Thin Layer vs Deep Level Gamification

Thin vs deep gamification 1 Thin Layer vs Deep Level Gamification

With it nearly being Christmas, I thought I would put out one more blog post before the traditional years round up!

This time I want to look at a concept I have been talking about for a while, but have never really explained properly. Thin Layer and Deep Level gamification.

Thin Layer Gamification

This covers things that are added to the “top” of a system. Points, badges, game like interface components. This type is less about engagement as it is about entertainment, but has its place as I explained last week.

Deep Level Gamification

Deep Level is where the real engagement and problem solving come in. Covering everything from Games / Serious games to pure intrinsic motivation driven systems, Deep Level is where you will get the biggest returns – and development bills!

Thin Layer vs Deep Level Gamification

This diagram shows the basics of what I am talking about.

Extrinsic Gamification

Described here as Short Term Thin Layer. This is what most people associate with gamification, points and badges. An example of this can be seen on my site with my implementation of Captain Up. This is more of an entertainment feature, but can give short term in engagement especially when you are measuring based on page views on a website.

User Interface

Long Term Thin Layer means that whilst this sort of design may not be hooking into the deepest of intrinsic motivations, it is designed to stay with the user for the entire time they are using your system. Remember, this is user interface, not user experience!

Serious Games

Serious games are Short Term Deep Level. This means that they are deeply engaging, but designed for a specific purpose that lasts finite period of time – ie the length of the game. Think of things like Fold.it Once the problem is solved, the game finishes. Of course you can argue that games can last years – but most serious games are designed to solve a problem and that’s it.

Intrinsic Gamification

Long Term Deep Level gamification. This is what people strive for. A system that keeps you involved because you want to be involved.  There may be thin layer trappings, but RAMP is why you are there (Relatedness, Autonomy, Mastery, Purpose). Take Stack Exchange. Whilst some are there for the points and the badges, may are there because they enjoy helping people. Giving them bonuses and meaningful extras (like access to administrative tools) adds to this in a much deeper way than the PBL based rewards.

So what?

These categories are just there to help clarify the differences between different approaches to gamification. Each one is valid and has its uses. Each one can be combined with any other one to create a system.  If you went to a meeting where you were discussing gamification of a new product, you could show someone this chart and say “If you want short term engagement, look to the left. IF you want long term, look to the right.  If you have money and want to do this really well, look at the top, if you don’t have as much money, look to the bottom”.

Merry Chirstmas everyone!

Why I use Thin Layer Gamification on my Blog

One of the things I have been asked on occasion is why I have included the Captain Up gamification platform on my blog. In my own words, I would describe it as “Short Term, Thin Layer” gamification (something I will elaborate on in a future blog). A layer of veneer that has little or no long-term engagement possibilities. The reason is because I wanted to. Simple as that. I thought that some people who read my blog may find it a bit of fun – short term or not. I have a few hidden Easter egg style rewards on there, but for the most part is a vanilla install that people can play if they like or ignore if they choose.

On a side note, I chose Captain Up because it offered the most flexibility for the best value (free!). The dev team is also very responsive. I had tried Punch Tab, Cube Points, Big Door and others as well.

Anyway, the point is, I have done all of this deliberately and fully aware that it is not true engagement with my content- it was never meant to be. I have other things on the site that add extra value to readers. Recommended for you, recent comments, others are reading etc. If people find the game layer fun, I am really happy and I will continue to add extra bits over time to give them more to play with. For the rest, my hope is that they are enjoying the content and come back for that!

Not everything needs gamification. “Gasp, shock horror”. This blog makes no money for me, so I am not fighting for viewing figures. I like good viewing figures, but I am really interested in people getting value from the site. I want them to learn from my content and enjoy it.

Think of it this way. If the only reason people are on your site is to play with your gamified layer, then there is a problem with your content.

It may be great for page views, but is it really true engagement with your content? If it is an additional reason to be on your site, then great – they enjoy themselves, you get the page views and everyone is happy.

When you gamify something, start by being honest with yourself about what the real reason is. If it is just to get people to stay on your site and play to give you better stats, then you may well be doomed to fail.

One more thing…

I spend quite a lot of time looking at gamification platforms and have decided that I have a wish list!

  • Points, Badges and Leaderboards as a start.
  • Missions, Quests, Tasks etc.
  • Ability to reward non-site specific tasks (social media mentions not from the site – that sort of thing)
  • Easter Eggs
  • Competitions and Quizzes
  • Ability to create collections then trade, vote and comment on them for points etc.
  • Social discovery, Social Networking
  • User customisation tools
  • User generated content / quests etc
  • The same sort of pricing structure as Captain Up!

Who’s up for that one then?

 

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