字幕表 動画を再生する 英語字幕をプリント >> 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.
B1 中級 米 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) 357 23 michael に公開 2021 年 01 月 14 日 シェア シェア 保存 報告 動画の中の単語