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  • ZICHERMAN: Thanks, Chris. That's a--it's a--it's always funny to hear your bio read out loud

  • because you realize you're very sensitive to every like word--I wrote that bio so I--it's

  • my writing, yes. So, you're very sensitive to every word. And then also, no matter what

  • my accomplishments are, I'm humbled by the quality of your kitchens. I think it's like

  • one day I aspire to have a company that has kitchens like that, where today I made my

  • own espresso, which I'll enjoy for a second. So, as you heard my name is Gabe Zicherman.

  • I do a bunch of stuff around gamification. And today I wanted to talk with you guys about--it's

  • a little bit presumptuous to use the phrase "mastering" with something as new and as slippery

  • as gamification, but we'll do our best. I'm going to share some of the top insights gleaned

  • from researching the book, Game-Based Marketing, which came out in April, work that we do with

  • brands big and small everyday. I work on the Summit and the research that goes into the

  • new book, Gamification by Design, which is, as Chris mentioned, a techbook that will come

  • out at the beginning of the year. So, when biting off a topic like gamification, or any

  • topic for example, I like metaphors. So I thought a pretty good metaphor--I realized

  • that pretty good metaphors can be found in the movie Mary Poppins. And if you're too

  • young or too straight to know this basic story of Mary Poppins, I'm going to recount it for

  • you. It's the story of a hard-hearted but turns out fundamentally nice guy with two

  • really, really, super sweet children, really, really darling children. And they need a nanny

  • so they write up an ad and this woman on an umbrella comes flying into their lives. She

  • has magic powers like being able to levitate or jump into a chalk drawing and at the end

  • all is well, which is an important part of the story. All ends well in the story of Mary

  • Poppins. So think of me as your "Mary Poppins," down the sort of rabbit hole of gamification.

  • I mixed literary metaphors there. Well, if you would like to talk about Alice in Wonderland

  • later, we can talk about that. So, as Chris mentioned, I'm the author of these books,

  • Game-Based Marketing, which you can get now. I blog at gamification.co. It's a gamification

  • blog. We talk all about the subject. I advise startups. I talk about interesting things.

  • And then, as Chris also mentioned, we have some upcoming events related to gamification.

  • If you are currently working on a gamification project, either from a product, or marketing,

  • or design side, you might be interested in November 12th's San Francisco Bay's Gamification

  • Workshp. Amy, Joe, Kim and I will give a hands-on full day, come in with your problems and we

  • solve them working together workshop. It's actually almost sold out but if you're interested

  • in going, let me know. There's really like one seat left at it. And then in January,

  • we're running here in San Francisco again the Gamification Summit which is a full day

  • of--a full day event focused on the subject. Bringing together some of the most interesting

  • thought leaders like Jane McGonagall, who'll be revealing her new book. I'll be giving

  • a keynote on metrics which I know you guys love. We'll talk about all that kind of stuff.

  • Okay, so let's begin with a simple word definition. Gamification is the use of game thinking and

  • game mechanics to solve problems and engage audiences. Four square. Not the product, but

  • the four squares there. So, it's game thinking and game mechanics. And this is really super

  • important, game thinking is the product of three generations of game players. I'm 36

  • years old. I'm the old--hi, my name is Gabe. I'm 36 years old and I'm the oldest cohort

  • of people who grew up with games as a core type of entertainment in their lives. Today's

  • youngest children, you know, kids were--well, the youngest children will be like just born.

  • But kids who are, you know, maybe five years old today are growing up with games as their

  • principal form of entertainment and that multi-generational exposure has simply affected the way that

  • we think. You know, if Shakespeare was a real person--this is the best analogy--if Shakespeare

  • was a real person, he wrote--he or she wrote, "All the world is a stage," famously, right?

  • But if Shakespeare were alive today, wouldn't he have written, "All the world is a game,"

  • because isn't it just a better metaphor for how we think about interactivity in the world.

  • And that really gets to the heart of what game thinking is. It's solving problems and

  • engaging audiences using a rubric that comes from games. Okay, so let's talk about some

  • of the main things that we've learned from it. How many of you in the audience recognize

  • some of the things up on the board right now? Any of them? Okay. These are some of the top

  • selling games of the last five years. And they include--I'm not kidding--being a male

  • technician, diapering a baby, being a waitress, running a farm, being an air traffic controller,

  • which as many of you know is the highest suicide, highest stress position in the entire world.

  • I mean, if you would come into a game publisher five years ago and said, "I've got a great

  • idea. We're going to make a game where you play an air traffic controller, planes could

  • crash, what do you think? Sound good," right? You'll be laughed out of the room. That doesn't

  • sound like fun. That doesn't sound like fun at all. It highlights a really important conclusion

  • which is fun and the theme of the thing which are fun are actually not connected. If you've

  • been in a casino before and you've seen the Oprah Winfrey branded slot machine and the

  • Harley Davidson branded slot machine and the neutral slot machine, you all as science-oriented

  • people are aware, the slot machine acts on your brain the exact same way. Once you choose

  • to sit down in front of that slot machine, same behavior in your brain, same engagement

  • loop, same reaction. "Ding, ding, ding, oh, yeah, ding, ding, ding," right? It's the same

  • thing. It doesn't matter which brand is on the front of the slot machine. Theme is a

  • lure to bring people in to an engaging experience. It's a lure. And that has important implications.

  • That means, if air traffic control can be fun my friends, anything can be fun, right?

  • It's an opportunity. It means we can turn government. we can make government fun. We

  • can make getting fit fun. We can make searching fun or more fun. All right, so it, of course,

  • begs the question, you know, "What is fun?" So, I put some words in a word generator.

  • And I put them up on the board. Some--the words on the top are things which normally

  • people associate with fun and the words on the bottom are words that normally people

  • associate with work. And what's interesting is, you know, there's a big bright line drawn

  • between the two of them in my childhood. You know, I grew up in a house in which my mom

  • said, "Eat your vegetables and then you can have dessert," right? "Eat your vegetables

  • and then you can go out to play." There is a theme around vegetables. So, these things

  • though are arbitrary distinctions. They're arbitrary. These are lines drawn by people

  • in the air that say, "This is fun and this is not." If you're a parent in the room, if

  • I could deliver for you a piece of cake that had the same nutritive value as broccoli,

  • the exact same nutritive value as broccoli, can you honestly tell me that you would never

  • cave and give your kids broccoli cake, right? The point is these lines are arbitrary. They--them--they're

  • meaningless. We can make anything fun or anything work depending on its design. And that's a

  • very important kind of like switch that's being flipped in people's heads and they're

  • going, "Oh, okay." So, I can make anything engaging--and you really can--which brings

  • you a question my favorite allegory in this whole story. So I played a game that many

  • of you might recognize called, "Where in the World is Carmen Sandiego?" If you played it,

  • put your hand up. If you played it on the Apple II, keep your hand up. Okay, so now

  • I know how old you are, so. Okay, so it's the '80s and I'm playing "Where in the World

  • is Carmen Sandiego?" on my Apple II, green screen, lots of fun. Would it surprise you

  • to know that that was the last really successful educational game in history? Would it surprise

  • you to know that since then 1,200 startups, $4 billion have been spent on "edutainment"

  • software and not a single hit like, "Where in the World is Carmen Sandiego?" And that's

  • it's a completely captive market. There are 60 million children. It is a captive market.

