gwc2013 - richard bartle - from virtual to real world

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From virtual to real world Gamification world congresS 20 th june, 2013 Prof. Richard A. Bartle University of esSex

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Page 1: GWC2013 - Richard Bartle - From Virtual to Real World

From virtual to real

world

Gamification world congresS

20th june, 2013

Prof. Richard A. Bartle

University of esSex

Page 2: GWC2013 - Richard Bartle - From Virtual to Real World

introduction

• so, this talk concerns adapting virtual-world concepts for the real world

– I guess i’m expected to mention player types at some point, too...

• indeed, This is what gamification is about

– using game techniques for non-game purposes– using game techniques for non-game purposes

• the thing is, games don’t actually mixwell with reality

• Designers even have a word for bringing reality into games

• That word is “cheating”

Page 3: GWC2013 - Richard Bartle - From Virtual to Real World

Old man in park

• Here’s a picture of an old man in a

park

Page 4: GWC2013 - Richard Bartle - From Virtual to Real World

definition

• I expect you’ve aLl asked or been asked

the question “what is gamification?”

• Have you ever asked or been asked “what is

a game?”?

– [computer programmer punctuation]– [computer programmer punctuation]

• Believe it or not, there is no commonly-

accepted definition of the word “game” in

the academic discipline of game studies

• There are several good candidates, but

they all have flaws

Page 5: GWC2013 - Richard Bartle - From Virtual to Real World

My definition

• Here’s my own definition

• 1) play is what happens when you

freely and knowingly bound your

behaviour according to a set of rules in

the hope of gaining some benefitthe hope of gaining some benefit

• 2) games are play you can lose

• Part 1) encapsulates the magic circle

– A non-real space that players wiLl

themselves to treat as if it is real

• Part 2) adds a goal you can fail at

Page 6: GWC2013 - Richard Bartle - From Virtual to Real World

The magic circle

• Part 2) says lose rather than win

because some games you can’t win

– Tetris, space invaders, dungeons & dragons, ...

• The magic circle is the condition of believing

aLl the players are following the rulesaLl the players are following the rules

• If the magic circle breaks, the game is

over

– “It’s all fun and games until someone loses an

eye. Then, it’s just fun”

– Wednesday addams

Page 7: GWC2013 - Richard Bartle - From Virtual to Real World

breaking

• Obviously, If too many people don’t

follow the rules, the magic circle

breaks and the game ends

• Important: too much reality in a game

also breaks the magic circlealso breaks the magic circle

– The monopoly example

– The Mrs-peacock-loves-professor-plum example

• That’s why intruding reality into a

game is considered cheating

– it breaks the magic circle

Page 8: GWC2013 - Richard Bartle - From Virtual to Real World

Drinking water

• Here’s a picture of a man drinking

water

Page 9: GWC2013 - Richard Bartle - From Virtual to Real World

gamification

• Gamification isn’t games by definition, but

why isn’t it games?

• Let’s look at the components of the

definition of what a game is

• Well part 2 is satisfied for gamification• Well part 2 is satisfied for gamification

because there is the chance you can lose

– If you don’t collect all the packet tops, you

won’t get the fluffy toy

– This means it is properly gam(E)ification and

not playification

Page 10: GWC2013 - Richard Bartle - From Virtual to Real World

Part 1 - games

• FreEly, because you can’t play under duress

or obligation

– it’s too real

– Some national laws i only obey to avoid arrest

• Knowingly, because you can’t play if you

don’t know you’re playingdon’t know you’re playing

– You can be a token in someone else’s game

• Bound your behaviour, Because otherwise you

could do it

– I don’t shoot lasers from my eyes because i can’t

– I don’t move my rook diagonally in chess because i

choOse not to do so

Page 11: GWC2013 - Richard Bartle - From Virtual to Real World

Part 1 continued

• According to a set of rules, because play is

considered

– The earlier freEly implies that these rules are

artificial

• In the hope, Because there’s no guaranteed

outcomeoutcome

• Of gaining some benefit, Because play is

purposeful

– To have fun is a perfectly acceptable benefit

• Summary: Players make a social contract

which, if they all adhere to it, leads to fun

Page 12: GWC2013 - Richard Bartle - From Virtual to Real World

Part 1 - gamification

• FreEly, ideally yes, but you can keep people

“playing” even if they don’t WANT TO

– DESIGNERS’ technical term: “cheap psychological tricks”

• Knowingly, again ideally yes, but you can

manipulate people to some extent

– All those points on your card stackING up...– All those points on your card stackING up...

• RULES, YES – FOR YOUR RULES

– BUT NOT ALL THE RULES ARE YOURS – SEE LATER

• HOPE, YES, BUT IT COULD BE CERTAINTY

• BENEFIT, YES, BUT LARGELY EXTRINSIC

(BRIBERY) RATHER THAN INTRINSIC (FUN)

