Gamification: How to Level Up Your Life and Business | Doru Catana | Skillshare

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Gamification: How to Level Up Your Life and Business

teacher avatar Doru Catana, from knowing to doing

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

20 Lessons (1h 28m)
    • 1. What Is Gamification?

    • 2. Why Use Gamification

    • 3. Gamification Doesn't Fix Culture

    • 4. The Psychology of Game Design

    • 5. Why Do We Play - The 6 Typologies

    • 6. Choice

    • 7. Cognitive Biases

    • 8. Getting Hooked

    • 9. The morality of manipulation

    • 10. Game Design and Mechanics

    • 11. Agency and Choice

    • 12. Badges

    • 13. Leaderboards

    • 14. Quests, Objectives and Goals

    • 15. Degamification

    • 16. Gamification in Education

    • 17. Alternate Reality Games - ARGs

    • 18. Game Mechanics in Business

    • 19. Course Overview

    • 20. Taking Action

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About This Class

Want More Productivity Without Sacrificing Happiness?

Want To Discover the Psychological Triggers That Get Us To Take Action?

Well this course helps with just that.

You can look at it like the MANUAL to integrate game mechanics into your schedule.

So either you want a more productive team or to get a new habit, this is for you.

You'll learn...

  • psychological triggers
  • how choice works
  • how to avoid cognitive biases
  • game mechanics
  • badges
  • leaderboards
  • quests
  • how to tell a good story using the hero's journey

And all this in a practical, easy to follow format.

Meet Your Teacher

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Doru Catana

from knowing to doing


I've always been passionate about growing businesses.

Started out working in a marketing agency, then went to freelancing, grew that into my own agency with a team of 6 managing hundreds of campaigns both big and small, then decided I can't reach enough people that way.

So I decided to teach, but not just information void of practical application. But things you learn and then put to use the same day and get results.

Few years later the courses I created helped thousands of businesses and professionals all over the world, with Udemy alone having over 10,000 satisfied students.

My mission remains the same as it was when I started out, to impact in a positive way as many businesses and people passionate about results as I can.