  • What's happened? Here's what went wrong. Parents and teachers got involved in the design of

  • the games. And as soon as they did, kids could smell that shit a mile away. That's not fun,

  • that's work, right? In parallel, incidentally, Civilization and Sim City have taught hundreds

  • of millions of people basic, basic tenants of the human historical arch and how cities

  • function in civics, basics, completely unintentionally. Sid nor--neither Sid nor Will will tell you

  • they were on a pedantic pedestal trying to teach people with those games. They simply

  • chose that as the framework for a game, a setting for a game that they thought compelling.

  • They thought the real world would be more compelling than a fantasy world. And it turns

  • out that that's true. Non-fiction has a big advantage over fiction and gamification is,

  • think of it as, non-fiction gaming. It's gaming with your real friends and your real money

  • and your real stuff in the real world. It's non-fiction gaming. So, it, of course, going

  • back to Mary Poppins, there's a famous song in Mary Poppins called "The Spoonful of Sugar,"

  • and the premise of that song is, "If I make the medicine sweet enough, you won't know

  • that its medicine and you'll take it," right? Creating the objective, which is, of course,

  • is a good analogy. If any of you are marker--marketers in the room, a word that marketers sometimes

  • use to describe that phenomenon is loyalty program, right? Loyalty programs, let's just

  • do a simple working definition, are intended to get a user to take an action in your favor

  • when all competing options are mostly equal, right? Mostly equal. When things are really

  • unequal, loyalty programs are not that effective. But when their mostly equal, loyalty programs

  • have the effect of getting people to take a choice in your favor. Okay, so here's a

  • brief history of loyalty programs throughout history, 19th century, you go down to a local

  • mercantile in Boston and you're wearing heavy woolens and you haven't showered in a while

  • and you're like, "I need 10 pounds of sugar." And the merchant is like, "Aarr, you get a

  • pound for free." I don't know why it's a pirate merchant. I'm just--okay, because all the

  • people in the 19th century to me are pirates. It's like, "Aarr, pound of sugar." Okay, so

  • buy 10 get 1 free. That turns out to be a really sticky mean, right? We're still doing

  • buy 10 get 1 free as this sort of dominant model for loyalty programs. I don't know why.

  • I've asked lots of researchers, if any of you are interested in doing a PhD on buy 10

  • get 1 free, let me know. I think I can find you funding. It's like we got figure this

  • out, we don't know why. Okay, that stays about the same until the 1930s, when a company called

  • S&H launches their Green Stamps program. It was very simple. Instead of buying 10 and

  • get 1 free, you went to participating merchants, they gave you these little green stamps which

  • you licked and stuck into a book and you save them up and when you had enough, you went

  • to the S&H store or to the catalogue and you redeem them for stuff. The brilliant thing

  • about the S&H Green Stamps program was it completely, by creating a virtual currency,

  • it completely broke the users ability to keep track of a redemption rate, right? It used

  • to be 10 to 1. I buy 10 pounds of sugar, I get one for free. Now, I have no idea how

  • much I'm earning in virtual currency as expressed in redemption, right, because it was actually

  • totally variable. S&H knew what every green stamp was "worth" to them but the end user

  • couldn't keep track of it. They had no idea. Is 10 green stamps the same, you know, is

  • 10 green stamps for a T-shirt the same as 60 green stamps for a transistor radio? It's

  • almost impossible to figure that. It turns out virtual currency is very powerful that

  • way. Okay, that's today's dominant model until 1981 when American Airlines launches AAdvantage

  • and a week later TWA and the United launched their programs, which turns out to be a good

  • metaphor for that whole industry. And what American figured out, and what TWA and United

  • aped, is that actually, it's not about rewards at all. It's about status. Status is what

  • drives loyalty. And if any of you tried to redeem your frequent flier program points

  • this summer for a trip to Europe, you'll know that redemption is not the core value proposition

  • of a frequent flier program, or for that matter, a loyalty program. And that's today's dominant

  • model until just a few years ago in which loyalty programs emerged like Foursquare in

  • which you cannot redeem for anything in the real world. There's not even the notional

  • concept of redemption, right? They just dispensed with it altogether. Let's be super clear.

  • I want us to be super clear on this. You cannot extract one dollar from FarmVille. There is

  • not a T-shirt, a hat, a badge in the real world you can get for your FarmVille credits.

  • Not a goddamn thing. In fact, it's all money in and no money out in FarmVille to the point

  • that when Zynga did that super successful campaign with 7-Eleven for the slushies, you

  • know, the "Get a Slurpee, get FarmVille credits?" It wasn't, "Get FarmVille credits for every

  • Slurpee," it wasn't, "Redeem your FarmVille credits for every Slurpee," right? It was

  • "Buy a Slurpee and get FarmVille credits." Let's be clear, no real world redemptions.

  • Money in, nothing comes out. It's brilliant, right? So, the corillary, which is probably

  • even more powerful, is that while the cost of an incremental unit of loyalty--let's think

  • of a customer making a choice of your product, a choice in favor of your product when all

  • things are being equal--the cost of delivering that incremental unit of loyalty is dropping

  • precipitously. It used to be 10 cents. It was 10 to 1. It was 10 cents. That number

  • is now closing in to zero as completely virtual loyalty programs start cropping up out of

  • the weeds. The other thing which has become very important is that the loyalty choices

  • now become public. Loyalty used to be a private decision, right? How did I convey to you that

  • I preferred KitchenAid mixers over Cuisinart mixers in the past? You had to be in my house

  • for starters, right? We had to go through this ridiculous dance where I somehow bring

  • up the subject of, you know, mixers to you. It's like, "Hey, do you like my mixer?" And

  • then we sit down and we have a whole conversation. I mean, books were written about word of mouth

  • marketing, conferences were held about word of mouth marketing. It was all bullshit. There

  • was no process to word of mouth marketing. No one ever understood how it worked. No one

  • still understands how it works. Zynga knows how it works, right? Now, there's a process

  • for word of mouth marketing. It's on the social graph. It's processized. It used to be random.

