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The Player’s Journey
A 5-Step Framework for Designing Engaging Experiences

Amy Jo Kim, Ph.D.

© 2013 All Rights Reserved
1. Insight: Understand Your Players
Who are your (early-adopter) players?

How do they like to interact?
Bartles 4 Player Types (1996)

Killers

Achievers

Socializers
Explorers
Points, Badges, Levels, Leaderboards…
appeal primarily to Achievers

Jane McGonigal
Richard Bartle
Kim’s Social Actions: Focus on Motivation
Acting

Compete

Express

Content

People

Explore

Collaborate

Interacting
Express
Explore
Compete
Collaborate
If you’re building a social app, instead of
asking “who are my player types?” ask
“what social actions motivate my players?”

Jane McGonigal
Richard Bartle
2. Motivation: Unmet Needs & Pain Points

Which activities are intrinsically motivating?
Extrinsic Rewards often Backfire

can impair creative thinking and intrinsic motivation
Extrinsic Rewards Sometimes Work

Effective for completing simple
tasks and guiding players towards
system mastery
Tap into Intrinsic Motivation FIRST

address a NEED/PAIN POINT for your micro-vertical

CONNECT via shared glimpses of everyday life, EVESDROP on other people’s lives
Autonomy ––the desire to direct our own lives.
Autonomy the desire to direct our own lives.
Mastery — the urge to get better at something that matters.
Mastery — the urge to get better at something that matters.
Purpose — AKA belonging, desire to be part of something bigger than ourselves
Purpose — AKA belonging, desire to be part of something bigger than ourselves
Autonomy & Choice
Competence, Mastery & Learning
Purpose, Relatedness & Belonging
Motivation & Game Elements
Autonomy

Mastery
& Learning

& Belonging

Choose Your Role

Progress Markers

BackStory & Mission

Customize Your
Character

Skill Systems

Real-world Impact

Reputation Systems

Group Quests

Mission Trees

Group Stats

Real-time Feedback

Connect w/Friends

Collections

Join a Teams, Guilds
or Faction

& Choice

Customize Your
Background
Explore a World,
Map or Taxonomy
Purchase Items

Unlocks

Purpose
3. Lifecycle: Unfolding the Experience

How does the player’s experience change over time?
To drive sustained engagement, design for 3 stages

1) Onboarding 2) Habit-building 3) Mastery

Enthusiast
Mastery

Regular
Habit-Building

Newbie
Onboarding
Regulars need fresh content/activities/challenges
Newbies need to learn the ropes
welcome + goals + progress + achievable rewards
Regulars need fresh content/activities/challenges
Experts need exclusivity, recognition, impact
Understanding Flow

increasing challenge  ongoing engagement

Increasing Challenge  Ongoing Engagement
4. Progress: The Path to Mastery

What markers & feedback guide skill development?
Keeping Score: 4 Types of Points Systems
1. Skill Points (AKA Score, Rank)

earned via interacting with the system – reflects mastery of the activity or game
PersonalSkill: skill rating/ranking of an individual
Group Skill: skill rating/ranking of a group
Redeemable Points
Personal Skill Points
Redeemable Points
Collective Skill Points
Keeping Score: 4 Types of Points Systems
1. Skill Points (Score, Rank)

earned via interacting with the system – reflects mastery of the activity or game
PersonalSkill: skill rating/ranking of an individual
Group Skill: skill rating/ranking of a group

2. Experience Points (XP)

uni-directional metric – only goes UP (reflects persistence + skill)
earned directly via customers’ actions - used to track & reward certain activities
Personal XP: reflects a customer’s actions & accomplishments
Group XP: reflects the actions & accomplishments of a group
Personal XP (World of Warcraft)
Group XP (Nike+)

it feels good to be part of something larger than yourself
Keeping Score: 4 Types of Points Systems
1. Skill Points (Score, Rank)

earned via interacting with the system – reflects mastery of the activity or game
PersonalSkill: skill rating/ranking of an individual
Group Skill: skill rating/ranking of a group