And you can TEST my commi... See full profile

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1. What Is Gamification?: Gamification How to level up your life in business. So what is it? Why use it and why is there all this hype around it? Many say it's the new cool thing to talk about right now. Just like it was cool to talk about social media a few years back, however, you need to make a clear separation between the hype and the actual usefulness of a trending topic. At the end of the day, Gamification is nothing more but applying game design mechanics to re a life scenarios. While video games have been around for about 40 years now, the mechanics and underlying psychology has been around for tens of thousands of years. So one might argue that games are nothing more but applying psychology. And that's quite accurate. Every game, mechanic, every game element, be it badges, achievements, quests. They're all linked to something in your psyche that makes you take a desired action. That being said, here's how we're going to tackle the topic of Gamification. If you've watched any of my other courses, you know I'm not interested in you just getting some information, but you taking action and implementing what you learned because that's where the real value comes from. I also don't enjoy talking for 10 hours about something that can be said into or less. I'll share with you everything you need to get moving and get results, because it's one thing to know the rules of the game, but something else to actually play it. It's like this metaphor I once heard. Let's say your goal was to reach the top of mountain. You need a back back supplies for a few days, a sleeping bag and good gear if I gave you supply for two weeks, three sleeping bags, just in case and back up gear. Chances are you will never reach the top of that mountain because you are over burdened with three sources the same with a course. If it's 100 hours long and you have tons of information thrown at you, when are you ever going to get to the implementation side of things? Learning needs a purpose. Otherwise it's just a form of entertainment, and I'm sure you could find a lot more better ways to entertain yourself than watching, Of course, so here's how we're going to do this. We start by creating a bit of context. We go over what Gamification is when to use it. Why use it? Then we jump to the psychology layer. That is the foundation on which game designers made will cover your wants and needs your choice, mechanics, behavioral design, motivation and even manipulation and morality. And last but clearly not least, we will look at game design and mechanics, where you will get familiar with all the game elements required to successfully game. If I your business, your goals and why not your entire life? We look at everything from badges, the leaderboards to achievements to quests to the hero's journey, depth versus complexity, freedom versus cope. And after you've mastered all this theoretical know how, all share numerous examples of successful implementation in actual games in education, politics or alternate reality games, and wrap everything up with a detailed and comprehensive checklist that will help you successfully integrate game design in game elements in your life or business. That being said, we'll move on to the next video, which answers one of the fundamental questions of life. Why? Why use Gamification? What is the value it brings to your life for business? So if you're curious to find out, I'm looking forward to seeing you in the next video 2. Why Use Gamification: while used Gamification. And there are plenty of reasons here, in essence, is to improve a metric something that is relevant to you at this specific moment in your life or career. That metric can be customer engagement, employee fulfillment, company performance, marketing results and even the level of fun of your target audience in game. Mechanics have the power to do that because they leverage on people's natural desires for socializing, learning, mastery, competition, achievement or status. And here's a personal example that I'm sure many of you will resonate with in school. I hated reading literally. I almost never read a book unless it was a must. But in the last year of college and after I became an avid reader, and the reason for this was because I decided what I had to read because reading was not a chore anymore. Reading became a requirement to achieve mastery in a specific field, and I do it far more often now and get far better results from it, and I'm sure you can find in your own life. Multiple scenarios were an activity that could have bean enjoyable was made into the soul crushing chore, and on top of that it was lacking any game mechanics that would have made it a little bit fund. So besides results, where I think unification brings to the table is satisfaction, enjoyment and fulfillment. And there's nothing that grows the lifetime value over client or the loyalty and performance of an employee like fulfillment and happiness. So first practical exercise before going into details is to settle objective for yourself so I don't take out a piece of paper or open up Evernote and write down your goal. What do you want to improve with the help of Gamification, Maybe your nature person and want to improve the morale of your own organization? Maybe you work in a small team and want to increase the speed at which you deliver product . Or maybe you want to improve some other aspects of your own life. Be a health or career related. Whatever your goal, write it down somewhere and throughout the entire course. You'll keep building on it because the first step towards achieving anything is to know what you want to achieve. In fact, I remember a great game that shows just how important having a gold is. So let's do it right now. Close your eyes for a second. I'm serious. Close your eyes. Picture yourself on a big stadium filled with people and look around you. It's a perfect summer day. You see the crowds cheering and you're surrounded by all that energy on tens of thousands of people. Now open your eyes and told me how many had red T shirts on You can say, Can you close your eyes again? Same stadium. Look around, you'll start seeing them. There's that kid over there. There's that girl on the other side, and the more you focus, the more red T shirts you can see. The same happens in life. The more focus you are, the easier it is to spot opportunities and actually reach those goals. That's why I encourage you throughout the course to keep the mind set off. What did I learn? And how can I apply this to my own life for business? Don't worry if the idea doesn't come right away, you might be watching this on a Tuesday evening, and the idea might come to you during your lunch break on Friday. And when it comes, make sure to write it down and search for a way to implement it right away. The concept behind this is to have your brain think in the background, similar to riding a bicycle. You don't actively think about it after you've mastered riding it. You don't actively think about keeping your balance steering and so on. You just do it. However, you first need to pay attention, gather all the building blocks and go through the process of telling your brain to think about this. Only then will it start actively running in the background. And now that we clarified the why, there's one more step in the orientation part of the course, and that's to make sure you are not trying to solve a culture problem with Gamification. I'm looking forward to seeing you in the next video. 3. Gamification Doesn't Fix Culture: Gamification doesn't fix culture, it enhances it. And what do we mean by that? The idea is that gain affiliation doesn't solve deep principle based problems you or your organization might have. For example, if the levels of trust in your company are low, you need first to straighten that out, then use game mechanics to improve whatever aspect you want. There's this quote from Steven Covey that says it best. You can't talk yourself out of situations that you behaved in tow. You can't ignore basic fairness principles. Then expect game mechanics to fix the problem. Here's an even better example. Let's say you want better feedback systems in your organization where people are worded for sharing their thoughts on ways to improve existing processes and systems. If people don't trust that by sharing negative feedback, they will suffer bad consequences or if they don't trust their feedback will be used because they don't feel valued. You can have the best feedback systems on the planet set in place. They will provide zero value. The idea is principles. First, Gamification second, and this isn't a business exclusive thing. It applies at a personal level as well. Let's say your goal is the wake up at seven AM Feeling relaxed and rested each morning and you set in place various Gamification systems, you can have the best plan laid out. But if you go to sleep at four AM, guess what? You're just setting up yourself for failure so prior to thinking about any game element, any psychological trigger that you might use. Ask yourself this. What principles am I breaking and trying to fix through Gamification. You can never fix a principal with a technique long term. It has never been done. In fact, that's why so many manmade systems fail in education. We mistake the learning experience for getting good grades in fitness. We mistake looking good for being healthy. And the reason for this is that quite often the two come together. But with all the techniques at our disposal, we think we can somehow hacked the system when in fact, the riz No hack. That being said, we move onto the next module, the psychology of game design, and I'm convinced you'll have a to least as many ah ha moment as I had when doing the research for this 4. The Psychology of Game Design: the psychology of game design, and we'll start by addressing the psychological architecture. More precisely, the part of your psyche were games to a far better job than any other man made system. And here we have five core elements. The 1st 1 is gold setting. If you've ever played a game, you know what I'm talking about. Nothing tracks progress more accurately than a game you know at all times where you are, where you need to go and what you need to do to win the challenge. Unless designed specifically to be over, difficult games usually get the perfect balance of challenging enough yet easy enough to overcome. If it ask, is too easy, you'll get bored immediately. But if it's too difficult, you'll get frustrated to the point you quit. Games allow you to reach that state of flow as me, Holly Chicks and me. High talks about in the book with the same name flow is when high skills match high challenge level and games are the best at doing that. The second element is instant feedback on performance when challenged, you know immediately if you are prepared or not. If you're going the right way, or not, something that in real life is close to impossible in the business world. It takes months, if not years, to see if a decision a company made the change in direction was the right choice. In games, you get that feedback much faster. The third element is the presence of reinforcement that in real life are completely random in our reliable infrequency. Even if you're losing in a game, you'll always get small winds, either by defeating a small enemy. If you're playing a role playing game or hearing the music change when something incredible is about to happen, we're getting a visually appealing effect. When playing Candy, Crush were having access to new game mechanics. Once you've reached a specific level and so on, real life is much more reliant on internal factors than on external cues. In the fourth element is that social connectivity in comparison and says, by far my favorite one. I'm always amused when I see in the news parents complaining that their Children don't go outside and socialize when in fact they're socializing more than any other generation. The only difference is that it's digital. They no longer play football with difference they play fortnight, they no longer compete and compare skill in a real life scenario. They do it through gaming, which does a far better job at being accurate and actually helping them improve. And then comes the last element. Fun and playfulness. Games bring just the right mix of limitation and openness for fun toe thrive. And now that you know what gives games an unfair advantage over riel life, let's talk about what makes us play games into what psychological needs and wants. Do they appeal to. So coming up next we have, why do we play and looking forward to seeing you in the next video? 