The Importance of Definitions (and Why They Don’t Matter)

The Digger and the Sports Car The Importance of Definitions and Why They Don 8217 t Matter

Yep, paradoxical title alert!

Recently I got into a very interesting debate on LinkedIn about the definition of Gamification. Now, I have long had my definition of gamification, one that doesn’t stray too far from the closest thing we have to a “proper” definition.

  • Mine: The use of game design metaphors to create more game-like and engaging experiences.
  • Proper (From Deterding et al): The application of game-design elements and game principles in non-game contexts

Whichever definition you follow or whomsoever you may ask in the industry, 9 times out of 10 you will get something along those lines. The core of most peoples definition revolves around the use of game “bits” to improve things that are not games. What they don’t often say is that it is creating a game.

There is a very important reason for this.

Expectations

One consistent complaint from people who don’t like gamified solutions, that they are not games, they were expecting a game. I had a professional reviewer review my book Even Ninja Monkeys Like to Play who gave it 2 stars out of 5. Their complaint was “I thought it was going to teach me how to make a game”. This was despite spending an entire chapter at the start of the book explaining why gamification was not the same as making games!

If we could all agree that gamification is not about creating actual games, then we could avoid this sort of issue with people’s expectations. If they expect a gamified solution and not a game, they won’t be disappointed when they get a gamified solution!

When is A Digger Not A Digger?

The discussion on linked in was triggered by a silly meme I made that equated comparing games to gamification to comparing sports cars to diggers. They share similar DNA but have totally different purposes. The argument was that the purposes were contextual. If you race two diggers, did that not make them race cars? The answer is no, they are still diggers, they are just racing. Their intended purpose has not changed, just how they are being used. They were still built to be diggers, to move earth. The fact that someone raced them did not change their nature.

Taking that a little further, imagine a wall that you wish to put a screw into. All you have is a hammer. You can use the hammer to smash the screw into the wall and that may well work. Does that make the hammer a screwdriver? No! Imagine now that you have a knife, not a hammer. You could use the knife to actually screw the screw into the wall, as the tip of the blade might fit the screw head. Is the knife now a screwdriver? No, it is still a knife. If you took the knife into a workshop and cut chunks out of it, and refashioned it into a screwdriver – then you have redesigned and repurposed it into a proper screwdriver. It has been physically transformed into something new.

The thing we suffer from with gamification is that many people don’t feel it has been properly defined. But really, it has. We all know it has, we just like to add our own spin to it. At the end of the day, it is almost defined by what it isn’t. Gamification is not the process of creating a game. The process of creating a game in a non-game context is the process of creating a serious game. But of course, that has some sticky points as well.

What Is Entertainment

Take a very well known game, Sid Meier’s masterpiece, Civilization. When this was created it was created to entertain people. That was it’s “designed intent”. Now, many people have played this game and have discovered that it is also a great teaching tool. You can learn about geography, history, politics, military strategy and more. So, it is a game that teaches you. Does that mean that it is actually a serious game? No! It is still an entertainment game, that can be used for non-entertainment purposes.

The flip-side would be the serious educational game, the Oregan Trail. This was created in 1985 to teach students the realities of life in 19th century America as a pioneer. It was designed to teach, but it is a very fun game to play. Does that make it an entertainment game? No! It’s designed intent was to teach, so it is a serious game focused on education. I have more on those differences in my Game Thinking pages

Why Does This Not Matter?

Ok, so as I have said, this does matter, of course it matters. If we can’t define things, how can we set expectations of what they will deliver? If we have no definition of what a table is, we could not complain when we buy a table and are handed a sofa!

In the world of gamification solution design, the definition should not define how we think about solving problems! The definition is there to give us the language we need to describe concepts. However, if we find a problem that needs a serious game, we build a serious game. If it requires a gameful interface, that’s what we do. We don’t turn to the client and say “Sorry sir, I think you are talking about serious games, I just do gamification, you know the process of not making games!” At least I hope none of you does!?

Gamification Design Framework Toolkit

Following on from the success of the Gamification Journey Planner, I wanted to add more value. Based on my Gamification Design Framework (GDF)

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Payment is via PayPal, so all currency conversion will be done there.

This toolkit has been created as a way to help you design better gamified solutions. It is based on my Gamification Design Framework, a systematic way of building solutions that I have developed over the years.