2. Experience Points (XP)

uni-directional metric – only goes UP (reflects persistence + skill)
earned directly via customers’ actions - used to track & reward certain activities
Personal XP: reflects a customer’s actions & accomplishments
Group XP: reflects the actions & accomplishments of a group

3. Currency (credits, coins, chips, tokens, bucks)

bi-directional metric – goes up and down
earned or bought within the system – can be redeemed within the system for goods or services
Earned Currency: earned via customer actions – used to track & reward certain activities
Purchased Currency: purchased with $$ to acquire exclusive goods and services
XP

Premium Currency

Basic Currency
XP
Basic
Currency

XP
Earned $$

Purchased $$

XP

Premium
Currency
Keeping Score: 4 Types of Points Systems
1. Skill Points (Score, Rank)

earned via interacting with the system – reflects mastery of the activity or game
PersonalSkill: skill rating/ranking of an individual
Group Skill: skill rating/ranking of a group

2. Experience Points (XP)

uni-directional metric – only goes UP (reflects persistence + skill)
earned directly via customers’ actions - used to track & reward certain activities
Personal XP: reflects a customer’s actions & accomplishments
Group XP: reflects the actions & accomplishments of a group

3. Currency (credits, coins, chips, tokens, bucks)

bi-directional metric – goes up and down
earned or bought within the system – can be redeemed within the system for goods or services
Earned Currency: earned via customer actions – used to track & reward certain activities
Purchased Currency: purchased with $$ to acquire exclusive goods and services

4. Social Points (AKA Reputation, Ratings, Likes)
earned via the actions of OTHER players – can be a proxy for quality/reputation/influence
lets you track & reward socially valuable contributions & actions
Social Points Usefulness (Amazon)
Social Points for(Amazon reviews)
Social Points for sentiment (Reddit)
Social Points (Flickr “interestingness”)
Social Points (Flickr “interestingness”)
Social Points for Reputation (Stack Overflow)
Social Points (Flickr “interestingness”)
Social Points for Sportsmanship (League of Legends)
Feedback, Levels, Rewards & Unlocks

give context & meaning to your points system
Leaderboards
showcase your
most skilled and
devoted players

PRO TIP: velvet-rope leaderboards
for experts & enthusiasts
Pro Tip: If you’re gonna use Leaderboards,
let players Slice-n-Dice the rankings & groupings
Social Leaderboards enable Social Actions

Visible Social Actions Set the Tone
Missions Guide & Motivate the Player
Unlocks reveal functionality & complexity over time
Pro Tip: Use Group Unlocks to promote & reward teamwork
5. Loops: Building Sustained Engagement
Trigger

Engaging Activity

Task / Mission / Game / Quiz / Gift

CTA

Customize / Share / Help / Compete

Feedback & Progress

Stats / Challenges / Awards / Messages

Motivating Emotions

Fun / Delight / Curiousity / Belonging / Purpose

trigger
activity + goal
outcome
When _________ I want to ________________ so I can _____________
Start with a (triggered)

engaging activity

Trigger

Engaging Activity

Task / Mission / Game / Quiz / Gift
Followup with Feedback & Progress
Trigger

Engaging Activity

Task / Mission / Game / Quiz / Gift

Feedback & Progress

Stats / Challenges / Awards / Messages
… designed to elicit

Motivating Emotions

Trigger

Engaging Activity

Task / Mission / Game / Quiz / Gift

Feedback & Progress

Stats / Challenges / Awards / Messages

Motivating Emotions

Fun / Delight / Curiousity / Belonging / Purpose
Then direct the action with a compelling

CTA

Trigger

Engaging Activity

Task / Mission / Game / Quiz / Gift

CTA

Customize / Share / Help / Compete

Feedback & Progress

Stats / Challenges / Awards / Messages

Motivating Emotions

Fun / Delight / Curiousity / Belonging / Purpose
Engagement changes throughout a player’s lifecycle
Become skilled
at ????

Mastery
Checkin Daily
to ?????

Habit-Building
Learn to
???