5. Why Do We Play - The 6 Typologies : So why do we play in the pursuit? To make this as easy to understand as possible, I ended up creating six characters that reflect the reasons we like to play so much. Give him mind they're not mutually exclusive. You might relate more with some unless with others, we are all a mix off. The six we first have the philosopher. This is the type of person that enjoys the higher calling of games. You'll find this person creating or correcting. Wikipedia pages were answering people on forums. He does things to help and authentically strives to make the world a better place. Contribution is a reward in itself for him or her. Then we have the explorer he plays to discover new things, likes playing with his creativity, usually chooses art professions, and Minecraft is one of his favorite games. The farmer is the one that gets satisfaction from ownership and possession. He wants more for the sake of having more. Some might mistake his want as agreed, but that is not the case. He's the type of person that chases badges and rewards because there are never enough trophies on his desk similar yet sufficiently different. We have the networker he values human interaction, likes to spend time with people and sharing experiences. And working in a team is his core drive. If you design a game that lacks the social element, you will hate every second of it. Besides interaction, he also highly values belonging to a group. Then you have the warrior, not the one who fights. The one who worries he avoids losing at all costs, is impatient and will take very few risks. This type of person will compulsively check their phone to see how their Farmville crop is doing, although they already know it will be ready for harvest four hours from now. He enjoys the game as well. However, not losing is more important than winning. Risk is his enemy. And speaking of risk, we have our last character, the gambler. For him, risk is what makes the game fund. If there is no risk than why play in the first place enjoys any random mechanics and games and gets most joy out of random, unpredictable events. So the next time you play a game or look at any implementation of game mechanics, you will see that it caters toe one or more of these characters, Lincoln might be oriented more at the farmer with its profile Completion Progress Bar, Facebook or INSTAGRAM goes for the networker forest. A time tracking app is focused on the warrior because if you don't work uninterrupted for the 30 minute duration of your tree, it will wither away. Ways focuses on the philosopher that wants to help others out. At the same time, it caters to the farmer as well. Because you gain XP, the more your drive and contribute. No app or business focuses on one of the characters alone. So let's do a quick exercise. Pull out your phone and take a look at the most used APS and games and see to which side of your personality they cater the most. After this, you can move on to the next video, which will be about choice and what role it plays in the whole Gamification setting. I'm looking forward to seeing you in the next video 6. Choice: choice, and we have a lot of ground to cover here. Choice, especially in relation to Gamification, as many sides to it. For starters, what makes games fun is the fact that they are voluntary, not enforced, are still restricted to rules you are not forced to play. Just freedom is one of the main reasons why games are so effective in making you take action every time your rider truly in control or a to least you think you are still in the realm of choice. You have freedom versus scope. How much does your designed game direct the player toe? A certain goal in how much is the level of freedom he or she has in the sight of choice most people forget is depth versus complexity. Depth addresses. The meaning of your choice is morally, philosophically. What does your choice mean? What does it say about who you are and taking into consideration? This layer will answer the fundamental question of any living person why it is great for self exploration and especially building team synergy. Then you have complexity where it's more about computational power. So ask yourself how much mental burden are you placing on your players. How steep is the game learning curve? And you need to find the balance of these things, because if it's too difficult for people to understand, they will not take part in it. However, if it's too easy, people will become bored. And the simple solution is to gradually introduce complexity as things progress. And if this wasn't enough for you, when it comes to choice, you have choice in the context of consequences in general, In game design, choice boils down to three scenarios. Plan. Practice improvised. To overcome any challenge, you have to do one or a mix of them. If it's plan, then it's more strategy than skill. It's anticipating outcomes and acting to counter negative effects and boost positive ones. If it's practice, then it's just a matter of time in your main concern is that the player doesn't get overly frustrated and quit. If the goal is to improvise, then it's a matter of creativity and how you encourage out of context thinking. So depending on what your goal with Gamification is, you'll focus more on one of the three. If you're managing a support team, maybe efficiency is the goal, and you'll have game elements focusing on practice. If you're running a creative agency than your game, elements will be to focus on boosting creativity and strategy, depending on your own scenario. So should your game elements be and before moving on from choice, I want to quickly go over a bed of formal training on decision making. All change in all its layers are fun. Having a foundation on decision making is essential to anyone who plans to apply game designed to improve their business. Don't worry. I'll go through this very fast. All decisions are linked to four independent criteria. Outcomes, choices, timeframes and involvement. Taking a decision sooner might give you more choices. Involvement off less parties might speed up the execution. However, it might negatively influence impact. The idea is that you don't have infinite time in infinite data to make a decision, and you can take into consideration every possible outcome. So the traditional process has the following steps. You first prepare for that decision, and this involves anything from gathering raw data to getting more insight from relevant parties involved. As the same goes, the more you investigate, the less you invest. Good preparation can open up more choices or can make the decision much easier and exposes you or your organization toe less risk. However, don't overdo it and risk paralysis by analysis where all you do is research and don't get to actually do something about it. Or to quote General S. Patton. A good plan violently executed right now is better than a perfect plan executed next week. But the speed at which you decide is always a defining factor in your business and life. The next step is to make the actual decision, and this is the easy part. After that, you have to communicate the decision, and this boils down to just three things. What the decision was, who made it and why was it made in the fourth and last step? Is constant monitoring and adjusting based on the feedback and results you get. So at this point, you might be wondering, Why do we even make bad decisions, considering it's so simple to follow this guideline? And the problem is that as humans were subject to cognitive biases, and that's the topic of our next video cognitive biases and how damaging they are to decision making and how they influence our choices without us even knowing it. So I'm looking forward to seeing you in the next video, which, in my opinion, covers the most mind blowing parts of the course. 7. Cognitive Biases: cognitive biases, mistakes in our reasoning where we hold on to believe some preferences, although there is contrary information. I'm sorry to bring you the bad news, but we are not as objective and analytical as we think we are. We're all wired to have them, and even when you were aware of their existence and impact, it's still hard to accept house objective. We are. If you go to Wikipedia and look up cognitive biases, you'll discover there hundreds of them. I was shocked the first time I saw the list. So in this video we're going to go over the most common ones. We'll start with the anchoring effect, where we rely on a single fact, usually the 1st 1 we discover. And this is becoming more and more common now that the answer to every question is just one search away. But what do you do when there's more than one answer or when the correct answer is different than the 1st 1 you find? We go on, we have the automation bias where we rely too much information on automated systems and going from automation toe work again is a pain. That's why we believe, despite contrary information that everything automated is still working perfectly. Then you have the bandwagon effect very closely related to group think. Were you no longer research for data? You believe something because others do as well? The following one will be extremely helpful if you ever apply Gamification and focus on the social side of things. It's called the Ben Franklin Effect, and this is what it states. If a person has performed a favor for someone who she is more likely to do a favor for that person again, how is that for putting logic on its head? The next one is my favorite. It's the blind spot bias. It's the tendency to see oneself as less biased than other people. And this is especially valid for those that watch a course that talks about cognitive biases. Then you have confirmation bias, which is probably the most common one you'll face. It's the tendency to search for data that confirms your existing beliefs in one that I think our culture is starting to suffer more and more from lately is the courtesy bias where we tend to avoid offending anyone and do not give our honest opinion towards something getting back a bit more into game design. Focus. We have the default effect in their states that when given a choice from multiple options, the tendency is to favor the default one. And you can easily test this out whenever you send out a survey. Then you have the gambler's fallacy where you think that future probabilities are altered by past events. If I flip the coin 10 times and it was heads the 11th time, the odds are still 50 50. They don't change and something that old game designers need to pay close attention to his Ikea effect. People will place more value on something that they helped build or assemble. And as I said, there are hundreds more cognitive biases. I covered only the most common ones and those relevant to Gamification. If you want to learn more, you can simply search for cognitive