Game theory is something I’ve been thinking a lot about lately. Especially considering an upcoming app we recently launched (tripwow).
Here is a great video about the topic and some take aways:
- Good game design keep the users in the “Flow”, hovering between boredom and anxiety.
- The most powerful reinforcement schedule is to reqard users without them knowing 100% how they got the reward (think “slot machine”)
- 5 foundational elements to game mechanics:
1. Collecting (Collecting Badges, points, trading cards, twiter followers, etc.)
- The power of completing a set. Think: “Your profile is 40% complete.”
3 types of points
- Game points: points you have to achieve by playing
- Social points: points others give you (comments, ratings, etc.)
- Redeemable points: loyalty programs, redeemable within the system, give community a sense that they are accomplishing something
Express what’s valued in your system (number of comments? number of uploas? most active members?)
Drives behaviour and gives a sense of accomplishment
- Stats and data about progress
- Give a sense of progress; is fun
- Getting “friended”, retweeted, etc.
- Think, “turned-based games” (Chess)
- Swapping goods (World of Warcraft)
- Gifting (reciprocity)
- Adds stickiness to the system. More customization = harder to leave