Rewarding quality over quantity in gamification

Rewards 1426524987 Rewarding quality over quantity in gamification

Something that I see quite often is people making a simple but important mistake. They reward the behaviours that lead to quantity rather than quality.

Let me explain.

When you build a gamified campaign or activity, you need to consider what quality participation looks like. If for instance you want to create some buzz around a new product and you decide to create a simple Twitter competition, are you looking for the number of people who tweet or are you looking for the number of people whom the message will reach?

If it is reach you are looking for, how do you reward behaviours that lead to better reach? What on Twitter leads to better reach? The mistake I see is setting up a very simple system where each tweet of the message is rewarded, most points win a nice prize. In our example, we shall give each tweet 10 points.

If an individual with 50 followers tweets your message they get 10 points and reach 50 people. If they have 10,000 followers, they still get 10 points but reach 10,000 followers. In reality, the second scenario is preferable because there is a greater opportunity for your message to be seen by more people, yet they are perceived to be given the same value.

Now, we add an extra dimension, we reward reach rather than just number of tweets. For starters, we reward retweets as well as tweets. As a tweet is retweeted, the value of that original user begins to be amplified. Whilst they may only reach 50 people, one of those 50 may be highly engaged and have 5,000 of their own followers who will see the message. The retweet is actually of greater value than the original tweet – so should have a higher reward, say 20 points.

Our system so far
Tweet=10 points
Retweet=20 points

There is a second value to this, it is harder to game. If we just reward quantity of tweets, then the person who wants the prize the most will just tweet and tweet and tweet and keep earning those 10 points. One way to handle this is to limit the number of tweets that count per day, put the focus on retweets and other measures of engagement and reach.

Our system is now
Tweet=10 with a maximum of 30 points per day
Retweet=20 points with no limit

We are beginning to reward quality over quantity, but there is still an issue. Let’s go back to our user with 50 followers. If we limit their ability to earn lots of points with just tweets and we also know they will struggle to get the level of retweets that someone with 10,000 followers will likely get – how do we make it fair on them and show them that they have just as much chance to win as others. Really you want everyone involved – because you never know who the “important” users are. If one of those 50 followers is a potential purchaser, they are more important than 10,000 non-potential purchasers!

What we have so far is probably fine for most small scale usage. Reward the quality, not the quantity. Don’t reward spammers basically!

For a larger scale campaign, we want to take this a step further. If we want everyone to feel that their contribution is valued, we need to create some kind of algorithm that produces a more balanced score.

One suggestion would be to create a ratio of retweets to number of followers. The idea being that the number of retweets that you get if you have 50 followers giving you a couple of retweets, is comparable to a user with 10,000 followers getting dozens of retweets.

This gives us
Tweet triggers your entry into the “game”.
Score = (Number of retweets/number of followers)

We can expand on this quite a lot by looking at number of favourites and number of comments tweets get as well. I stumbled across a formula from Unmetric that does just this

( No. of Favourites  +  ( 5  ×  No. of Replies )  +  ( 10  ×  No. of Retweets ) )  ×  10000

No. of Followers * 0.8
You can find the full explanation of this formula here https://unmetric.com/engagement/
You need to take into account those who have very few tweets and retweets – as their ratio may be quite high. It is all a balancing act – and it really isn’t easy!
The upshot of all of this is that you need to stop rewarding the wrong activities. If you make the reward greater for the simple low-quality actions, you will encourage quantity over quality and that is very rarely what you want.

Randomness, Serendipity and Gamification

Recently I have been trying to write a few games, just for fun, with my daughter. There area  couple of card games and I am trying to make a single player board game.

Making a game with a 7 year old is an interesting experience. I got asked to go into her room as she had a new game she wanted to play. She had made a game board with LEGO. You had to get from one end to the other, with certain bricks having modifier effects on the game (move faster, move slower etc). She said I could go first, so I asked “how do we decide how many spaces to move?”. I expected a dice or something, but no. Her answer was “just pick a number between one and ten”!

I was baffled, but did as I was told. I chose the biggest ten, assuming she would do the same, as this was the quickest way to win. However, she chose seven – she genuinely randomly chose a number in her head!

It was at this point I began to realise just how important randomness is to enjoying games. I couldn’t just choose random numbers, it made no sense to me as I could win by just choosing the biggest or the “right number”. Of course, I let her win, but still! If you have my sort of brain, where you like logic, you analyse the situation and work out the best solution – i.e. how to get to the win state fastest. Now, if there had been a dice added, that would change the dynamic. Rather than being able to choose the best route, you would have to work out based on the random number you had been assigned by the dice.

This got me thinking about randomness in general and how it is or could be applied to normally predictable things. So I built a random story builder. It has about 15 books in it from Project Gutenberg and randomly chooses paragraphs from the books and puts them on the screen. Of course most of the outcome is rubbish, but every now and then you get a great combination of a Grimm fairy tale, Dantes Divine Comedy and Frankenstein that makes you chuckle. It has no practical use (except as a more interesting version of Lorem Ipsum), but it is a bit of random fun.

Another example of this sort of fun is Rory’s Story Cubes. These are a series of dice with icons on them. You role the dice and have to build a story using the icons to inspire you. I play this with my daughter all the time. I also use them to try and inspire new ideas when my mind is drawing a blank. The random nature of the dice means that you have to remove all of your pre programmed ideas of structure and go with the flow.

Steve Jobs, it turns out, was a great believer in serendipity. This is the idea that random happenings can lead to great and unexpected outcomes. He built the offices at Pixar studios with central toilets, ensuring that people from all over the company would randomly run into each other. Marissa Mayer famously banned working from home, citing (among other things) that incidental meetings around the office lead to new insights that would not happen otherwise. On the site, I have a link called “Page Roulette” which will just take you to a random page. You may like it, you may not – but it is fun to find out just because it is a journey into the unknown. I love the “random article” button on Wikipedia for this exact reason!

In gamification, we are no strangers to randomness, I have spoken about random reward schedules (and their potential dangers) in the past. But this is generally relegated to just surprises than changing something that is usually totally predictable into something that isn’t.

When planning your user journey, think of ways to take people out of the predictable linear from time to time. Give Free Spirit Explorers something to look forward to! When building your systems, think how you can create moments of serendipity, where ideas and people may randomly collide to create wonderful new innovations.

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