biases. However, make sure you don't fall into the center of paralysis by analysis. Keep an eye on the goal you had when you started this course. That being said, we move onto the next video, where we take a look at how exactly one gets hooked to a game. I'm looking forward to seeing you there 8. Getting Hooked: getting cooked. So how does one get hooked? This is probably the number one reason why people are interested in Gamification in the first place. They want that edge that gaming mechanics offers to increase customer lifetime value, raise employee happiness or boost productivity. In this video, we're going to take a closer look at how this works, and the theory is that it's a four step process. You have the trigger, the action variable reward, an investment. Now let's look at each one in detail. The trigger is the mechanism that gets you in the habit loop. It can be either internal or external. The internal ones can be something as communist boredom your board. You pick up your phone and start scrolling through Facebook or instagram posts and get some dopamine jolts. Internal factors are more frequently linked to routines, people, places and emotions. In fact, they work better, which negative emotions and states like loneliness, fatigue, boredom, fear or indecisiveness. On the external side of things, this is more in your control. You can send out reminders in any form of sensory cue. In fact, this is what big brands have been striving in the past century. to achieve. Detergent companies want you to think about their brands when you smell freshness. Fizzy drinks want you to think about them when you want to cool off in a hot summer day. Well, in the past, external triggers were pretty hard to achieve. Now that we all have smartphones and are more connected to tech than ever, it's easier to reach us. You are always one notification away from having your habit loop triggered. The second step of the process is action. In here, the problem is a matter of ability and motivation. Obviously, the higher the motivation and simpler the task, the higher the likelihood of you doing it. So when designing any game mechanics, you need to focus on just do things, raising motivation as high as possible and lowering difficulty. And since lowering the challenge can only go so far, focus is on raising motivation, and this is usually done through multiple strategies, some more manipulative than others. For example, you have these car city effect. We've all seen that text on Amazon that says only four left and stock. Do you really think that is there by coincidence? Do you think anything on a product page on Amazon is there by chance. After doing marketing for over 10 years now, I can assure you that all companies do extensive A B splittists to see what page elements generate more sales. Nothing is chance. Then you have the framing effect where value is created by the context of the experience. There are numerous studies where people enjoyed wine more because it was more expensive, and many times you make false assumptions based on our surroundings. And the reason for this is that our brain constantly has to make decisions with limited information. And there's no better story to describe this than the one with the famous violinist Joshua Bell that performed on a subway platform. Very few people stopped a lesson yet two days before he sold out at a theater with seeds averaging $100 each. That just shows you the importance of the frame, the context of things more on ways to boost motivation. We have the anchoring effect where you anchor your decision to an initial piece of information. That's why black Friday exists. Most deals have been proven to be not so great, yet you're anchored to that initial price moving on from biases do one of the most surprising aspect of what makes the habit loop work. So great is the variable reward component. Long story short. The idea is that if you are not rewarded for every action you make, you will be more motivated to repeat that action. If you get a reward. Just sometimes, and social media is the best proof Fortis. You don't get a reward each time you go to instagram. Sometimes you see something interesting. Sometimes you don't in. This uncertainty is what makes you to keep opening the app. Who knows? Maybe this time I'll find something interesting. In more recent computer games, the loot box system is used in the same way. Sometimes you get interesting items from them. Sometimes you don't. In fact, many have gone so far to declare loot boxes actual gambling, and Belgium is even considering making the game mechanic illegal. Although no clear deadline has yet been set, we'll talk more about morality and manipulation in an upcoming video. For now, let's get back to the habit loop with the fourth component investment, and this is a game element that companies have been using for decades the most basic form of coupon is based on this. Buy from us four times and the fifth time get something for free. This also explains why Apple recently reached one trillion in market value because they get people hooked into the eco system. You can't buy a Windows machine because your phone is so well connected to your Mac because some of the services are not available elsewhere. So you keep staying in. You get the Apple Speaker. You get the ear parts you keep committing to the eco system, even if it's not always the best value for your money. As if it weren't enough. On top of this, you add elements like cognitive dissonance where we make irrational, inconsistent decisions. Yet we try to justify them so you can see everything I've covered in this video, although frequently used in games, could have, Bean explained, with no reference of Gamification. At the end of the day, it's just psychology. Gamification is nothing more but a framework to implement those principles. It helps make things easier to understand and integrate into business routines and practices. It's something you must never forget. It's that it's not about the systems it's about the people. That's why the next topic is the morality of manipulation, something that I think should be more frequently discussed. I'm looking forward to seeing you in the next video. 9. The morality of manipulation: the morality of manipulation. Knowing what you know now about cognitive biases and psychological triggers, you might to get a sense of discomfort. You might realize that you're not as in control of your own actions as you might think. You're not as rational and calculated as you thought you were, and the worst part is that there are some things that you can't even change. You can control them to a degree, but they will always be there. In fact, in a recent conversation with a friend, we were both in awe after a discussion on how you immediately allocate importance and value toe a book or anything that stood on your desk for months on Lee after someone notices it. Yet when we see a similar behavior in Children where they don't want to share their toys, we think they're ill behaved or acting like Children. And this is true for many of our behaviors that we simply ignore tow. Avoid that cognitive dissonance we mentioned in the previous video. So the question now is if we deceive ourselves so often, and theoretically we have our best interest in mind. How badly are we being deceived and manipulated by others who have other motives. And when is it moral and when does it become immoral? The basic manipulation matrix looks something like this. So basic argument on morality is if it improves the user's life. What he really. However, I think entertainment has value as well, and it does improve our lives. So the question now is how much entertainment is enough. And when does it become bad for you? Same with in game loot boxes I mentioned in a previous video. When does it stop to be gaming? And where does it start to be? Gambling? When is it research and marketing and when does it become something else? Not sure how many of you know the experiment Facebook did where it controlled emotions off their users based on news feed manipulations? Everyone was outraged for a few days. Then, with the next news cycle, things got back to normal. And how do you even regulate this while maintaining your product efficient when it comes to user engagement? Look, the purpose of this video was not to give a specific answer to this question because there's no clear line between manipulation and facilitating a solution. However, I did want to address the problem, so you will think about it the next time you implement game mechanics in your marketing in your company policies, and you're aware that your decisions have consequences and those consequences can be legal , they can impact your company image and even get you to question yourself if you're doing the right thing or not. And that was it on the module covering the psychology underneath game design, I did my best to keep a balance of death and with so you get both the bird's eye view of the psychology and also the opportunity to explore more niche topics coming up next, we have the core of this course game design and mechanics, and I'm looking forward to seeing you in the next module. 10. Game Design and Mechanics: game design and mechanics at the center of all game design is obviously the player around him. You have the three pillars mission mechanics and motivation. And then there's the last outer layer where you need to measure and manage everything in this module. We're going to cover all these elements in sequence. So for starters, there's the mission. What do you want to achieve by implementing Gamification? I kept reminding you throughout the course, because this is vital that you don't forget the desired outcome. There's no point having leader boards, badges, achievements if you miss this point. And probably the best way to look at this is similar to the scene from Enter the Dragon with Bruce Lee. When he slaps his mentee and says, it's like a finger pointing a way to the moon. Don't concentrate on the finger or you will miss all that heavenly glory. Same in your case. While game mechanics are a great way to improve various aspects of your life or business, they're not the objective. Moving on from mission, you have motivation, and here there are several ways to look at this, one of which is with the three main reasons people get hooked to game mechanics, and these are validation. Completion comprises. They want recognition from their peers. They want to feel the experience of completing the task and a chance at winning something based on the three mentioned above. You can explain almost all behavior in the workplace, so let's zoom in tow. Address motivation for more specific objectives. A great framework is the five needs model. You have autonomy, the need to be self sufficient in an area of your life mastery. They need to be skilful at something, and then comes purpose. And many times this makes the difference between people who have a career and those who have a job. Purpose is a very good driver. When it comes to long term objectives. Some find it in religion, some in being useful and helpful to others, some in the profession. Purpose is what you write on your tombstone. Here lies so and so who will be remembered for doing X and besides purpose, you have progress. The need to progress or a T least perceive progress is essential if we're talking gaming. This is where the implementation off progress Tracking is best executed. You always know where you are in the pursuit. To reach a specific goal, you're at 72%. To reach a new level, you need to complete several more tasks to finish a quest. You are less than two hours away. To reach that achievement, there's always a new objective to reach within your grasp. And last but clearly not least, you have social