Page 13: GWC2013 - Richard Bartle - From Virtual to Real World

BOUND

• I OMITTED BOUND THERE, BECAUSE THIS IS

WHERE GAMIFICATION DIFfERS FROM GAMES

– PLAYERS ARE BOUND BY LAWS OF THE LAND AND

OF NATURE, BUT THAT’S AlL

• THEY DON’T CHOOSE NOT TO DO THINGS AS • THEY DON’T CHOOSE NOT TO DO THINGS AS

A CONDITION OF ENGAGEMENT

– THEY CAN IF THEY WANT A BETTER EXPERIENCE

• EG. NOT LOOKING UP SOME STORY ELEMENT EARLY

– THEY WILL IF THEY HAVE A SENSE OF WHAT THE

ACTIVITY IS ABOUT AND WHY THEY’RE DOING IT

• EG. LOSING WEIGHT

Page 14: GWC2013 - Richard Bartle - From Virtual to Real World

SO FAR

• GAMIFICATION ISN’T PLAY, BECAUSE PEOPLE

DON’T AGREE TO BOUND THEIR BEHAVIOUR

– THIS IS WHERE THE GAME/REALITY BOUNDARY

BREAKS DOWN

– THE RELAXED ATTITUDES TO PLAYING FReELY AND – THE RELAXED ATTITUDES TO PLAYING FReELY AND

KNOWINGLY ARE ALSO FACTORS

• Breaking the magic circle iS CHEATING

IN GAMES, BECAUSE it BREAKs TRUST

• IT’S PERFECTLY FINE IN GAMIFICATION because

you didn’t sign up to a social contract

Page 15: GWC2013 - Richard Bartle - From Virtual to Real World

MORE CHEATING

• People ACTUALLY PLAY BY THREE SETS OF rules:

– PHYSICALLY UNBREAKABLE RULES

• I CAN’T KICK THIS BALL THROUGH THE GOALKEEPER

– WRITtEN RULES

• IF THE REFEREE AWARDS A FOUL, THERE’S A FREE KICK

– UNWRItTEN RULES– UNWRItTEN RULES

• “UNGENTLEMANLY CONDUCT”

• CATCH-ALL FOR ACTIONS AGAINST THE “SPIRIT OF THE GAME”

• UNWRITTEN RULES ARE MOST AT RISK of being

gamed

– PICKING UP LITTER AT SCHOOL

– LOSE WEIGHT BY DRINKING WATER

Page 16: GWC2013 - Richard Bartle - From Virtual to Real World

Player types

• Hooray! It’s time for player types!

Page 17: GWC2013 - Richard Bartle - From Virtual to Real World

personal

• Here’s a pair of special, personalised

shoes

Page 18: GWC2013 - Richard Bartle - From Virtual to Real World

Player types!

• Different players have different ideas

of what the unwritten rules are

• These tend to clump around player

types

• Breaking the rules of one player type is • Breaking the rules of one player type is

cheating, but only to that player type

– Other types will not see it as cheating, or

even understand why it might be cheating!

• This can cause friction between players

of different types

Page 19: GWC2013 - Richard Bartle - From Virtual to Real World

Example 1

• Every pair of shoes you buy gets you a

shoe point. 50 shoe points gets you the

special, personalised shoes

• Achievers see those shoes as a

trophy that the player has wontrophy that the player has won

– They would be horRified if cheats could

buy shoe points

– It’s like buying a phd or a world record

• Other players see nothing wrong with it

– They don’t regard this as a competition

Page 20: GWC2013 - Richard Bartle - From Virtual to Real World

Example 2

• If you buy a combination of six secretly-

related pairs of shoes, you qualify for

the special, personalised shoes

• Explorers would love figuring out

what the common features might bewhat the common features might be

– They would be hoRrified if cheats could

find solutions on the internet

– It’s like giving away the ending of a movie

• Other players see nothing wrong with it

– They could solve the puzzle, so why bother?

Page 21: GWC2013 - Richard Bartle - From Virtual to Real World

Example 3

• If 50 people like your comments in the

shoe forum, you qualify for the

special, personalised shoes

• Socialisers would enjoy critiquing

shoes and making wisecracksshoes and making wisecracks

– They would be horRified if players swapped

likes regardless of actual merit

– It would be like buying a reputation

• Other players see nothing wrong with it

– If they want the shoes, they want the shoes...

Page 22: GWC2013 - Richard Bartle - From Virtual to Real World

Example 4

• Here’s a photo of me kicking a bEercan

in my special, personalised shoes

– Here’s a video of me burning them later

– I bought the special shoes you want and I

ruined them just to anNoy youruined them just to anNoy you

• Killers would be hoRrified if they were

banNed from the shoe forum

– It’s restricting freE spEech

• Other players see nothing wrong with it

– Those who live by the sword die by the sword

Page 23: GWC2013 - Richard Bartle - From Virtual to Real World

more

• There are other forms of cheating that

don’t fit here

– AcCidental – you didn’t know the rules

– Frustration – the mechanic is too hard

so you cheat to make it easierso you cheat to make it easier

– Boredom – the mechanic is too easy so you

cheat to make it more interesting

• Meta-gaming, which would be cheating

in games, is not cheating in gamification

– Reality is not meta with respect to reality

Page 24: GWC2013 - Richard Bartle - From Virtual to Real World

Virtual and real

• The virtual/real boundary is both a

problem and an opportunity

– a problem, because things that work in the

virtual may not work in reality

– an opportunity, because things that don’t – an opportunity, because things that don’t

work in the virtual may work in reality

• Players occupy both the virtual and the

real worlds

– they bring reality to virtuality – cheating

– They bring virtuality to reality – magic circles

Page 25: GWC2013 - Richard Bartle - From Virtual to Real World

conclusion

• Gamification comes with unwritTen rules,

just as do games

• These rules exist only in players’ heads

• Be aware of and acCount for them

– Player type models aren’t only “these people like

this”this”

– they’re also “these people don’t like this”

• Don’t just use models, understand them

• The key point in Successful Gamification is

the same as for successful game design

• Know your players