Game player needs and designing architectures of participation

How do you create a corporate environment in which people share knowledge out of free will?1 This is a question my good friends of Wemind2 are working to answer for their clients on a daily basis.3 We’ve recently decided to collaboratively develop methods useful for the design of a participatory context in the workplace. Our idea is that since knowledge sharing is essentially about people interacting in a context, we’ll apply interaction design methods to the problem. Of course, some methods will be more suited to the problem than others, and all will need to be made specific for them to really work. That’s the challenge.

Naturally I will be looking for inspiration in game design theory. This gives me a good reason to blog about the PENS model. I read about this in an excellent Gamasutra article titled Rethinking Carrots: A New Method For Measuring What Players Find Most Rewarding and Motivating About Your Game. The creators of this model4 wanted to better understand what fundamentally motivates game players as well as come up with a practical play testing model. What they’ve come up with is intriguing: They’ve demonstrated that to offer a fun experience, a game has to satisfy certain basic human psychological needs: competence, autonomy and relatedness.5

I urge anyone interested in what makes games work their magic to read this article. It’s really enlightening. The cool thing about this model is that it provides a deeper vocabulary for talking about games.6 In the article’s conclusion the authors note the same, and point out that by using this vocabulary we can move beyond creating games that are ‘mere’ entertainment. They mention serious games as an obvious area of application, I can think of many more (3C products for instance). But I plan on applying this understanding of game player needs to the design of architectures of participation. Wish me luck.

  1. Traditionally, sharing knowledge in large organisations is explicitly rewarded in some way. Arguably true knowledge can only be shared voluntarily. []
  2. Who have been so kind to offer me some free office space, Wi-Fi and coffee since my arrival in Copenhagen. []
  3. They are particularly focused on the value of social software in this equation. []
  4. Scott Rigby and Richard Ryan of Immersyve []
  5. To nuance this, the amount to which a player expects each need to be satisfied varies from game genre to genre. []
  6. Similar to the work of Koster and of Salen & Zimmerman. []

Game mechanics in web apps

A while ago there was a discussion on the IAI members list about game mechanics on web sites. Andrew Hinton pointed to the Google Image Labeler and LinkedIn‘s ‘profile completeness’ status bar and asked: “Can anyone else think of a use of a game mechanic like this to jump-start this kind of activity?” (Where “this kind of activity” is basically defined as something people wouldn’t normally do for its own sake, like say tagging images.)

I was thinking about this for a while the past week and seem to have ended up at the following:

Profile completeness status bar on LinkedIn

On LinkedIn, having a (more or less complete) profile presumably serves some extrinsic goal. I mean, by doing so you maybe hope you’ll land a new job more easily. By slapping a status bar onto the profile that gives feedback on its completeness, the assumption is that this will stimulate you to fill it out. In other words, LinkedIn seems unsure about the presence of extrinsic motivations and is introducing an intrinsic one: getting a 100% ‘complete’ profile and as such making a game (in a very loose sense of the term) out of its professional network service. A good idea? I’m not sure…

Screenshot of Google Image Labeler

On Google Image Labeler, the starting point for its design was to come up with a way to have people add meta-data to images. Google actually ‘bought’ the game (originally called The ESP Game) from CAPTCHA inventor Luis von Ahn, who before that did reCAPTCHA and after went on to create Peekaboom and Phetch. Anyway, in the case of the Image Labeler (contrary to LinkedIn) there was no real extrinsic goal to begin with so a game had to be created. Simply having fun is the only reason people have when labelling images.

Note that Flickr for instance has found other ways to get people to tag images. What happened there is (I think) a very nice way of aligning extrinsic goals with intrinsic (fun, game-like) ones.

‘Pure’ games by their very nature have only intrinsic goals, they are artificial and non-utilitarian. When you consider introducing game-like mechanics into your web site or application (which presumably serves some external purpose, like sharing photos) think carefully about the extrinsic motivations your users will have and come up with game-like intrinsic ones that reinforce these.

Update: Alper finished the LinkedIn profile completeness game and was disappointed to find there is no pot of gold at the end of the rainbow, mirroring the experience many players of real games have when finishing a game.