interaction. You need to connect, compete, interact and have a sense of belonging to a tribe. Without social interaction, any game system will have to compensate through other means to maintain itself. Engaging and knowing and applying the simple framework to motivation will help you get going. And, of course, even look again at the previous module for specific examples of biases and psychological triggers to influence your players behavior. But as long as you have a solid grasp on these foundational elements, you can't fail. But getting back to the player centered model, we have the last component mechanics in here. We have everything from badgers, rewards, achievements, leaderboards, two quests. However, before that, I want to cover a very important it often overlooked topic. It's agency and choice, so I'm looking forward to seeing you in the next video 11. Agency and Choice: agency and choice for those of you not familiar with the term agency refers to the impact a player has. How much does his decisions influence? The story and reason this is so important is because you have complete control over his level of agency. However, the scientific consensus is that the higher the agency, the higher dissatisfaction level of people, even those who are risk averse having perceived control is what makes us happy. And you've noticed, I've said perceived control because that's the exact case. You don't really have to give control. Sometimes you can do it by simply creating the illusion off it. And this was successfully implemented in the game mass effect, talking with characters and choosing different replies and conversations sometimes yielded the same result. And while in that particular case, the reason behind those decisions was financial one, because an increase in story complexity has a huge increase in cost. When you will implement game elements, your reasons might be to boost the perceived level of control. Now comes choice, and the best way to remember is with the five point checklist. You first have choice from the perspective of agency, which we already covered, then you have choice in the context of motivation to play the game. This can be intrinsic or extrinsic. Is the player taking action for the sole purpose of enjoyment or already doing it to achieve something else in video games? This is called grinding, a concept loved and hated at the same time by many massive multiplayer online gamers, where they have to do repetitive tasks to level up and get high end gear. And third, we have choice in the context of frequency, because too much choice can be overwhelming. But too little can reduce engagement. There is no clear solution here. You have to adapt things based on the feedback you receive. Fourth, you have to understand the difference between a choice being meaningful or complex, meaningful relates to the impact of one's decision. Complexity relates more to it being a mental burden. Think of it as a math problem and last you have to remember that choice needs to be in tandem with the interest curve, where skill and challenge level need to have balance. You need to maintain motivation both in people starting out and also in those who've mastered the game, and I know, it sounds like a lot of tinkering and tweaking, but that's how you do good game design. And now that we've covered agency choice coming up next, we'll discuss some of the most widely spread game elements, badges, leaderboards, rewards and achievement. So I'm looking forward to seeing you in the next video. 12. Badges: badges. The problem with them is that in most implementations, people forgot that a badge should recognise achievement, not be the achievement. I remember this story where a student asks a teacher to be excused so they can attend a tennis tournament. The teacher said that it's their choice, and they're trading one thing for another. And it took the student quite some time to realize that they are trading the learning experience for tennis. Same at badges. We sometimes forget that the badge itself is not a reward, but the achievement should be on the opposite side. Some might argue that even if this shallow need for status gets you to take action, why does it matter as long as the objective is reached? But enough with the philosophy of things, Let's dive in. The idea of a badge is investment. We've already covered this element in the getting cooked video where we had the trigger taking action. Variable reward and investment in the investment is either a form of time, money, effort or anything else of meaning to the player. Look at the army for a second. The medal is the willingness to act and accept potential sacrifice jumping to sports a medal is a reward to the athlete for investing time and effort for years. The higher the investment, the higher the value of a medal. And this is where many people go wrong when they make medals. Too easy to achieve an action that simply dilute the value of a medal. For example, on X box or steam, you have medals for simply opening up a game. I personally find those types of achievements way too trivial in the show. Little investment from the player. Besides the actual purchase of a game, more comprehensive look at badges is with the four basic categories. You have identity, status, acknowledgement and achievement. They're placed on to access, one being the implicit, explicit one where you do actions for the badge itself expecting a reward. And the other axis is individual or social, where you do things either for yourself alone or for a social aspect like status or belonging to a group. So let's take a closer look at each one. A race is the best example for a medal of achievement. You know you will get the reward same as with a diploma in education, while the badge itself holds emotional value to the person. It exposes the system to some risk. You can see this in athletes not showing for play in students cheating on exams. The other type of individual oriented badge is acknowledgement. In this case, the person awarded did not chase the reward. The motivation is intrinsic. And while not actively enforcing progress towards a goal like the previous one, it boosts morale and is actually more linked to the getting hooked model with vary will reward. You never know for what you might get a badge next, so you keep giving your best. Then comes the identity type of badge, and we all have this need to be connected to others. That's why nations exist. That's why we're proud of our hometown. That's why we cheer for our team and sports, and that's why we identify with a specific career. We all want to be part of a tribe, even if it's a tribe of people that don't want to be part of a tribe. However, we don't have the need to be part of a group alone. We also want to be different, and that's where status comes into play in battlefield won a game I regularly play. You have awards and medals not based on general skills alone, but based on specializations. So while you might not be a good sniper and get 20 kills in the match, you might be first place by being a medic with the most heels or the best support with the most ammunition supplies. And before moving on, I want to link this a bit with the previous module on the psychology of game designed. Remember what I said? People value more I Kia furniture because they built it because they've worked for it. Well, that's the same with medals. If you go on Amazon and buy yourself a medal, it will mean nothing. You won't value it, however, if you earn it, that's where the value comes from. So when designing badges, make sure to always have a balance of investment. While I agree you will need some initial medals to familiarize the user with the concept and give them a taste of things, so to speak, make sure most medals require a solid investment, and the best way to determine the value of a badge is to ask yourself this. What will the person who earned this medal. Think about it in a month's time. Are they still proud of it? Are you nostalgic in some way? Is there any emotion linked to that achievement? And only if the answer is yes. You can tell yourself you've done a good job in implementing badges coming up next. We're going to talk about leaderboards, and I'm looking forward to seeing you in the next video. 13. Leaderboards: leaderboards. They have become the most common behavioral design item. We see them in products like Nike. Plus we see them on Get Hub. We see them on Cora. They're everywhere, and their main problem is that they work better in mediums with high competency. I don't mean they don't work at all otherwise, but it's in highly competitive scenarios where they work best. People have an innate desire to win and avoid losing. If the organization where you want to implement such a system is not competitive enough, then not many people will be enticed to join the game with leaderboard mechanics. They work by creating either satisfaction from winning, which leads to higher motivation and engagement, while at the same time they create a level of frustration that could lead to more effort being put in by the player. However, if not balance carefully, it can be to de motivation and disengagement. The core principle should be competence. As faras motivation goes, it works for people who are seeking mastery in a specific area and also appeals to our need to relate to others. Even if you're at the bottom, you have those around you that you can relate to you still feel connected even when failing . The beauty of the leader board is that it supports autonomy. You have control over your actions and outcome in your commitment and choices. Influence your rank and this type of emotion is what determines better results. Formally speaking, you have four components. The goal feedback, social comparison and the reward. By design. The goal of all leaderboards is being number one. However, the motivation is different from person to person. You might want to be number one for social recognition, while others might pursue it for mastery. So whenever you design a leaderboard, make sure to remember the five core motivators we've discussed earlier in the module. Autonomy, mastery, purpose progress and social interaction moving on from the goal. We have feedback. Your leader board should have a form of support to help people improve their skill and rank . Call it best practices cholera tutorial. You need to create the context for them to improve. Otherwise, the frustration levels will keep rising and engagement will start to drop. Feedback itself has multiple forms. It can be directional where you remind the user he made progress, thus reinforcing the drive to work harder towards the goal. It can be normative where you share a standard effort results metric, or it can be comparative where you share the results in comparison to others. And the last type of feedback to reinforce action is identity. You can create different classes of players, different ranks within the game, similar to the badges mechanics we discussed earlier and moving on from feedback. We have social comparison. We all know leaderboards work better when applied to our social circle. By default, we compare ourselves to others who are better than us. We compare upwards even when we receive negative feedback. This might surprise you because you could make the argument that after you received negative feedback, you will be more likely to compare yourself to someone worse off than you and feel better about yourself. But people compare upwards instead. Another risk of social comparison is that it works in the shorter. The feeling of being inferior to your peers can push you to do something short term. Yet this might come at the price long term with your engagement levels and eventually people quit using things that make them feel chronically guilty or shameful. So your main focus should be to take the pain out of losing. So remind you the example I shared earlier about the game. Battlefield one. Even if you lost, you still can see your rank in a specific class. My team lost, yet I was the best medic in the game. Other ways of lowering frustration from losing will be by creating a way to re engage or offering relevant tips to improve competency. The idea is to focus on ongoing play and social interaction, not winning alone. And the last component of leaderboards are the rewards and the best framework to look at rewards as the same criteria at which were discussed badges and medals in the previous video. So make sure your rewards are both expected and unexpected. An appeal boat intrinsically or extreme sickly to the players. And that's more or less everything you need to know on leaderboards. Once again, make sure, although it's a competitive mechanic to put the focus on competence and connection, not competition alone, and always keep looking for ways to take this thing out of losing. So people keep playing and stay engaged. Coming up next, we have quests, objectives and goals. I'm looking forward to seeing you in the next video, where we'll also be talking about the hero's journey, a concept that will not only help you with game design alone, but also it will enhance your storytelling abilities. 