking into a teenager's bedroom" - *that's the point!* (the clue is in the name:
*my* space) extreme self-expression
Looking ahead
- More serious applications that feel like games
- More games that teach you real-world relevant skills
- Lots of opportunity on web and mobile
References
- slides on shufflebrain.com
- email at amyjo@shufflebrain.com
Links
amazon.com
bonesinmotion.com
digitalchocolate.com
ebay.com
flickr.com
google.com
infospace.com
myspace.com
mogimogi.com
nintento.com
popcap.com
tagworld.com
textamerica.com
worldofwarraft.com
youtube.com
zephora.org/thoughts/
Q&A
- Serious Games Summit / Serious Games (http://www.seriousgames.org/)
- NYC public feedback
- LiveJournal - support tickets maintained by volunteers - points for dealing with
support tickets.
- BzzAgent (http://www.bzzagent.com/) - street teams - points for getting the word
out about a product
- Automatic customisation vs. personalisation
- explicit vs. implicit - ie what you can do as an application/service provider
to do as much of that customisation/personalisation as possible upfront without
having to require user's input
- Design stage: cultural considerations? demographics? Both of these very much
part of the design process.
- How do you prevent gaming of a system?
- no perfect strategy - but in personal experience, put time caps/limits on
activities.
- also in MMOGs - you get rewarded for *not* playing for a while. WoW "sort of"
implements caps. e.g. only being able to earn points for a certain amount of time
to prevent macroing.
- Amazon / Flickr opaque customisation - any penalties?
- you can prevent gaming by not exposing the mechanics (but that won't ever
stop anyone from trying to game your system)
- advantage: people *don't* tend to game systems, it demotivates them when the
mechanism is opaque. People want to know what the rules are - if you don't say what
the rules are, then it doesn't feel like a level playing field.
- Important to realise distinction between being a game and being fun and
engaging, *but not a game*.
- Gaming
- input methods are exploding the playing field: DS, Karaoke
Revolution/Singstar, EyeToy, Guitar Hero - new game controlelrs, input mechanisms
allowing for a wider range of game mechanics