Key concepts in gamification:
- Reward systems
- Progress tracking
- Narrative and storytelling
- Social engagement
- Game psychology
According to Self-Determination explanation by Csíkszentmihályi, there are 3 basic intellectual needs that drive human behaviour (and intrinsic motivation):
- Autonomy
- Competence
- Relatedness
The top 10 core competencies of product managers:
- Qualitative marketplace research
- Quantitative marketplace research
- Facilitating design-thinking workshops
- Prototyping and validation
- Feature prioritization and roadmap planning
- Resource allocation
- Strategic reasoning and problem solving
- Translator between the business and technology teams
- Pricing strategy and gross modeling
- Defining and tracking success metrics
The six fundamental ways in which people are influenced:
- Reciprocity
- Commitment and consistency
- Social proof
- Authority
- Liking
- Scarcity
Examples of decision-making biases:
- Loss aversion
- Social proof
- Status quo bias
Gamification frameworks and methodologies:
- MDA (Mechanics, Dynamics, Aesthetics)
- Fogg behaviour Model (Motivation, Ability, Trigger)
- SCARF Model (Status, Certainty, Autonomy, Relatedness, Fairness)
- HEXAD User Types (Achiever, Socializer, Humanist, Explorer, Architect, Director, Philanthropist, Gambler, Collector, Role-player, Manipulator, Thrill-seeker)
- Octalysis Framework (Epic Meaning and Calling, improvement and Accomplishment, Empowerment of Creativity and Feedback, Ownership and Possession, Social Influence and Relatedness, Scarcity and Impatience, Unpredictability and Curiosity, failure and Avoidance)
- Hooked Model (Trigger, Action, Variable Reward, Investment)
- RAMP framework (Rewards, Achievements, Missions, Progress)
- SAPS Reward Framework (Status, Access, Power, Stuff)
- RECIPE Framework (Reflection, Engagement, Choice, Information, Play, Exposition)
- Game reasoning Framework (Player Insight, Game Design, Smart Feedback, fast Iteration)
- PBL Model (Player, Behavior, Loop)
- 6D Framework (Define business objectives, Delineate mark behaviors, Describe your players, Devise activity cycles, Don’t forget the fun, Deploy the appropriate tools for the job)
- 4 Keys 2 Fun (Hard Fun, Easy Fun, Serious Fun, People Fun)
Game mechanics - usage voting. Each user may add +1 to idea, content or even another users. More advanced (levelled up) users could have more voting power.
Design psychology principles:
- Gestalt plan Psychology
- Dieter Rams’ 10 Principles for Good Design
- Jakob Nielsen’s Heuristics for Interaction Design
- Don Norman’s Principles of Interaction Design
Understanding your user - JTBD - Jobs To Be Done. PM idea: structure Projec Requirements paper (PRD) with JTBD.
Ideation process: Six reasoning Hats (Loyal, Optimism, Critic, Emotion, Creation, Management)
RICE scoring for feature prioritization:
Badges naming ideas:
- Ace
- Advocate
- Analyst
- Architect
- Author
- Boss
- Champion
- Commander
- Connoisseur
- Craftsman
- Creator
- Decider
- Detective
- Expert
- Genius
- Guru
- Hero
- Leader
- Legend
- Magician
- Master
- Motivator
- Ninja
- Optimizer
- Pioneer
- Pro
- Resolver
- Rockstar
- Savant
- Specialist
- Strategist
- Tracker
- Virtuoso
- Whiz
- Whisperer
- Wizard
Idea from Strava: You can win medals in certain segments, and erstwhile I know I am close to beating a time in a segment, it motivates me to push myself harder.
Idea from Duolingo: Chests may contain rewards specified as double XP for the next 15 minutes, a reward that encourages users to keep learning for another 15 minutes, earning extra XP to climb the leaderboard, but besides keeping the user learning for 15 more minutes.
Technology drivers of change:
- Quantum computing
- AI and device learning
- Biotechnology and gene editing
- Augmented and virtual reality (AR/VR)
- Advanced robotics and automation
More to read or watch:
- Boskamp, Elsie, 25 Gamification statistic 2023: Facts + Trends You request to Know, Zippia,2022
- Hunicke, Robin; LeBlanc, Marc; and Zubek, Robert, MDA: A Formal Approach to Game Design and Game Research, 2001
- Fogg, BJ, Persuasive Technology: utilizing Computers to Change What We Think and Do, Morgan Kaufmann, 2003
- Rock, David, SCARF: A Brain-Based Model for Collaborating with and Influencing Others, 2008
- Chou, Yu-Kai, Actionable Gamification: Beyond Points, Badges and Leaderboards, 2015
- Eyal, Nir, Hooked: How to Build Habit-Forming Products, Portfolio, 2014
- Marczewski, Andrzej, The Gamification plan Handbook: Even Ninja Monkeys Like to Play, 2023
- Zichermann, Gabe; Cunningham, Christopher, Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, O’Reilly Media, 2011
- Werbach, Kevin; Hunter, Dan, For the Win, Revised and Updated Edition: The Power of Gamification and Game reasoning in Business, Education, Government, and Social Impact, Wharton School Press, 2020
- Kim, Amy Jo, Game Thinking: Innovate smarter & drive deep engagement with plan techniques from hit games, 2018
- Deterding, Sebastian; Khaled, Rilla; Nacke, Lennart; and Dixon, Dan. Gamification: Toward a Definition, 2011
- Lazzaro, Nicole, Why We Play Games: 4 Keys to More Emotion Without Story, 2004
- Nicholson, Scott, A RECIPE for Meaningful Gamification, 2015
- McGonigal, Jane, Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Penguin Books, 2011
- Hodent, Celia, The Gamer’s Brain: How Neuroscience and UX Can Impact Video Game Design, 2017
- Csikszentmihalyi, Mihaly, Flow: The Psychology of Optimal Experience, Harper Perennial Modern Classics
- Super Metroid on TEDx
- Schwarz, M., & Blessing, L., The plan reasoning Toolbox: A Guide to Mastering the Most Popular and Valuable Innovation Methods, Wiley, 2020.
- Gray, D., Brown, S., & Macanufo, J, Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers, O’Reilly Media, 2010.
- McGonigal, J, Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Penguin Books, 2011.