14. Quests, Objectives and Goals: quest, objectives and goals, all forms of achievement it very far apart on the time scale. Probably what game mechanics do best in comparison to many other systems is the way they handle objectives and achievement. In general, all games start with the main mission and the main quest. However, they don't just leave you with that and make you feel overwhelmed. They break the main goal into smaller ones that you can go on and tackle. Each quest is broken down in sub quest, which themselves are broken down into smaller tasks, and this has a lot to do with the way we process data and solve problems as humans. The further goaless from us, the more abstracted is the closer is the easier for brains to rappel around it and actually do something about it. Let's say tomorrow you were commissioned to write a book. At first you might be overwhelmed thinking about all the work involved. However, if you start to create an outline, then based on that outline, great smaller goals and have sub tasks for each one, then that huge overtaking suddenly becomes more doable. And you might be wondering, How does this come into play when it comes to business or being more productive in your own life. Well, the idea is very simple. As we discussed at the beginning of the course, implementing game mechanics has at its core a need for progress and engagement. Be it clients, Employees doesn't really matter. The stages of this journey are similar. You first have the discovery stage where you have to catch the attention of a user. This can be done with visual cues. Having a conversation about something they're interested in, the goal is to get their attention. And if you want to learn more on this topic, you can check out my copyrighting course. I cover in detail all the aspects of getting someone's attention. But let's get back to the journey. After a discovery, you have own boarding where you take them from complete ignorance to them, mastering the essentials so they can start experiencing what you've set out to do with Gamification. The main role of on boarding is to reduce frustration, that sense of complete lack of control and any negative emotions that will stop your users from connecting with the experience. If you implemented the own boarding stage correctly, then what comes next is the emergence stage here. The users know what they're doing. The amount of new information is more gradual in comparison to the one Dave assimilated. Early on, they connect with other people, start collaborating and begin the process to go in the last stage. Mastery in your role as the game designer is to work with all the four stages, each one posing different challenges. Initially, you need to effectively welcome the user and give enough information to raise their interest while not overwhelming them with data in the later stages, you need to focus a lot on progression, mechanics and replay ability. And if your idea is just a pilot, maybe replay ability might not be an issue. But if you're trying to integrate it into an ongoing process, you need to make sure you keep it engaging. And before moving onto the final video of this module, I want to talk about something not only useful to Gamification but to any storytelling. And never you might have. I want to talk about Joseph Campbell and his book The Hero with 1000 Faces. For those of you who don't know, this is probably the book you need to read when it comes to writing a compelling story. It's the manual for the hero's journey, and the reality is that to some degree we all want to be the hero. We all want to say a full hearted yes to adventure, even if we never do. We all dream of it. Some say The reason for this is that we've all bean underdogs at some point in our lives and overcoming over initial condition beating the odds brings us the true joy of achievement, a feeling of bless that can never be taken away from you and adding this layer of a hero's journey to your game mechanics will impact enormously the one thing that is at the center of Gamification engagement. I doubt there's anyone listening to this that hasn't had a hero, a comic book character, a character in a movie, a friend, a coworker, someone that inspires them to be more. If you successfully apply the hero's journey layer, you will ignite that inner fire we all have, but we keep dormant for whatever reason, but enough with my rambling. Let's see what this is all about when doing the research and thinking of the best way to share this with you. I realized that there's no better way than the words of the author himself. So the next few paragraphs are excerpts from Joseph Campbell himself. The hero is found in the ordinary world. In ancient Mets. It used to be a cottage or a village. In films, it is usually the suburbs are common urban environment. The hero is making do but feels something is missing, a sense of discomfort or attention. The hero needs to change, even if they're unaware of that need. Then something happened. Maybe the antagonised enters the protagonists world, disrupting it. Or maybe someone comes a herald who calls the protagonist to action. The call to adventure is about transformation, and that's terrifying. The hero has to confront fear. Will the hero survive? During the first half, the hero is tested. He must determine the rules of the extraordinary world in which he is moving. Who can the hero trust? Along the way, he meets threshold guardians that protect the entrances, and he learned that the trick to facing any opponent is to get under their skin, understand their habits, maybe make them friends and allies. The midpoint from a mythological standpoint, is the moment when the hero confronts that which they fear most often related to entering the headquarters of the enemy. Afterwards, the hero feels the consequences of the midpoint reflects on their task, often a chance to rest. Then a chase scene occurs. The enemy has been struck a mighty blow, but recovers enough to mount one final act, a black moment where it looks like all is lost. There is no way to defeat the enemy. Then comes the final test to demonstrate whether the hero has learned his lesson or not, the process has purified him to ensure that he hasn't become part of the other world. But will he succeed? The hero returns home with some booty, an elixir, the source off power from the other world. A treasure, Holy Grail, knowledge, gold, love with them, humility. In the end, the hero is a transformed individual, and it's that simple. However, it is profound in its simplicity. Moreover, we can apply this narrative archetype, toe almost anything, so if you ever plan on adding any form of story to your game mechanics to boost engagement and participation, use this recipe that is known to work since mankind first sat around a fire together. And what are the way to end a game designer mechanics module than talking about D Gamification? Why an open world and intrinsic motivation is also an option. So I'm looking forward to seeing you in the next video. 15. Degamification: de Gamification. As you probably might have noticed, this entire module was dedicated to game mechanics. However, their absence does not imply the absence of Gamification possibilities. Take one of the most successful games of all time Minecraft. This open world exploration game sold over 53,000 copies per day since the beginning of it in 2016 and I know I've put in a couple of hundreds hours in it as well. I created a map wide railway system with power rails in a Tomi, um, like a glass monument. And for those of you who played the game, you know the grind necessary to get all that glass. And on top of that, I had to research the algorithms for circle, describe ization and even created a tick tack toe machine using a very complicated electrical wire system. And what should fascinate those who don't know the game is that inside it, you don't have any specific objective or daily task or quest. Besides the own boarding guidelines, you are free to do whenever you like. So how has it become such a success if it has so few game mechanics? And the answer is just that the freedom of everything, the lack of constraints, the intrinsic motivation without expecting a reward. Remember at the beginning of the course when I said You first need to make sure principles and values are properly handled if you were to apply game mechanics to your business and life, Ideally, you should be doing things just for the joy of doing them. So before trying to add badges leaderboards Quest Spent some time trying to fix the problems without Gamification, then make things even better by adding game mechanics. But don't use them as a solution. Toe another underlying problem because if you do so, that solution will be short lived in your efforts in vain. So as a last practical exercise, I want you to answer this question. What actions can you take? Processes? Can you change to make things more enjoyable? What can you implement? What can you change the day to give yourself more autonomy or give your team more control over what they do? Google give their employees 20% of their time to spend on pet projects. At Lesion has a day 1/4 where people create new teams and think about new products and ways to improve the business. And yes, I understand you can't do only what you like all the time. But what you can do is create a framework to make doing those hard things easier and make sure either you or your team are not linking more pain than necessary to a specific task. A book you can read to try to fix this is Release Your Brakes by James Newman. It will help you change emotional patterns where you irrationally linked negative emotion to some activities. And that being said, we'll move on to the next module, where we talk about various fields where Gamification can be successfully implemented and give numerous examples. This way you get a practical layer on top of the theoretical expertise you've gained so far in the course, because ultimately, the goal is for you to take action and successfully implement game mechanics to the area of your life. You want to improve. I'm looking forward to seeing you in the next module 16. Gamification in Education: examples and usage of game mechanics, and we'll cover some of the areas where Gamification has been a reald game changer. Pun intended will start out by looking at its impact on education. Then we'll look at a R GS, a topic that impressed me when I first heard