  • Now, it's structured. This is a humongous change in behavior. And it means that every

  • decision is public and whenever decision is public it means decisions that are not taken

  • aren't potentially negative. So if your product is not the one being specified or chosen in

  • the public sphere, that maybe a sort of lightweight demerit against your product. So it begs the

  • question my friends, what is status worth? How many of you know or recognize either of

  • the two people up on the board? Okay, we got a couple of people. So anyone want to call

  • out one of them? >> Christian Siriano and Tomorrow Rodriguez.

  • >> ZICHERMAN: Right. Okay, so these two people are both winners of fourth seasons of major

  • game shows on television, right? The gentleman on my left is Christian Siriano. He won the

  • fourth season of Project Runway. The woman on the right is the first winner of Deal or

  • No Deal ever. She won in the fourth season and she won $1 million. Okay, is $100,000

  • enough to launch a fashion line in New York City? It is not. Is $125,000, the price on

  • Top Chef enough to pull permits in the city of New York to start a restaurant? It is not.

  • What do these people played those games for? >> For public fame.

  • >> ZICHERMAN: They play for attention. They play for power. They play for status. They

  • don't play for cash. It turns out cash is a great incentive if you have a bunch of it

  • to throw around, right? It's also this weird 10 to 1 relationship comes up here, but let's

  • set that aside and that continues to be 10 to 1. The bottom line is if you don't have

  • a good status system to offer users in exchange for their behavior, you need to give them

  • cash. And the worse your status system is, the more cash you have to give them. That's

  • basically the relationship of these things. And so at the heart of all this, we talk about

  • this in Game-Based Marketing, the book. We talk about this a lot. This is called the

  • gamification loop and at the heart of it is a point system. And around that point system

  • are a whole bunch of what we call game mechanics. Points, badges, levels, rewards, challenges,

  • leader boards, things that can be used to engage users based on a point system. Points

  • systems are super important, right? We use them in real life. Money is an example of

  • a good point system. But these things around the point system are incredibly important

  • because often, it's hard to communicate to somebody exactly how many points you have.

  • Like, it's really hard for me in conversation to tell you, or how much money I have in the

  • bank. "I have $N in the bank," right? So instead of doing that, I buy a whole bunch of stuff

  • which tells you how much money I have in the bank, right? It signals to you through a series

  • of ab--through a series of status choices, I signal to you how big my point balance is.

  • Signaling is an important part of this kind of interaction, right? It's not always about

  • the points, sometimes it's about the signals for the points. So some other examples of

  • things that you may have seen called meta-games, things like structured exchanges, gifting,

  • poking or flirting, questing and raids, these are groups of game mechanics put together

  • into one sort of unified experiences. These are other things that we use to create user

  • engagement, to create desired behavior with users in games. And they, you know, some of

  • them are fairly familiar. I want to share with you a little quote. If you don't know

  • Kiva, Kiva is one of the leading non-profit, you know, social service startups in the world.

  • They do micro-lending for important causes. So we interviewed last weekend in TechCrunch,

  • the founder of Kiva, Premal Shah, said, "Our biggest competitor is actually Zynga." Consider

  • the implication of that, right? He runs a non-profit. He runs a large scale non-profit.

  • He views his competition as Zynga. What is he saying? He's saying that increasingly,

  • users are forced--increasingly, users are faced with a set of choices that are basically

  • distinguished between--we used to think of them as work and leisure choices, but increasingly

  • they are compulsory and optional choices. Compulsory and optional replaced fun and work

  • in the language. Once we get into optional time, disposable time, discretionary time,

  • users are naturally going to gravitate to the experience that they find the most rewarding.

  • Notice my choice of words. They will naturally gravitate to the experience that is most rewarding.

  • And by definition, games have a big advantage over just about anything that you might be

  • creating in your own spare time, right? Which is there designed explicitly to maximize reward.

  • So, if I can freely choose like, do kids not read books today because they don't understand

  • why books are important? No, it's because they have the choice of stuff that's way more

  • interesting than books so they are choosing something more engaging than books. It's a

  • jingoistic response to market choice. It also highlights something really important about

  • the power of games. Games are the only force in the known universe that can get people

  • to take actions which are against their self-interest in a predictable way without the use of force.

  • And this is an important distinction. Sex is extremely powerful at getting people to

  • take actions against their self--people self-interest. It's very unpredictable. And you can pull

  • a gun out and make people do just about anything you want, but they tend not to like that.

  • Games are the only force that can get people to act like they're sex-crazed maniacs but

  • in a predictable way without having to pull a gun on them. I know. I know. I know. That's

  • a bit--that's a bit dark. But no, I'm just kidding. But you get my point. My point is

  • it's a powerful force and it's what being expressed now in this like, you know, relentless

  • pursuit of engagement that's coming from the likes of companies like Zynga. And behind

  • this is important work. There is important academic work that underpins some of these

  • things. There's a guy named Richard Bartle who in the 1980s was one of the first researchers

  • to look at why people play games and he identified in--these were MUDs at the time not MMOGs

  • but they are precursor to MMOGs, text-based multi-user dungeon games. And Bartle discovered--identified

  • four different types of players. He identified the achiever, the socializer, the explorer,

  • and the killer. And I'll tell you about them all a little bit. What's interesting is the

  • four had since turned into 16, which include things like a judge, a politician, a lawyer.

  • But the four turned out to be very enduring. And Bartle never intended them to be a personality

  • type like an MBTI-type inventory but now that we have three generations of game-thinking

  • I bet you can start slotting some of the people you know into one of these four categories,

  • thinking of that as a personality type. So, the achiever. The achiever likes to achieve,

  • right? Simple. The only problem with a community full of achievers is not everyone can win.

  • And it's a big design problem, right? It's not a little design problem, it's a big design

  • problem. The second biggest problem, probably what I face the most in talking to audiences

  • about gamification all the time, is that you here in this room are not normal. You are

  • way more achievement-oriented than the average population, right? Way more. If I gave you

  • an achievement inventory, you'd score off the charts by comparison to the normal--the

  • norm population. The norm population, 80% of the population, are socializers and they're

  • after lightweight, non-confrontational, easy to reciprocate social interactions with other

  • people. They are in other words as other, you know, sort of social science researchers

  • have said, they are lonely. And they are looking for social engagement with other people. Lightweight,

  • non-confrontational, easy to reciprocate; sounds a lot like poke, right? Poke is a good

  • expression of that idea. Farmville is, without taking anything away from Zynga, poke with

  • cows, right? It leverages that sociliazer instinct, that socializer demand, that socializer

  • insight, to its extreme. Ten percent of the population are achievers, 80% are socializers.