Onboarding
First Engagement: Onboarding
Email from Friend
Email from Friend
FB/Twitter Post
FB/Twitter Post

View
View
Content
Content

Call to Action
Call to Action

Interact with
Interact with
Content
Content

Feedack & Progress
Feedack & Progress
Re-engagement: Habit-Building
With Social Feedback

New Messages
New Messages

Read/Respond to Messages
Read/Respond to Messages

Without Social Feedback

Browse New Content
Browse New Content

New Content
New Content

CTA
CTA

What to do next
What to do next

View
View
Content
Content

Activity Feedback
Activity Feedback

Tips, Progress, Unlocks, Rewards
Tips, Progress, Unlocks, Rewards

View
View
Profile
Profile

Post
Post
Msg
Msg
Deep Engagement: System Mastery
Re-engagement Triggers

New Messages/Content
New Messages/Content

Personalized Page
Personalized Page

Social Activity
Social Activity

Respond/Post/Vote/Donate
Respond/Post/Vote/Donate

CTA
CTA

What to Do Next
What to Do Next

Activity Feedback
Activity Feedback

Tips, Progress, Unlocks,
Tips, Progress, Unlocks,
Rewards
Rewards
Summary
Tools for Engagement Design
Player’s Journey: 5-Step Design Framework
1. Insight

Who are our early-adopter Players? How do they like to interact?

2. Motivation

What are their unmet needs? What activities are intrinsically rewarding?

3. Lifecycle

how does the game unfold over time? How is the player changed by playing?

4. Progress

how do players make progress? What markers light the way towards mastery?

5. Loops

how do we engage players during Onboarding, Habit-Building & Mastery?
Product-Defining Social Actions
Build
Create
Design
Purchase

Express
Decorate
Customize

Choose

Content

Compete

Showoff
Compare

Taunt
Players

View
Vote

Win Challenge

Collect

Rate

Explore

Curate Review

Comment

Like

Greet

Collaborate
Help

Share
Contribute
Habit-Building Engagement Loops
Trigger

Engaging Activity

Task / Mission / Game / Quiz / Gift

CTA

Customize / Share / Help / Compete

Feedback & Progress

Stats / Challenges / Awards / Messages

Motivating Emotions

Fun / Delight / Curiousity / Belonging / Purpose
Game Terminology: Content Infrastructure

Engagement Funnel
DISCOVERY

LIGHT ENGAGEMENT

DEEPER ENGAGEMENT
MASTERY
Contact
@amyjokim on Twitter
http://amyjokim.com

Resources
Achievements
Considered Harmful
by Chris Hecker

amyjokim@gmail.com
Drive

by Dan Pink

Punished by
Rewards
by Alfie Cohen

A Game Designer’s
View of Gamification
by Richard Bartle
BONUS

Sample of Team Exercises for Engagement Design
DESIGN EXERCISE

Which type of Social Actions DEFINE your experience?
How does that matchup with your micro-vertical?

Express
Content

Compete
Players

Explore

Collaborate
DESIGN EXERCISE

What are 5 compelling ways you’re delivering Intrinsic value?

Autonomy
& Choice

Mastery
& Learning

Purpose

& Belonging
DESIGN EXERCISE

Create 3 quests or tasks to give players at each stage

Enthusiast
Mastery

Regular
Habit-Building

Newbie
Onboarding
DESIGN EXERCISE

Create an Habit Loop for your project that people would use daily
Trigger

Engaging Activity

Task / Mission / Game / Quiz / Gift

CTA

Customize / Share / Help / Compete

Feedback & Progress

Stats / Challenges / Awards / Messages

Motivating Emotions

Fun / Delight / Curiousity / Belonging / Purpose

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players journey: 5-step design framework for longterm engagement

