“Everything can be made more fun.”
“Game mechanics are levers used to drive user behavior.”
“Passive games are different from active games in that most players don’t even realize a game is being played.” (43)
“Points provide the basic underpinning of scorekeeping, and social networking sites provide a unique opportunity to drive scoring behavior.”
“Rules, whether obvious or not, are essential both for maintaining order and for effective Funware design.”
Success is much less interesting if it’s not social and others don’t see you win.
“Social networks provide an unparalleled opportunity to market using game mechanics.” (62)
“Leaderboards are often the best initial Funware mechanics to use as they are cost-effective and easy for users to understand.”
“Even simple leaderboards like the ‘friend count’ on Facebook can have a profound effect on user behavior.”
“Point systems let you incentivize many behaviors and fine-tune the value of actions and cost of rewards at will.” (89)
Badges and their conspicuous display are an essential mechanism for conveying and reinforcing user success.
“Levels and status are powerful tools for creating loyalty and driving user behavior.”
“Although prizes generate a lot of PR buzz, they don’t deliver lasting loyalty in and of themselves.” (110)
“Frequent flyer ‘games’ are among the most successful and popular loyalty programs.” (139)
“Points in [frequent flyer programs] are often used to encourage incremental elevations in expenditure.”
“The virtual goods market is growing rapidly from a $5.5 billion level in 2009.”
Even noncompetitive people will compete in competitive situations. (159)
A major consideration in game design is the type of player the game is supposed to attract. In the context of Funware, there are five main player types:
Driven by a desire to meet goals and gain status and points. They prefer a game that is winnable, although playing well may be more important than finally winning. Perhaps most importantly, they desire praise and recognition, and so do not like games that only attract other achievers.
Want to meet and interact with other people in their game. They prefer cooperative to competitive play, and generally have long lists of friends and contacts.
Like nothing better than digging through a complex environment and uncovering new challenges and tasks. They are most likely to set their own goals, and so do not need a game with extensive leveling systems or objectives.
Are competitive and love beating other players or showing off their power. Games must be winnable to attract killers, and they prefer it if the odds are stacked in their favor.
Brands that implement games early will be at a distinct advantage over latecomers.
Generation G is the most technologically savvy, competitive, and socially networked. (180)
Kids who grow up on games are going to expect gamelike experiences in all aspects of their lives.