  • Explorers, if any of you played Super Mario Brothers, right, on the SNES or the NES, you

  • might remember having friends who knew where every single like hidden level was, every

  • Easter egg was, which pipes to go down, which blocks to push, to get an access to the secrete

  • levels. In the days before the Internet, those people where classic explorers in the Bartle

  • typology. They had to play those games for hundreds and hundreds and hundreds of hours

  • to find which pipe was the right one to go down. They'd have to like, you know, go to

  • the pipe, push down. Oh, that's not it, go to the pipe, push down. The explorer is playing

  • for the social credit for having discovered something. That's what they are after. They

  • want to be the one who discovered this thing. They're the explorer. And killers were the

  • most controversial segment of the market. They make up probably less than one percent

  • in the average group. They're very, very similar to achievers, except, "It's not just okay

  • for me to win, I win and you lose. And not only do I win and you lose but all of you

  • need to watch me kick your butt. And then I want as much credit from the community as

  • possible for having done that. I want you to say, 'I respect you. I love you. You killed

  • me.'" Okay, killers are--killers sound bad but actually in many cases they're really

  • good. I'll give you an example. I frequently talk to big company executive management team

  • so I'm in at very, very well-known publisher. A company you'd all recognize. It was a big

  • busy online community of commenters. And so one of the best examples of killers is comment

  • killers are really, really super common and obvious, right? You post an article and these

  • guys are in there like, "Bam," right? Right away. And then someone will post a comment

  • and they'll be like, "You're an idiot," and then someone else will post a comment and

  • they'd be like, "You're stupid," right? And so you see these people and some of you might

  • be those people. If so, I highly recommend keeping your hands down for now, so your friends

  • won't know. So, you know, I'm talking with these guys, I'm talking with these publishers

  • about comment killers and, you know, in the canonical web view or publisher view of what

  • to do about a comment killer would be to temp down that behavior, right? You're going to

  • write a script that listens to the tone of the post and if the tone of the post is too

  • extreme, the post goes to moderation, right? Or if the person posts too quickly, multiple

  • posts, tad-tadah-tadah, too fast, put them into moderation, right, or ban them from the

  • website because they're disrupting. That's terrible. That's not at all how a game designer

  • thinks about that, right? Killers are the most active, most engaged members of your

  • community. They're just expressing their behavior in a bad way. So the right design, from a

  • game design standpoint, is to put them on rails. Not Ruby on Rails, rails, right, which

  • is shape their behavior by creating a pathway that they go down. So in the case of comment

  • killers, we unpack their motivation. What drives a comment killer? They're after recognition,

  • right? They want to be recognized as smart by the outlet or the writer. So you set up

  • a reward system that says, "Okay. You can earn dinner with Walt Mossberg. You can earn

  • an op-ed in the Washington Post. In order to do so, however, you need to be the commenter

  • who's most frequently given a positive review for the quality of commentary," right? You

  • set up an incentive system that's more carrot, less stick, right? Consider, I can't guarantee

  • you that we'll get 100% adherence to that, we may still need moderation cues, but we

  • will turn some of those people and some is better than none. Another good example, the

  • U.S. tax system, it's 100% stick and no carrot. You get nothing for filing early unless you're

  • owed money and you get your money a little sooner, right? But if you owe money, there's

  • no end zero incentive for you to file early, there's a lot of disincentive for you to file

  • late. Why? Empirical evidence tells you that it would be better if there was an incentive

  • scheme. Why not offer some kind of benefit to users, preferably a status benefit, but

  • why not offer them some kind of benefit for filing early and on time? I--this is the kind

  • of thing that game designers think about, "Reward early, reward often, try not go negative."

  • Good axioms. So for you--we'll do Q&A in just a little bit. I'd write it down, think about

  • it, text it to yourself if you have to. Okay, that's so meta. So it brings me, you know,

  • it brings me to this important point for you guys, you know, which is from--I believe that

  • there is a seismic shift underway. And if we believe that consumers understand metrics

  • but in more abstract way, like the metrics that drive themselves but in an abstract way,

  • increasingly consumers care about fun as an actual metric. It is a value. Pleasure, enjoyment,

  • fun is a value that consumers increasingly expect to be in their products and services.

  • Consider this, right" Sorry. I know many of you are carrying Android phones. Consider,

  • we--I could be using an Android for this example, it's the same thing. Consider this device.

  • This is not a good phone people, right? We all acknowledge this is not a good phone.

  • But we can never go back to a Motorola StarTAC, can we? We can never ever go back. Our expectations

  • have been changed irrevocably. Our devices must be Internet connected. They must be beautiful.

  • They must like be able to play games and do applications and make calculations for us.

  • We can never go back. And so consumer expectation is rapidly shifting. What was once an advantage,

  • meaning clarity, simplicity of purpose, may actually turnout to be a disadvantage in a

  • world in which consumers are engaged looking for more deep--more engagement. We've been

  • trying--following this Web design Holy Grail of finding you know the most straightforward,

  • cleanest way of presenting information or data. I actually think the tide is turning

  • from a consumer standpoint. I don't think that's the main metric that consumers are

  • looking for at all. I think the main metric they're looking for now is fun and engagement.

  • And increasingly that will become their number one choice factor in deciding what wins. And

  • it means for you there's a new metric on the horizon. And we haven't defined it yet. I'm

  • going to--I'm working with some researchers between now and January to define this in

  • time for the summit. If you guys want to work on it let me know and I'm happy to have you

  • involved. We need a new metric to describe engagement, consumer engagement, because the

  • old metrics don't actually work anymore. Page use doesn't describe engagement. Daily active

  • users does not describe engagement, right? Return--time spent on site, return visits,

  • these things do not individually define engagement. There is a new metric for engagement that

  • needs to come out of the miasma and it will become all important. There will be a metric

  • just like it has happened before. Of course you guys, you know, you're in a good position

  • to define what that metric should look like just like Facebook defined the daily active

  • user-monthly active user metric, but, you know, we need to have that engagement metric.