of it a few years back. Then go over a few examples of Gamification at the workplace MM business in general. So without further ado, let's proceed with education. I'll try to keep this short and show some universal improvements that educators worldwide can use right away. So if you know anyone, make sure to share this course with them. Look, the problem with education, in my opinion, is that it was made for a society where information wasn't widely available for everyone. I'm 31 I still remember having to go to the library for a specific piece of information. Now you can find out pretty much anything in five seconds or less, and the system was not developed for this. So instead of critical thinking or exploration, the current educational framework is more set on information delivery, and the problem is more one of creating curiosity towards the field rather than sharing information? No, let's get to action. What an educator can start implementing right now, with little to no effort, is to switch the grading system instead of grades going from a maximum of 10 to 0. Have a game like progression system for any task. For any tests or homework assignment off a point or experience, do your homework. Get 50 XP, complete a project, get 100 XP, collaborate well with your team, Get 20 plus six p. Many studies show that this model works way better in terms of motivation, because it empowers students. Progress encourages progress. It's much likely to quit if you know you're never going to get an A in comparison to constantly focusing on racking up those XP points. However, even this system has flaws. If you don't had some skills that students can choose from at specific XB levels, they will start losing motivation so depending on your field, make helpful skills in math. Maybe add the scale to have written down three complicated aggressions during exams, or give them a boost in XP on homework assignment and never forget to integrate collaboration with this point system. When one student reaches 10,000 points. All the class gets a bonus 100 points or when five students reach 5000 points, give everyone an additional 50 this way. Instead of showing envy, you're encouraging them to root for one another. And as you can easily see, there are infinite possibilities. Depending on your desired outcome. Just make sure to do something that all game developers ooh, balance things and watch out for abuse and hacking the system. And if you really want to take things to the next level, although this might require a lot more initial work than scale threes and XP points, you could always create your very own alternate reality game. And that's what we're going to take a closer look at in the following video. I'm looking forward to seeing you there. 17. Alternate Reality Games - ARGs: alternate reality games or a RGs If you go where the definition are. Interactive network narratives that use the real world as a platform and employ multiple platforms to deliver a story that may be altered by the ideas and actions of its player base. Since first region mainstream popularity in the early two thousands, they have become more and more present, being used for anything from learning to marketing stunt. What makes them special and unique is the fact that they don't tie the player toe a platform. You don't play exclusively on a PC or a console. You move around in the real world. They also lack fixed rules or limited thinking there as free as games can get. And when it comes to design, Air, G's rely on six core principles. Storytelling is non linear, but rather more like a puzzle where you piece things together. Its platform lis. The users are not limited to just one medium. Then it's designed for hive mind. It's not meant to be played individually. The game is one with the contribution off. All players doesn't push. It pulls, its not promoted aggressively. It gets traction by creating curiosity and mystery and then it never fully admits it's a game, and the more gray you make the line between game and reality that more engaging it all becomes in the last principal. Not only does making progress in the story have a collaborative side to it, but the story itself can be created by the users were assumptions and speculation. But enough with the theory. Let's talk about some actual A. R G's and one of the most famous ones as I love bees. The game was created in 2000 and four as a campaign for the game Halo, too. I love bees began when jars of bees were received in the mail by people who had previously participated in alternate reality games. The jars contained letters leading to the I Love Bees website and a countdown at around the same time. Theatrical trailers for Halo two concluded with the Xbox logo and the Ural that quickly flashed a link to I Love bees dot com. Both events, not connected publicly for several weeks, caused the curious to visit the website I love bees. It appeared to be dedicated to honey sales and beekeeping. However, it was covered in confusing random characters in sentence fragments. Dana, the Web master of I Love Bees, created a weblog stating that something had gone wrong with her website, and the site itself has Bean act. Suspecting that this was a mystery that could be unraveled, Halo and Air G fans spread the link and began toe work together and figure out what was going on. The gameplay of I Love Bees tasked players around the world to work together and solve a few problems with little or no direction or guidance. For example, the game presented players with 210 pairs of Global Positioning System coordinates and, with no indications, do what the locations refer to. Players eventually figured out that the coordinates referred to pay phones and the times to when the phones were drink, and one player in Florida stayed by the phone while Hurricane Frances was minutes away in order to recite answers to the pre recorded questions. Other phone calls were made by live persons known as operators. These calls allowed players to interact with the characters of the game in spontaneous and occasionally humorous ways. Other players treated the corrupted data on I Love bees dot com has encrypted files to the cipher or used image files found on the Web server to solve puzzles. After completing those tasks, they were rewarded with new installments to an audio drama, which revealed the reasons for the i Love bees dot com, a function Over time, the game mechanics for contacting players grew more complex. They were receiving messages via email, were called on their cell phones and traveled to arrange meetings between players and characters. The game culminated by inviting all of them to one of the four cinemas where they could get a chance to play Halo to before it's released and also receive a commemorative DVD. But Air G's are not limited to I Love Bees alone. Other examples are the beast Inglis, that poppy or cicada. And for those of you that want a more passive approach to air, jeez, go ahead and listen to the podcast rabbits created by the Public Radio Alliance. I got so hooked on it that I watched the entire season in a single day. You not only get hooked to the great storytelling, you will also get a deeper understanding of the air G community, and now that we covered the entertainment side of Gamification. Let's move on to more serious stuff. And next up we have examples of game mechanics being used successfully in business. I'm looking forward to seeing you in the next video. 18. Game Mechanics in Business: successful implementation of game mechanics in business. And since nothing says professional like Lincoln does will start with that and, more precisely, the Lincoln profile. In many countries, your linked in profile has almost become a replacement for the traditional resume. In fact, many recruiters noticed that people simply don't load their Lincoln profile as a PdF and send it to increase the level of engagement off their user base. Lincoln created the profile Strength meter, and the more information you put in, the closer you get to being an All Star. Besides this completion ist angle, they also share the benefits to it. And since Lincoln is all about exposure for each component of your profile, you get to see the benefits things like people with a profile photo received 21 more profile views and nine times more connection requests. Where if you have listed five or more skills, you are 27 more times likely to be discovered by recruiters. So this makes between practical benefits and building up. Your profile is what made Lincoln dominate the professional scene of social media. Next up, we have ways which has become so game like that you can't even tell the difference. At times they have successfully used every game mechanic in the book from a very complex point system, with the random rewards in the form of road goodies and with expected level ups. Also, there are many side activities on top of the driving itself. You earn points by giving road reports, interacting on the forum, making map, edits and even updating the fuel price of your local station. The ranking system and social interaction layers on top of the point and progression system . Key players engaged and make even the most boring commute a bit more bearable. And to prove once more the point that playing games can be extremely productive. I want to point out that this human element is used by Google, who owns ways to make arrival time estimations and traffic reports more precise for everyone using Google maps going even higher on the scale of game mechanics usage. I want to recommend a tool that I constantly go back and use whenever I'm bored with my current task management software. It's called a bit tika, and it makes improving your habits and getting things done into an actual game by completing tasks you get gear to equip your character, you get random prizes in the form of potions, and during your efforts to be more productive, you'll also beat monsters like the snack list Monster, the Laundromat, answer the Bassi list and the cracking of incomplete or the clutter frog. I highly encourage you to start using it to get more familiar. At a practical level with game mechanics, they go later, implement into your own processes and procedures. And there are many other implementations, like Samsung with Samsung Nation, where they focus more on community building or tree house, where they focus on gold tracking and proof of achievement or embargo with their badges system. And let's not forget the many times when game mechanics are used but not observable and as a practical exercise to get the full value from this module, I want you to take a look at the five most frequently used APs you have on your phone and notice the game elements they're using. Do they have quest objectives? Gold. Do they have leader boards or badges? Do they use any anchoring elements or cognitive biases? And this exercise will help you better notice game elements and how they are used, allowing you to successfully implement them in your own business and life. That was it. As far as examples go coming up. Next, we have the final module off the course where we go over a quick course overview, and then I give you a practical plan for taking action so you can go from knowing to doing , because that's where the real value is. 19. Course Overview: course overview. We started by pointing out some of the core reasons why you should pay attention when it comes to Gamification. Be a customer engagement, employee fulfillment, company performance or marketing results. Game mechanics can help you improve them. However, as with most things that sound too good to be true in life, you need to be really careful. Gamification can't fix a broken culture if you don't address the underlying principles that are not met. Things like trust, fairness, equal