  • 1. The Player’s Journey A 5-Step Framework for Designing Engaging Experiences Amy Jo Kim, Ph.D. © 2013 All Rights Reserved
  • 2. 1. Insight: Understand Your Players
  • 3. Who are your (early-adopter) players? How do they like to interact?
  • 4. Bartles 4 Player Types (1996) Killers Achievers Socializers Explorers
  • 5. Points, Badges, Levels, Leaderboards… appeal primarily to Achievers Jane McGonigal Richard Bartle
  • 6. Kim’s Social Actions: Focus on Motivation Acting Compete Express Content People Explore Collaborate Interacting
  • 11. If you’re building a social app, instead of asking “who are my player types?” ask “what social actions motivate my players?” Jane McGonigal Richard Bartle
  • 12. 2. Motivation: Unmet Needs & Pain Points Which activities are intrinsically motivating?
  • 13. Extrinsic Rewards often Backfire can impair creative thinking and intrinsic motivation
  • 14. Extrinsic Rewards Sometimes Work Effective for completing simple tasks and guiding players towards system mastery
  • 15. Tap into Intrinsic Motivation FIRST address a NEED/PAIN POINT for your micro-vertical CONNECT via shared glimpses of everyday life, EVESDROP on other people’s lives
  • 16. Autonomy ––the desire to direct our own lives. Autonomy the desire to direct our own lives. Mastery — the urge to get better at something that matters. Mastery — the urge to get better at something that matters. Purpose — AKA belonging, desire to be part of something bigger than ourselves Purpose — AKA belonging, desire to be part of something bigger than ourselves
  • 17.
  • 21. Motivation & Game Elements Autonomy Mastery & Learning & Belonging Choose Your Role Progress Markers BackStory & Mission Customize Your Character Skill Systems Real-world Impact Reputation Systems Group Quests Mission Trees Group Stats Real-time Feedback Connect w/Friends Collections Join a Teams, Guilds or Faction & Choice Customize Your Background Explore a World, Map or Taxonomy Purchase Items Unlocks Purpose
  • 22. 3. Lifecycle: Unfolding the Experience How does the player’s experience change over time?
  • 23. To drive sustained engagement, design for 3 stages 1) Onboarding 2) Habit-building 3) Mastery Enthusiast Mastery Regular Habit-Building Newbie Onboarding
  • 24. Regulars need fresh content/activities/challenges Newbies need to learn the ropes welcome + goals + progress + achievable rewards
  • 25. Regulars need fresh content/activities/challenges
  • 26. Experts need exclusivity, recognition, impact
  • 27. Understanding Flow increasing challenge  ongoing engagement Increasing Challenge  Ongoing Engagement
  • 28. 4. Progress: The Path to Mastery What markers & feedback guide skill development?
  • 29. Keeping Score: 4 Types of Points Systems 1. Skill Points (AKA Score, Rank) earned via interacting with the system – reflects mastery of the activity or game PersonalSkill: skill rating/ranking of an individual Group Skill: skill rating/ranking of a group
  • 32. Keeping Score: 4 Types of Points Systems 1. Skill Points (Score, Rank) earned via interacting with the system – reflects mastery of the activity or game PersonalSkill: skill rating/ranking of an individual Group Skill: skill rating/ranking of a group 2. Experience Points (XP) uni-directional metric – only goes UP (reflects persistence + skill) earned directly via customers’ actions - used to track & reward certain activities Personal XP: reflects a customer’s actions & accomplishments Group XP: reflects the actions & accomplishments of a group
  • 33. Personal XP (World of Warcraft)
  • 34. Group XP (Nike+) it feels good to be part of something larger than yourself
  • 35. Keeping Score: 4 Types of Points Systems 1. Skill Points (Score, Rank) earned via interacting with the system – reflects mastery of the activity or game PersonalSkill: skill rating/ranking of an individual Group Skill: skill rating/ranking of a group 2. Experience Points (XP) uni-directional metric – only goes UP (reflects persistence + skill) earned directly via customers’ actions - used to track & reward certain activities Personal XP: reflects a customer’s actions & accomplishments Group XP: reflects the actions & accomplishments of a group 3. Currency (credits, coins, chips, tokens, bucks) bi-directional metric – goes up and down earned or bought within the system – can be redeemed within the system for goods or services Earned Currency: earned via customer actions – used to track & reward certain activities Purchased Currency: purchased with $$ to acquire exclusive goods and services
  • 38. Keeping Score: 4 Types of Points Systems 1. Skill Points (Score, Rank) earned via interacting with the system – reflects mastery of the activity or game PersonalSkill: skill rating/ranking of an individual Group Skill: skill rating/ranking of a group 2. Experience Points (XP) uni-directional metric – only goes UP (reflects persistence + skill) earned directly via customers’ actions - used to track & reward certain activities Personal XP: reflects a customer’s actions & accomplishments Group XP: reflects the actions & accomplishments of a group 3. Currency (credits, coins, chips, tokens, bucks) bi-directional metric – goes up and down earned or bought within the system – can be redeemed within the system for goods or services Earned Currency: earned via customer actions – used to track & reward certain activities Purchased Currency: purchased with $$ to acquire exclusive goods and services 4. Social Points (AKA Reputation, Ratings, Likes) earned via the actions of OTHER players – can be a proxy for quality/reputation/influence lets you track & reward socially valuable contributions & actions