  • So I want to share with you a couple of examples and then we'll have time for Q&A. So the first

  • example of a pretty good gamefide system overall that I like to use is Nike+. How many of you

  • use Nike+? Anybody? Oh, this is--this is awesome. This is awesome. I'm never in a room without

  • a Nike+ user so this is fantastic. Okay, so Nike+ is a gamefide system where you typically

  • you buy a little piece of hardware and you wear that on you and it records your score

  • and then you upload that score or you can do it manually on the Web with sort of is

  • social experience. It's got points, badges, levels, leaderboards, challenges, rewards,

  • all around how you exercise and how you perform in exercise context almost exclusively about

  • running. And it's cool. It's well designed considering that, you know, not many game

  • designers actually worked on the problem. But it has some issues. That up top is my

  • actual score at Nike+ today. Today. And I will tell you that while this is body by butterfat

  • I am not antithetical to exercise. I don't wake up in the morning going, "Exercising,

  • I hate it." I'd like to be fitter, you know? But Nike+ apparently doesn't care about me

  • as it's evidenced from their--the very first minute of their design, right? I am not already

  • fit enough to play Nike+ and there's no incentive for me to progress. Even the way this progress

  • bar is designed is a humongous disincentive. Remember the olden days of walking up to a

  • video arcade machine in the old brown cabinets, and you walk up and the first thing that you

  • would see is a leaderboard of 10 people with astronomically high scores, right? Like, Jeff,

  • 10,487,642, right? And then the next person would be like one point below that and then

  • the next person will be like two points below that, and you'd be like, you know? And it

  • was actually--one thing that we learned from those leaderboard days was how humongous of

  • a disincentive a poorly designed leaderboard can be. Bad leaderboards are terrible, terrible

  • disincentives. Bad scoring systems are terrible disincentives. You walk up, you see that,

  • and you're like, "I'm never getting on that leaderboard." And if you're in any way competitive

  • in any way, or achievement oriented, and the game isn't inherently achievement oriented,

  • you're like, "Well, I'm not even going to play this game. I'm going to go look for a

  • machine where I can maybe get on the board," right? And look for a game where I can get

  • on board. So, we've revamped leaderboard design in the context of social games. Here's how

  • leaderboard should be designed now. It's actually like that prescriptive. Okay, so in the new

  • design of leaderboards, you put the user right in the middle, and you put their next two

  • best friends above them and the next two best friends below that, right, so no matter where

  • they are in the actual rankings, they are in the middle. Two friends above, two friends

  • below, with a little dialog bubble that says, "In order to beat Sue, do this," right? It's

  • so much better of a design. It turns out to be so much more engaging than the old leaderboard

  • design. And the only exception to that, and this is important as well because I think

  • this is--this kind of goes against some of the core Web design hegemony, which is that

  • you actually think through different used cases and explicitly redesign experiences

  • for different users, so the exception to that design is if the user's actually in the top

  • 20, literally in the top 20, you show literally the top 20, right? Because that user probably

  • then really cares that they're in the top 20 and wants to see the top 20, right? So

  • anyway, so we've rethought some of those things we rethought about motivation. Another example

  • of a game that I think highlights some of the challenges is Chase Picks Up The Tab.

  • How many of you know that? I think it's an east coast thing. Basically, the premise was

  • during this promotional period Chase has run a couple of years in a row, if you use your

  • Chase debit card and you swipe it during the promo, sometimes you'll get an SMS from Chase

  • saying, "Oh, we picked up the tab," and they'll reverse the charge, right? So, setting aside

  • the fact that that is clearly a casino game, that is absolutely positively--absolutely

  • positively a slot machine, and there's no question about it, and they should be regulated

  • under like gambling law, and I don't know why they're not but I can't figure this out,

  • but they should be. Okay, so setting aside the fact that that is a casino game, the problem

  • with Chase Picks Up The Tab is I have to be a fucking Chase customer to play. Do you know

  • how much time it takes to set up a bank account? I have to go into the bank now, I have to

  • bring two forms of I.D., sign my Patriot Act paperwork, wait for them to run the background

  • check on me, send me a--give me a temporary ATM card, send me the regular one in the mail,

  • activate the one in the mail, sign up for the promotion, and then play. That is a mistake

  • my friends Zynga would never have made, right? Why can't anybody play Chase Picks Up The

  • Tab? Why can't you play the game just by connecting on Yodelay, right, anybody comes in signs

  • of Yodelay, sign up for text alerts? It's an opportunity for them to convert a customer

  • later. But they think like a big, old, kind of, dumb bank. "You have to be a customer

  • of ours first." The bar is way too high. And the market will no longer support those kinds

  • of ideas at infinitum. Every opportunity--I'm going to tell you this right now social gaming

  • designers, every single touch point is an opportunity to convert a user. There is no

  • such thing as a moment that exists in a world where we can't draw another user into our

  • experience. We have to start thinking about the world in that way. I mean, we don't have

  • to but things will work out better for you if they do. Okay, so here's one that more

  • of you will know than Nike+. How many of you do not know what the Lunar X Prize was? Oh,

  • awesome. I just used geek pressure. Okay, there was--there's one person. I'll just recount

  • it for you. A $10 million prize given by the Ansari family to the X Prize--through the

  • X Prize Foundation, to the first team to launch a reusable spacecraft into space twice in

  • three weeks with a human payload coming back alive, okay? The premise was we're going to

  • unstick the stuck space program because NASA keeps launching crappy space shuttles into

  • space that don't make any sense, okay? That's the premise. So, here's what happened. My

  • amateur sleuthing, here's what happened. Twenty seven teams entered the Ansari X Prize. Of

  • the 27 teams, a third of them are now out of business, two-thirds of them minus one

  • are doing government and principally university contracts which begs the question about why

  • they didn't just do that in the first place, and the winner, the winner was going to win

  • this contest anyway, Burt Rutan backed by Paul Allen. Burt had 20 years of experience

  • building private spaceships. He was so far ahead of everybody else in the rest of the

  • world, and backed by a billionaire who's prepared to fund it to the tune of at least $25 million

  • to win the $10 million Ansari X Prize, which is, as we know, a fundamentally irrational

  • choice to make. So, tell me this, who won the Ansari X Prize? I'll take opinions, anyone?

  • The X Prize Foundation won the X Prize, right? It formed an actual thing. It's good that

  • they got a $150 million worth of free press from it and it highlights probably the most

  • important point I can make for you, which is the game always favors its creator. No

  • matter what game you're playing, the house always wins. The deck is absolutely stacked

  • together. I'm using metaphors, they're all point--they all point back to a fundamental

  • truism. There is no way to beat the house long term. No, no way. So you have the choice

  • in a more gamefied world of either being the house or being played. Those are your choices.