opportunity. So make sure to have a solid foundation. Then apply game mechanics. Moving forward. We took a close look at the psychology of game design, with its five core elements that games do way better than any other system. And here we have gold setting, instant or almost instant feedback on your actions. Constant positive reinforcement, social connectivity in comparison and last but not least fun and playfulness. We then went ahead and analyze the personas to which gaming appeals. To make things a bit more fun, we simplify things to six characters. First, we have the philosopher who sees games as a higher calling. This type of person aims to make the world a better place they help out on four armed groups and sites like Quora. The fact they're helping is reward in itself. Then we have the Explorer. He or she likes to discover new things, works with creativity, and you'll see them play games like Minecraft quite often. Then we have the farmer, this type of person, get satisfaction from ownership and possession. He wants all the badges, all the titles, all the a words. After the farmer comes the warrior, he is terrified of losing. You will always look at his phone to never miss a notification, even go so far to set an alarm to check the Farmville crop so he doesn't lose those virtual watermelons. In contrast, we have the gambler who likes to risk and play with it. He wants unpredictable events, enjoy surprises, and uncertainty is what makes things appealing to him. And last, we have the networker, a person that values human interaction. More than anything. You mustn't think of yourself as only one of these personas, but rather a mix of them. Depending on your state of mind and context, Game mechanics might appeal Toa one or more moving, gone with the psychology of gaming. We took a closer look at choice, and we discovered that what makes games fun is the fact that they are voluntary, not enforced, while still restricted to rules you're never forced to play. And this freedom is yet another reason why they are so effective. Choice can also be viewed in multiple ways. You can look at it as stepped versus complexity, where depth focuses more on the meaningfulness of your choices and how much impact they have, while complexity focuses on the computational power. Doing the math. Moving on from choice. We reached cognitive biases, probably my favorite part of the course in name in terms. This is all about how wrong we can be even when we think we are right. Cognitive biases are part of us, and being blind to them can make us very vulnerable. Among the many examples I gave, we had things like the anchoring effect, where we rely too much on a single fact. Usually the 1st 1 we discover. Then you have groupthink where we stop searching for data. If our group has the same view as us, another one that most people fall for is the gambler's fallacy, where if you flip a coin and its heads the next time you think there is a higher chance for it to be tales, although the odds are still 50 50 and they are just so many cognitive biases that I could do an entire course on them alone. So if you like, you can do some exploration of your own on this topic, we moved on to how you get hooked to a game analyzing the four core components force. There's the trigger, which is the mechanism that gets you in the habit group. Then you have the action you take, and afterwards you have the variable reward. An investment in the variable reward thing is what amazed me more precisely. It has been proven that if you get a reward for inaction, sometimes not all the times you are more inclined to repeat that action. For those of you who want to learn more on this, I encourage you to research the Skinner box or operating conditioning chamber. We ended the module on the psychology of game mechanics by addressing the morality of manipulation. When is it okay to use the psychological traps we've discussed in the course, and when does it become abuse? When do you stop being a facilitator? And when do you become a dealer? And this is something you should always consider before and during implementation. We then reached the core of the course, the actual game design and mechanics, and the reason we didn't just flat out start with this is because Gamification is more of a catalyst. It doesn't solve the underlying problems you or your organization might have. It amplifies and brings out the strength you and your team have, so let's proceed. Game design has three pillars. Mission mechanics and motivation, and on outer layer that involves measuring and managing. Consider the last to the feedback loop To improve the system from the start, you need to decide on the mission of your game, then focus on what gets people hooked. This can be validation, completion or prizes. To make your team more easily adopt this change, you need to make sure the five corps needs are met. They need to have autonomy. They need mastery, purpose perceived progress and social interaction. And since choice is only present in game design, you need to make sure people have agency and what this means is that their choices have to matter. What makes games more appealing is that you see the results of your actions fast and can adjust based on that feedback. In real life, things don't materialize so easy. If I play a role playing game of yours each day, my character will become a decent fighter by the end of the week. If I decide to learn martial arts three months from now, I will still blunder and feel uncoordinated. Most of the times I'm not even gonna bring up career choices were significant results on your choices come years in years down the line. But let's get back to the course summary When it comes to choice in your game design, remember this five point checklist? First people need agency. As we discussed then they need motivation. You need a reason for choice. Then comes frequency. Make sure to balance things so they don't get overwhelmed by choice. Fourth, you have to pay close attention to the choice types. How meaningful our day, How complex are they? And last choice needs to be relevant in the specific context. After choice, we looked at probably the most familiar game mechanic and The most comprehensive way to analyze them is with the four basic categories. Identity, status, acknowledgement and achievement. There police on to access one being the implicit, explicit one where you do actions for the badge itself expecting a reward or not, and the other is individual or social, where you do things for yourself or for the group, Then we have another commonly used game element leaderboards. The strength of this mechanic is that it promotes autonomy. You have control over your actions and outcome, and with commitment you can change your rank. And this is an empowering feeling that is linked directly with better results. Leaderboard have four components. The goal, feedback, social comparison and reward, and the one you need to pay close attention to is feedback. Because if people feel stuck and can't improve their rank, they simply will not play. The game in your role is to support everyone, boost their level. You can do this, which tutorials with best practices guides. You can introduce game mechanics gradually and also reward collaboration and helping others . So when creating a leaderboard, make sure to integrate methods to encourage on going play and social interaction, and not focus on ranking alone. After leaderboards, we have quests, objectives and goals, all of them being forms of achievement on different timescales. We've also explored together the stages of a game. You have discovery on boarding, immersion and mastery or late game. Your role is to offer appropriate challenges and support for each stage to help people progress from one to another and keep them engaged. And speaking of engagement, that is what the hero's journey can help you with. I'm not going to repeat the story here, but the idea is that all successful movies games follow that guideline. So if you want to boost engagement by adding a great narrative to your game, the hero's journey is the easiest way to achieve that goal. The last game design element we discussed was a bit counterintuitive. It was the Gamification making your game as un obstructive as possible. You learned how to focus more on boosting creativity and exploration than creating strict rules. It's much easier to keep someone engaged when they enjoy what they're doing, rather to continuously try to motivate them. And the following module covered a lot of examples, from business to education to a R G's and that was it. All that's left now is for you to take action and other layer of Gamification to your life or business for better performance. And that's what we're going to talk about in the next and final video. I'm looking forward to seeing you there. 20. Taking Action: taking action. I'll try to keep this as simple as possible because the goal is for you to implement and not just overthink things. At this point, you have all the know how required. All you need to do is follow these three steps. First, set out a clear goal. What do you want to game if I visit your own productivity? Is it your team's engagement? Is it customer loyalty? Be very clear in defining your objective. Write it down in detail. Try using the smart method for gold setting, specific, measurable, attainable, relevant and time bound. Once you know your goal comes the second step, make sure there is alignment between your goal and the players. There's this classic copyrighting tip. If you want someone to engage in a conversation with you, talk about something they like. Same in your case, if you want people to engage with your game, make sure it's something they like him. Based on that you create the narrative. You use the relevant game mechanics, and you offer rewards that are either intrinsic or extrinsic and so on. And for the third and probably the most important step is to constantly improve and adapt your game based on the feedback you receive. Well, this is something very obvious for the video game industry in real life applications. People failed to follow through on this step. So even if your first game attempt is a failure, don't quit. Keep improving, keep tweaking, keep at it. And if you're still not sure what to start, do this decide to do a pilot week. Will you implement some very basic game mechanics, like badges and leaderboards that reward the specific behavior that you want, encouraged, maybe owned people to socialize more? Do something around that, however added twist to it instead of openly saying they should interact more with one another, organized a competition off the best looking desk, have a daily snapshot off everyone's desk and have the team vote on the best looking ones and organizer ceremony at the end, where people get awards and offer quirky prizes as well, like most average looking desk or Best Star Wars desk. Although there was only one person with that theme, and although this contest is centered around desks, it will encourage people to move around, visit one another to see what their competitors are doing complement each other's style and design decisions, thus helping you achieve your main objective making them socialize. Ideas are limitless, however, to achieve success. Make sure there is a strong link between your narrative and the people You want to play the game and that was it. You're ready to take action. My name is Dora Catanha. You've listened to Gamification out. Level up your life and business has been a real pleasure making this course for you. And I'm eager to hear your thoughts, insides and even criticism in the discussion section. And I want to remind you one last time Don't forget to take action, no matter how small it is. Don't settle with just knowing start doing.