Key concepts in gamification:
- Reward systems
- Progress tracking
- Narrative and storytelling
- Social engagement
- Game psychology
According to Self-Determination Theory by Csíkszentmihályi, there are three basic psychological needs that drive human behavior (and intrinsic motivation):
- Autonomy
- Competence
- Relatedness
The top 10 core competencies of product managers:
- Qualitative market research
- Quantitative market research
- Facilitating design-thinking workshops
- Prototyping and validation
- Feature prioritization and roadmap planning
- Resource allocation
- Strategic thinking and problem solving
- Translator between the business and technology teams
- Pricing strategy and revenue modeling
- Defining and tracking success metrics
The six fundamental ways in which people are influenced:
- Reciprocity
- Commitment and consistency
- Social proof
- Authority
- Liking
- Scarcity
Examples of decision-making biases:
- Loss aversion
- Social proof
- Status quo bias
Gamification frameworks and methodologies:
- MDA (Mechanics, Dynamics, Aesthetics)
- Fogg Behavior Model (Motivation, Ability, Trigger)
- SCARF Model (Status, Certainty, Autonomy, Relatedness, Fairness)
- HEXAD User Types (Achiever, Socializer, Humanist, Explorer, Architect, Director, Philanthropist, Gambler, Collector, Role-player, Manipulator, Thrill-seeker)
- Octalysis Framework (Epic Meaning and Calling, Development and Accomplishment, Empowerment of Creativity and Feedback, Ownership and Possession, Social Influence and Relatedness, Scarcity and Impatience, Unpredictability and Curiosity, Loss and Avoidance)
- Hooked Model (Trigger, Action, Variable Reward, Investment)
- RAMP framework (Rewards, Achievements, Missions, Progress)
- SAPS Reward Framework (Status, Access, Power, Stuff)
- RECIPE Framework (Reflection, Engagement, Choice, Information, Play, Exposition)
- Game Thinking Framework (Player Insight, Game Design, Smart Feedback, Rapid Iteration)
- PBL Model (Player, Behavior, Loop)
- 6D Framework (Define business objectives, Delineate target behaviors, Describe your players, Devise activity cycles, Don’t forget the fun, Deploy the appropriate tools for the job)
- 4 Keys 2 Fun (Hard Fun, Easy Fun, Serious Fun, People Fun)
Game mechanics - use voting. Each user may add +1 to idea, content or even other users. More advanced (levelled up) users could have more voting power.
Design psychology principles:
- Gestalt Design Psychology
- Dieter Rams’ Ten Principles for Good Design
- Jakob Nielsen’s Heuristics for Interaction Design
- Don Norman’s Principles of Interaction Design
Understanding your user - JTBD - Jobs To Be Done. PM idea: structure Projec Requirements Document (PRD) with JTBD.
Ideation process: Six Thinking Hats (Loyal, Optimism, Critic, Emotion, Creation, Management)
RICE scoring for feature prioritization:
Reach x Impact x Confidence / Effort = RICE Score
Badges naming ideas:
- Ace
- Advocate
- Analyst
- Architect
- Author
- Boss
- Champion
- Commander
- Connoisseur
- Craftsman
- Creator
- Decider
- Detective
- Expert
- Genius
- Guru
- Hero
- Leader
- Legend
- Magician
- Master
- Motivator
- Ninja
- Optimizer
- Pioneer
- Pro
- Resolver
- Rockstar
- Savant
- Specialist
- Strategist
- Tracker
- Virtuoso
- Whiz
- Whisperer
- Wizard
Idea from Strava: You can win medals in certain segments, and when I know I am close to beating a time in a segment, it motivates me to push myself harder.
Idea from Duolingo: Chests may contain rewards such as double XP for the next 15 minutes, a reward that encourages users to keep learning for another 15 minutes, earning extra XP to climb the leaderboard, but also keeping the user learning for 15 more minutes.
Technology drivers of change:
- Quantum computing
- AI and machine learning
- Biotechnology and gene editing
- Augmented and virtual reality (AR/VR)
- Advanced robotics and automation
More to read or watch:
- Boskamp, Elsie, 25 Gamification Statistics 2023: Facts + Trends You Need to Know, Zippia,2022
- Hunicke, Robin; LeBlanc, Marc; and Zubek, Robert, MDA: A Formal Approach to Game Design and Game Research, 2001
- Fogg, BJ, Persuasive Technology: Using Computers to Change What We Think and Do, Morgan Kaufmann, 2003
- Rock, David, SCARF: A Brain-Based Model for Collaborating with and Influencing Others, 2008
- Chou, Yu-Kai, Actionable Gamification: Beyond Points, Badges and Leaderboards, 2015
- Eyal, Nir, Hooked: How to Build Habit-Forming Products, Portfolio, 2014
- Marczewski, Andrzej, The Gamification Design Handbook: Even Ninja Monkeys Like to Play, 2023
- Zichermann, Gabe; Cunningham, Christopher, Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, O’Reilly Media, 2011
- Werbach, Kevin; Hunter, Dan, For the Win, Revised and Updated Edition: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, Wharton School Press, 2020
- Kim, Amy Jo, Game Thinking: Innovate smarter & drive deep engagement with design techniques from hit games, 2018
- Deterding, Sebastian; Khaled, Rilla; Nacke, Lennart; and Dixon, Dan. Gamification: Toward a Definition, 2011
- Lazzaro, Nicole, Why We Play Games: Four Keys to More Emotion Without Story, 2004
- Nicholson, Scott, A RECIPE for Meaningful Gamification, 2015
- McGonigal, Jane, Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Penguin Books, 2011
- Hodent, Celia, The Gamer’s Brain: How Neuroscience and UX Can Impact Video Game Design, 2017
- Csikszentmihalyi, Mihaly, Flow: The Psychology of Optimal Experience, Harper Perennial Modern Classics
- Super Metroid on TEDx
- Schwarz, M., & Blessing, L., The Design Thinking Toolbox: A Guide to Mastering the Most Popular and Valuable Innovation Methods, Wiley, 2020.
- Gray, D., Brown, S., & Macanufo, J, Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers, O’Reilly Media, 2010.
- McGonigal, J, Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Penguin Books, 2011.