  • But there's no ambiguity here. The sooner you build gamefied experiences, the sooner

  • you get to, you know, taking your cut, because it's ultimately the best business in the world

  • to be in. Two people or multiple people battle it out and you get a cut of everything that

  • happens. You might at Google be familiar with that as a premise. So, let me summarize some

  • of the--I'll summarize some of the main things that we talked about today then we can do

  • some Q&A. So, the first important takeaway; fun and theme are not correlated. We can merge

  • fun and work, you know, with games by using gamefication and game thinking, that line

  • is not so bright in red. Status is probably the most important motivator that you can

  • deliver to users. Cash is really--should be far down on your list of things to give away

  • unless you really love to give away your cash. The gamefication loop is a great guide, points

  • in the middle, game mechanics surround the outside; badges, level, challenges, awards,

  • leaderboards. Fun is a new metric. Engagement is a new metric. And games fundamentally favor

  • their creators. So, I'm really, really interested in hearing your questions and I will lay out

  • for you in advance that there are three questions I get asked at almost single talk that I give

  • and so I am keeping a leaderboard in my head of how well Team Goggle correctly anticipates

  • those questions. Yes? >> How did Griefers fit into this picture?

  • For instance... >> ZICHERMAN: Griefers. Yes, go ahead.

  • >> ...a lot of the corporate stuff you talked about was straight with the corporation so

  • you think the next step might be more social. But then, when you look at Xbox Live, you

  • know, you see the obvious problems with the little design social systems.

  • >> ZICHERMAN: So, I'm going to rephrase your question because there were a couple of questions

  • in there. So, I think the biggest question that you're asking is, can you create a social

  • experience that's like fundamentally corporate but also social? And are there--what are some

  • of the pitfalls of building an experience like that? So, one of the things that happens

  • anytime you build a social interaction platform of any kind is you get unintended user behavior.

  • Users do things that you don't want them to do. Users do things that are not necessarily

  • on your pathway of, you know, design concept so you want your users to be there happily

  • talking about, you know, Google Checkout. And they come, and some of them happily talk

  • about Google Checkout, and some of them like start talking about neo-Nazis, right? And

  • you're like, "Okay, it's unexpected thing but, you know, what are we supposed to do

  • about it?" Or, you know, they're like obstructionists that make the experience negative or obstructionists

  • that make the experience negative for other people. So, there is no substitute for good

  • moderation. You know, in a--I gave a keynote shortly after the world financial meltdown

  • that was actually on the subject of how if a game designer had been in charge of the

  • Federal Reserve how the outcome would have been different for the meltdown. And one of

  • the most fundamental things that game designers do not do is they do not ever think that people

  • will not try to game the system. They begin with a fundamental assumption that, "If what

  • I build is valuable," and there's always that "if," but, "If what I build is valuable, people

  • will attempt to get whatever they can out of it by doing as little as possible," right?

  • That's the basic tension that game designers believe exist in all these systems so we're

  • never naive about that. We often make mistakes but we're never naive about that. So the right

  • answer to that, it's a broad omnibus answer but it basically means expect the worst, expect

  • the unexpected, and think about things like a game designer would. So, any game design

  • community has CisOps, right, who are often promoted users who demonstrated some clarity

  • and then some system of command that allows most importantly the game to turn transactions

  • back at will that--which is really super important. So in the real world outside of games, normally

  • like when somebody defraud somebody else you got to go to court, you have to seek some

  • third party remedy for that. In the world inside of games, with the right terms of service,

  • the remedy is tell this, you know, the CisOp notices either it's algorithmic or human or

  • a complaint. Somebody says, "Oh, that's not the right kind of interaction, that person's

  • misbehaving. They've stolen something. Something's weird. They are able to pause/play, read the

  • log, decide what to do in, like, a couple of minutes. Pause/play, read the log, decide

  • what to do, take money out of someone's pocket, put money back into somebody else's pocket,

  • ban a person, change their status, and the game continues, right? It's autocratic. It's

  • somewhat dictatorial. But it is necessary for the, in this context, necessary for the

  • effective functioning of most of all to user experiences so you need to consider that in

  • your design, if it gets big enough anyway. More questions? There can't only be--oh, yes.

  • Please use the microphone. >> So we just went through our annual performance

  • review cycle a few weeks ago. And when you were talking about that system where you're

  • in the middle and then you see the two people above and below, what would it take to move

  • up? I'm just thinking, "Wow," you know, "This would be really useful during performance

  • review." Because... >> ZICHERMAN: Oh, yeah.

  • >> ...it's really unclear, you know, what it takes, you know, to move up or whatever

  • and I was wondering, you know, how would you run performance reviews as a game?

  • >> ZICHERMAN: It's a great question. I love the put on the spot game design questions

  • and I'm going to be like, "All right, so here's what I do." No. So, actually, HR is a huge

  • piece of the--I think the next big frontier of gamification. Sales teams have been using

  • basic game concepts since the beginning, right? They've often--if any of you who have worked

  • with a sales team, you've seen the leaderboard up on the wall. They've been doing that forever.

  • Or, like, non-profits for their donation thing, you know, like where they show a thermometer

  • like with the number filling up? That's a kind of like sort of status meter score health

  • meter, that you might use. So some of these mechanics have been imported with sales teams

  • for a long time but they haven't really seen distribution beyond sales teams but there's

  • an increasing chorus of people playing with ideas. So one idea that wasn't implemented

  • super well but people kind of liked on the HR side was a game that the guys called Seriosity

  • Build which was a--it was an email game and basically the premise was you had to put a

  • certain amount of virtual currency behind every email you sent and the amount of virtual

  • currency you put behind it demonstrated how important the email was. So the recipient--the

  • recipient could sort of score their inbox based on how intently you really wanted them

  • to read their email, right? Now, it was overly convoluted. It didn't work quite the right

  • way. The design wasn't perfect. But there's a germ of a really interesting idea in there,

  • right, which is using a virtual economy to signal like intent one way or the other and

  • I think probably for HR, and certainly for performance reviews, the biggest thing that

  • I would do is I would expose the XP system of reviews. So, do you all know what I mean

  • by XP? XP is experience points. It's a point system that generally is revealed as going

  • up continuously. It never goes down. It can be reset periodically according to calendars

  • but it pretty much always goes up and you get XP for all kinds of activities in the

  • world. But XP is not redeemable. You can't turn XP into stuff. It's like experience points.

  • And you've seen it in Xbox if you play Xbox Live. You've seen it in LinkedIn, that bar

  • that fills in that says your profile is 33% complete is a type of XP, okay? So what I

  • would do as a test is I would expose the actual process for getting a raise and making an

  • XP bar that everybody could just see on your, like, personal homepage. "Here's your XP,

  • here's your distance to next race," right, "and you got to keep doing the things." You

  • know, "Here are the challenges and quests you need to follow. You got to keep doing

  • these things to get to your next level," right, and at least demarcate the next level. So,

  • you know, and the other cool part about XP is usually those bars never actually fully

  • fill up, like you could never--right? You never get to--it's sort of--it's a logarithmic

  • project, you know, projection so it keeps getting, you know, closer and closer to, you

  • know, vertical but it never quite gets there so you can kind of do a lot with that. But

  • that would be my main--my first main hack would be the test that in performance reviews.