You will find worksheets, tools and advice on going through the process step by step.

Worksheets are made to be printed on A3 paper ideally, giving you plenty of space to write on or attach sticky notes to.

If you have any gamification cards (such as my inspiration cards), they can help you when considering the game elements that might be used.

This is first and foremost a tool, one I have used successfully over the years in various forms. I want you to use it, adapt it and make amazing products with it.

The kit includes the following printables:

  • GDF Canvas
  • User Journey Planner (2 versions)
  • User Journey Adventure (a bit of fun)
  • Action / Feedback Loops Planner (2 versions)
  • Periodic Table of Gamification Elements
  • Emotions, Feelings and Fun Checklist
Gamification Design Canvas

If you purchased the original planner, you will be getting a copy of this free via email, so no need to buy it again.

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A Revised Gamification Design Framework

I have created various gamification design frameworks over the years and this is the latest.

It consists of three main phases; Define, Design / Build and Refine. Each phase contains iterative steps to consider as you build your solution.

Big thanks to Roberto M. Alvarez Bucholska for being a great sounding board for some of this!!

Gamification Design Framework Overview

Discovery

The discovery phase is all about unearthing the real problem that needs solving and then understanding more about the people you are solving it for. It consists of three mains steps.

Define the Problem

I have written about this in the past. What a client wants and what they need are often very different things. The issue they bring to you may be a symptom of something else. You have to dig and dig and dig until you can get to the actual problem that needs solving. This is a skill in itself, but remember to constantly ask Why?

Define the Users

Once you understand the problem, you have to understand the people who are going to be involved and using the system. The client may have one idea, but the people on the ground using it may have a totally different one. User research is a very under-rated part of solution design at times. You need to speak to them, run workshops with them and get to know them. Make the effort to understand them and you will be rewarded in heaven – or at least with positive feedback!

Define Success

What does winning look like for the client and for the users? Once you understand that, you need to decide what to record and measure to prove success (or disprove).

Design

Design the User Journey

Now, designing the User Journey does straddle the define and design phases a little. However. the key here is to understand and start to build the concept of the experiences for each of the five phases of the User Journey; Discover, On-Board, Immerse, Master and Replay. You will revisit this during the design phase and you will add to it and probably take away from it – but it is an essential next step in the process.

Next, you are into the nuts and bolts of designing and building the experience. Initially, you will need to look at BMEM; Behaviour, Motivation, Emotion and Mechanics.

Behaviour

What is it you want your users to do? Some of this will have been addressed in the define phase, but now you need to go into a little more depth. What are the current behaviours and what do they need to be? Is there a large change needed?

Motivation

What motivates the people. Again, you will have covered some of this in the define phase, but now you have to dive into it even further. Consider RAMP (relatedness, autonomy, mastery and purpose). Also, don’t forget rewards. A good balance of intrinsic and extrinsic rewards works very well!

Emotions

What do you want the users to feel when they engage with your gamified system? Should they experience fear, fun, love, humour, family, schadenfreude etc? There are various frameworks out there to help with this, I have my own “Fun” framework, but any will do.

Mechanics

With everything else in place, you can start looking at the mechanics that will drive the system and engage your users. Will you need narratives, strategy, exploration or more?

Periodic Table of Gamification Elements

Action / Feedback Loops

All of the previous phases lead into the Action / Feedback Loops for the system. This consists of a Call to action, leading to user action and feedback loops, then a system change and back to the start. You can see more about this here…

Action / Feedback Loops

Call to Action

The call to action is the instruction or prompt given to the user to do something. This could be a message on their phone to go for a walk.

User Action

This is the action the user then has to take. In this case, go for a walk.

Feedback

Whilst the user is doing the action, they are provided with feedback. In our walk example, this may be encouragement to keep going, or information about how far they have walked.

State Change

Eventually, something needs to change to keep the user engaged. This could be, in the case of our walker, an instruction to now walk further distances. In a game, this may be a difficulty increase. The state change then either leads to a new call to action, or straight backing to the Action / Feedback loop.

Refine

Finally, you need to iterate and refine your designs. You can do this as often as needed to get the results you desire.

Full Framework

Here is the full illustration. I will be integrating this all into my planner worksheet soon, but for now, I hope this has been interesting.

The Gamification Design Framework
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