  • 39. Social Points Usefulness (Amazon) Social Points for(Amazon reviews)
  • 40. Social Points for sentiment (Reddit) Social Points (Flickr “interestingness”)
  • 41. Social Points (Flickr “interestingness”) Social Points for Reputation (Stack Overflow)
  • 42. Social Points (Flickr “interestingness”) Social Points for Sportsmanship (League of Legends)
  • 43. Feedback, Levels, Rewards & Unlocks give context & meaning to your points system
  • 44. Leaderboards showcase your most skilled and devoted players PRO TIP: velvet-rope leaderboards for experts & enthusiasts
  • 45. Pro Tip: If you’re gonna use Leaderboards, let players Slice-n-Dice the rankings & groupings
  • 46. Social Leaderboards enable Social Actions Visible Social Actions Set the Tone
  • 47. Missions Guide & Motivate the Player
  • 48. Unlocks reveal functionality & complexity over time
  • 49. Pro Tip: Use Group Unlocks to promote & reward teamwork
  • 50. 5. Loops: Building Sustained Engagement Trigger Engaging Activity Task / Mission / Game / Quiz / Gift CTA Customize / Share / Help / Compete Feedback & Progress Stats / Challenges / Awards / Messages Motivating Emotions Fun / Delight / Curiousity / Belonging / Purpose trigger activity + goal outcome When _________ I want to ________________ so I can _____________
  • 51. Start with a (triggered) engaging activity Trigger Engaging Activity Task / Mission / Game / Quiz / Gift
  • 52. Followup with Feedback & Progress Trigger Engaging Activity Task / Mission / Game / Quiz / Gift Feedback & Progress Stats / Challenges / Awards / Messages
  • 53. … designed to elicit Motivating Emotions Trigger Engaging Activity Task / Mission / Game / Quiz / Gift Feedback & Progress Stats / Challenges / Awards / Messages Motivating Emotions Fun / Delight / Curiousity / Belonging / Purpose
  • 54. Then direct the action with a compelling CTA Trigger Engaging Activity Task / Mission / Game / Quiz / Gift CTA Customize / Share / Help / Compete Feedback & Progress Stats / Challenges / Awards / Messages Motivating Emotions Fun / Delight / Curiousity / Belonging / Purpose
  • 55. Engagement changes throughout a player’s lifecycle Become skilled at ???? Mastery Checkin Daily to ????? Habit-Building Learn to ??? Onboarding
  • 56. First Engagement: Onboarding Email from Friend Email from Friend FB/Twitter Post FB/Twitter Post View View Content Content Call to Action Call to Action Interact with Interact with Content Content Feedack & Progress Feedack & Progress
  • 57. Re-engagement: Habit-Building With Social Feedback New Messages New Messages Read/Respond to Messages Read/Respond to Messages Without Social Feedback Browse New Content Browse New Content New Content New Content CTA CTA What to do next What to do next View View Content Content Activity Feedback Activity Feedback Tips, Progress, Unlocks, Rewards Tips, Progress, Unlocks, Rewards View View Profile Profile Post Post Msg Msg
  • 58. Deep Engagement: System Mastery Re-engagement Triggers New Messages/Content New Messages/Content Personalized Page Personalized Page Social Activity Social Activity Respond/Post/Vote/Donate Respond/Post/Vote/Donate CTA CTA What to Do Next What to Do Next Activity Feedback Activity Feedback Tips, Progress, Unlocks, Tips, Progress, Unlocks, Rewards Rewards
  • 60. Player’s Journey: 5-Step Design Framework 1. Insight Who are our early-adopter Players? How do they like to interact? 2. Motivation What are their unmet needs? What activities are intrinsically rewarding? 3. Lifecycle how does the game unfold over time? How is the player changed by playing? 4. Progress how do players make progress? What markers light the way towards mastery? 5. Loops how do we engage players during Onboarding, Habit-Building & Mastery?
  • 62. Habit-Building Engagement Loops Trigger Engaging Activity Task / Mission / Game / Quiz / Gift CTA Customize / Share / Help / Compete Feedback & Progress Stats / Challenges / Awards / Messages Motivating Emotions Fun / Delight / Curiousity / Belonging / Purpose
  • 63. Game Terminology: Content Infrastructure Engagement Funnel DISCOVERY LIGHT ENGAGEMENT DEEPER ENGAGEMENT MASTERY
  • 64. Contact @amyjokim on Twitter http://amyjokim.com Resources Achievements Considered Harmful by Chris Hecker amyjokim@gmail.com Drive by Dan Pink Punished by Rewards by Alfie Cohen A Game Designer’s View of Gamification by Richard Bartle
  • 65. BONUS Sample of Team Exercises for Engagement Design
  • 66. DESIGN EXERCISE Which type of Social Actions DEFINE your experience? How does that matchup with your micro-vertical? Express Content Compete Players Explore Collaborate
  • 67. DESIGN EXERCISE What are 5 compelling ways you’re delivering Intrinsic value? Autonomy & Choice Mastery & Learning Purpose & Belonging
  • 68. DESIGN EXERCISE Create 3 quests or tasks to give players at each stage Enthusiast Mastery Regular Habit-Building Newbie Onboarding
  • 69. DESIGN EXERCISE Create an Habit Loop for your project that people would use daily Trigger Engaging Activity Task / Mission / Game / Quiz / Gift CTA Customize / Share / Help / Compete Feedback & Progress Stats / Challenges / Awards / Messages Motivating Emotions Fun / Delight / Curiousity / Belonging / Purpose