  • And what effect would an XP bar have on people's behavior just if it was on their homepage

  • everyday? Maybe, you know, you logged into your homepage and that was the first thing

  • you saw is how far away you are from your next race. Do you have a question? Yeah?

  • >> Yeah, I'm just going to ask about the engagement power metric you mentioned.

  • >> ZICHERMAN: Yeah. >> And if you thought about what it might

  • look like. Then maybe you can just repeat the question since I didn't go up there.

  • >> ZICHERMAN: Sure. What does the engagement power metric look like that I've described?

  • >> Yeah, and it's because there are so many different websites.

  • >> ZICHERMAN: Right, there are so many different ways to think about it. So I've been doing

  • some preliminary thinking on it. And, you know, I would love to have a dialogue with

  • people who are involved in that kind of metrics around it. And again, you know, we'll talk

  • about that at the summit in more detail but basically I think we need to amalgamate a

  • few different metrics and look at some new ones that track user behavior against some

  • norm because I think we've been missing some of that normative tracking components which

  • are kind of important and then there's some elements on the--I know these two things are

  • already kind of fleshed out of my head. We needed a baseline and we need an amalgamated

  • metric. And then the other thing that I've been thinking a lot about is we need to start

  • measuring certain behaviors in core analytics like referrals. Friend invitation should be

  • a core analytic. It should be in Google Analytics, actually. Like friend invitations, right,

  • it should be tracked by Google. It's like obviously missing there, right, because it's

  • important to everybody, right? Okay, just so I wanted--I'm just waiting to see if I'm,

  • like, the only person. Okay, so friend referrals is a simple example of something, you know,

  • that tells you. So I think if we pull together some of these things, you know, we can, you

  • know, we can kind of create some interesting hybridized metric. But we frequently, when

  • we talk about metrics in gamification frame or point systems we, you know, we frequently

  • make things opaque for a reason, you know? So I'm not--I think the secondary level to

  • that is whether it should be transparent or opaque. And, you know, there's lots of justification

  • for some kind of semi-opaque metric, you know? A good example of that is--another good example

  • of semi-opaque metric is if I was a building a game to help you lose weight at your local

  • gym or getting people fit actually. So, broadly speaking, I'm building a game for engagement

  • in a local gym, right? If I created a linear point system like the old school point system

  • thinking, I'd have kind of a problem, right, because for me losing 10 pounds or for you

  • losing 10 pounds are two completely different values, right? Is that--for me, it's a rounding

  • error, right? For you, it's like a serious weight loss goal. And two--yeah, I actually

  • do lose like six to seven pounds in water weight TMI. So, you know, so these two things

  • would mean something different and we may also even be walking into the game with completely

  • different motivations. I may want to lose weight, you maybe want to bulk up. How can

  • we all be on the--playing the same--how can we all be in the same experience, right, under

  • those circumstances? If we use a simple point system that's like measure the number of pounds

  • you lose. And then on top of all of that is the privacy question, right, which is how

  • would people feel if their actual weight loss was on a like publicly viewable board in a

  • gym, right? So, these things all point to, if I give you a lot of evidence to support

  • this idea, you don't actually need all of this evidence to support the idea of an opaque

  • point system in which the game designer takes care of all that and just produces one magic

  • number. And the one magic number is, you know, where you're at against your goal and that's

  • all you need to know. And if you believe that the system is honest, if you believe that

  • the game designer knows what they're doing and you see some proof of that early on, you

  • buy into that point system and you just say, "Oh that makes sense." More questions? Yeah?

  • >> I have another question. >> ZICHERMAN: Go ahead.

  • >> I have a question. So when I go to play a game, I am not a member of the game, so

  • how would I be in the leaderboard or how would that work?

  • >> ZICHERMAN: So, the early days of any game are supper, super important. The term that

  • we use in games to describe the first minute or so that a user plays with us is called

  • "on-boarding," which is a term you may have heard before, and the game view of on-boarding

  • is totally different from the Web view of on-boarding. So on the Web view of on-boarding,

  • a user might be coming from anywhere and we don't really know what they want to do so

  • we're going to drop them on a page which gives them 8 or 10 standards, 8 or 10 options, right?

  • Google.com is in a notable exception to this rule, but most websites, when you land on

  • them, there are 8 to 10 options of what you could do, right, log in, register now, tell

  • a friend, follow us on Twitter, find out more, read about us, like, press section. So, a

  • game designer would never, ever, ever, ever, ever do that ever. There is one experience.

  • It is the on-boarding experience for the game. It's what we used to call a tutorial level

  • but now we just call it level one. And the user is dropped into the game experience,

  • and I'll give you the basic rhythm of it right now, the user is dropped into a game experience

  • knowing--and the designer knows full well that they're going to lose a whole bunch of

  • people in the funnel, right, but that's not the point, so usually this is what the rhythm

  • looks--the pattern looks like now. "Welcome, do this simple challenge," like any idiot

  • can do, right? "Do this simple challenge. Yey. Okay, here's another one. Can you do

  • it? Cool. Here's one more. Can you do it? Yey. Register now," right? And then, most

  • importantly, invite friends, right? That's the rhythm that's if you deconstruct the,

  • you know, if you deconstruct the first minute of most successful games they look like that.

  • So, in the olden days we dropped you on an option that said, "Start, play a tutorial

  • level," now we just make that level one. You're tightly boxed in as a user. You don't even

  • know that you're tightly boxed in but you're really tightly boxed in in that first minute

  • of the game. And some of the core things that we've unpacked is you first get a reward,

  • "Yey," before you're asked to register, and the registration step is the one that you

  • use to claim the reward, right? So the site is advancing value to the user before the

  • registration occurs and it uses that value to get the registration to occur which is

  • really backwards, right, from the way most Web design is done. So, that's become--that's

  • been very, very powerful. And that also in those two, or three, or four steps that we

  • do in the first couple of minutes, we unveil like we reveal the complexity of the game

  • in slow steps, right, slowly. "Let me show you a little bit more, oh, a little bit more,

  • oh, a little bit more, okay, now you're in." One of the--and then there's still some revealing

  • that goes on, right, leveling up and so on. >> So, we were in conversations recently about

  • some--about gamification of some areas that aren't necessarily, you know, that are obviously

  • games. And one of the objections was that this would take away from the value proposition

  • of what's already there and sort of create this distracting layer of game on top of this

  • other thing that already had--gives value to users. And...

  • >> ZICHERMAN: Yes. >> ...it would sort of shift the value to,

  • "I've got this behavior that I'm--I feel compelled to engage in because I have these innate human

  • characteristics and all these things." >> ZICHERMAN: Yes.

  • >> And the argument was that, now I've taken--you've taken away from the original value that we

  • had. >> ZICHERMAN: Yes.

  • >> Is there--how do you--what do you say to that objection?

  • >> ZICHERMAN: That's a great question. So, the question is--I'll rephrase it and...

  • >> Yeah. >> ZICHERMAN: There's two questions. So, one

  • of them is, you know, how do you gamify an experience that has intrinsic value already

  • so you know one thing, and then two, what are the risks of gamifying something that

  • has intrinsic value, you know, and what happens? So, there's a two part answer for you. My

  • favorite allegory around this is Jet Blue. You know, when Jet Blue Airlines launched,

  • it did not have a frequent flyer program. They said, "We don't need one. We are a new

  • kind of airline. Our planes are new and clean. Our employees are happy. We fly where you

  • want to. We give you free TV and snacks. We do not need a frequent flyer program. That's

  • what crappy old airlines use as a crutch. Our core product, our intrinsic product is

  • good, enough." How long did that last? One year, approximately, right? And they are super,

  • super not invented here like, that's why they were able to go for a whole year, you know?

  • The reality is sometimes, and I think it happens in almost every commoditized market, the game

  • subsumes the intrinsic action--activity. It just eats it because it's more important.

  • It's more compelling. As everything becomes more of a commodity, the loyalty becomes the

  • actual end user product. It's what the user is engaging with, this loyalty program, not

  • the underlying product. We used to have brand marketing to do that, right, that was the

  • other lever that companies could use. But today, it's really hard to get that message

  • through the users so increasingly, loyalty becomes important. So that's one aspect of

  • it. The other aspect of it is a little bit scarier, which is what's called replacement.

  • So, I did a weird undergrad. My undergraduate was the psychology of gifted children and

  • their social-emotional affect. And so, one of the things that's been in the literature

  • of gifted kids for a long time is replacement and here's replacement in a nutshell. You,

  • intrinsically, are a great piano player, Chris. You play piano. You just start playing piano.

  • There's just one around, you start playing. You love it. You're playing music. You're

  • playing all the time. And your parent's decide that you're going to do competitive piano.

  • So, now they introduce competitive piano playing to you. You start going to competitions. You're

  • winning. It's cool. You're getting prizes. You're getting rewards. You're winning and

  • then if we withdraw the reward, right, we withdraw the prizes and withdraw the reward,

  • Chris will stop playing piano, full stop. He stops playing the underlying intrinsic

  • behavior that he's doing before we ever came along with our fruit cocktail reward program,

  • right, he just did it because he loved it. What replacement is, it's a very, very clear

  • and it happens almost 100% of the time, if you replace intrinsic motivation with extrinsic

  • rewards and you extinguish the extrinsic reward then the underlying behavior is also extinguished.

  • Once replaced, intrinsic motivation rarely comes back, that's the basic thing. So, it

  • leaves you in a bit of a dilemma, which is you're facing markets that are basically going

  • to extrinsic rewards everywhere, that's effectively what's happening. And I don't think and I

  • know it's controversial. I just gave a talk on gamification for non-profits like last

  • week in New York at this great meet up for non-profits and I was like, "I hate to be

  • a harbinger of doom for you here but let me break it down, this is an opportunity rather

  • than a threat, but intrinsic motivation is over. It's over. Depending on consumer's intrinsic

  • motivation to take actions for you as a brand is over. The sooner you accept that, the better

  • you will be. We can no longer depend on it." In fact, it begs the question of whether or

  • not there is an intrinsic versus extrinsic rewards system anymore at all, right? Our

  • private lives are now public. Our social media presence is omnipresent. It follows us around

  • all the time. Is there an internal life for people? I don't even know anymore. But here's

  • what I do know, every vertical will become--the rewards will become externalized and you'll

  • need to find a good external rewards system to compensate. Yeah?

  • >> How do you apply that to a business context? So, I've got a deal with a material that's

  • listed as A, B, C and D and I can't get a partner to commit so I introduce extrinsic

  • value E. I mean at what point are you crafting an unsustainable relationship? Like you have

  • six months of exclusivity but six months, you know, in month seven, are you still going

  • to be happy with the deal? >> ZICHERMAN: Right. So the question is, how

  • do you make that sustainable? >> Yes.

  • >> ZICHERMAN: So, I'll tell you kind of a--I don't know your personal situation but I'll

  • share a story. So, from the time that--and maybe it's a very personal situation, but

  • we can talk about it later. So, from the time when United first unveiled Mileage Plus in

  • 1981 a week after American, until 2007, the top level you could achieve in mileage plus

  • was one million mile flyer, that was the max level you could achieve. And of course, that

  • seemed insane in 1981. "A million miles. Oh, my god. How many people would ever get to

  • a million miles? That's crazy." So the designers didn't design passed a million miles. What

  • happened when users reached to a million miles? They stopped playing because it stopped being

  • fun. There was no more reward to win. They got lifetime gold status, right? There was

  • just nothing to get out of the level past a million. Using game term, strict game terminology,

  • that was the boss level of the game. They beat the boss level. Once they beat the boss

  • level, the game's not that much fun anymore, right? So, three, four years ago, United added

  • additional tiers beyond a million; two million, three million. They're not necessarily thoughtful

  • but they are interesting because they point to a--the fact that you have to constantly

  • be thinking about the game system and constantly extending and redesigning it. I don't think

  • that there is a--there is definitely not a magic like sprinkle game sauce on something

  • to make it taste good. There is no like, you know, there is no like quick answer where

  • you can like just drop in one game mechanic and all of a sudden, "Man, this thing that

  • wasn't working before now really hums," you know? That isn't the case. These are long

  • term engagement systems that we're building and they will require care and nurturing.

  • One of my big predictions, and then I think we got to wrap up, but one of my big predictions

  • is that I think every company will have a chief engagement officer working on their

  • staff, whose a different kind of discipline. It's not quite marketing. It's about engagement,

  • whose responsibilities, you know, encompass all the different things that we've talked

  • about. So, that could be you, for you personal problem. Thank you all very much. If you want

  • to continue the dialogue with me, I'm on Twitter. I'm @gzicherm. The blog is Gamification.Co

  • and, you know, feel free to chat with me anytime. Thank you.

>>

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楽しみは未来。ゲーミフィケーションをマスターする (Fun is the Future: Mastering Gamification)

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    michael に公開 2021 年 01 月 14 日
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