Editor's Notes

  1. A less obvious - but even more interesting - social rating system is Flickr’s measure of “interestingness” -- this is a cumulative measure of people’s viewing and tagging and commenting behavior within the site. This is an “emergent” form of social points - and it allows Flickr to identity and reward photographers who create art that Flickr users collectively find interesting. What’s exciting about this rating system is that it INFERS points, based on existing behavior. So ask yourself - is there something similar in the applications that I’m currently working on?
  2. Back when I studied Psychology, the most memorable and useful thing I learned was the “one-armed bandit” schedule of reinforcement. Which you can see here, in red. The essence is this: if you give random, sizeable rewards for user actions (e.g. how a slot machine works), you will get an addictive behavior pattern - in mice, in pigeons, or in humans.
  3. Back when I studied Psychology, the most memorable and useful thing I learned was the “one-armed bandit” schedule of reinforcement. Which you can see here, in red. The essence is this: if you give random, sizeable rewards for user actions (e.g. how a slot machine works), you will get an addictive behavior pattern - in mice, in pigeons, or in humans.
  4. Back when I studied Psychology, the most memorable and useful thing I learned was the “one-armed bandit” schedule of reinforcement. Which you can see here, in red. The essence is this: if you give random, sizeable rewards for user actions (e.g. how a slot machine works), you will get an addictive behavior pattern - in mice, in pigeons, or in humans.