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Amy Jo Kim, Ph.D. - Co-founder, Shufflebrain Private & Confidential – Do Not Distribute
The Player’s Journey
build sustained engagement with Onboarding, Habit-Building & Mastery
Amy Jo Kim - Social Game Designer
formal competition destroyed my love of music
playing with others re-ignited my passion
Game: a system in which players engage in an
artificial conflict, defined by rules, that results in a
quantifiable outcome*
* Source: Rules of Play
We are opponents
I Win You Lose
Zero-Sum Game
Head-to-Head Battles War Simulations
Rank-Ordered Competitions Gambling
a structured experience with rules
and goals that’s fun to play together*
* Source: The Player’s Journey (forthcoming)
We are partners
Non-Zero-Sum Game
Win-Win
Lose-Lose
Double-Dutch Pictionary
Charity WalkPortal 2
How can we create game-like
experiences for a particular audience?
1. Understand your Microvertical
Who are your (early-adopter) players?
What are their motivations & pain points?
How do they interact AKA play together?
Know their habits, desires,
paint points, interaction style
Which activities do they find intrinsically
motivating?
Extrinsic Rewards often Backfire
can impair creative thinking and intrinsic motivation
Effective for completing simple
tasks and guiding players
towards system mastery
Extrinsic Rewards Sometimes Work
Tap Intrinsic Motivation FIRST
address a NEED/PAIN POINT
CONNECT via shared glimpses of everyday life, EVESDROP on other people’s lives
Autonomy – the desire to direct our own lives.
Mastery — the urge to get better at something that matters.
Purpose — AKA belonging to something bigger than ourselves
Self-Determination Theory
Autonomy & Choice
Competence, Mastery & Learning
Purpose, Relatedness & Belonging
Motivation & Game Elements
Autonomy
& Choice
Purpose
& Belonging
Mastery
& Learning
BackStory & Mission
Real-world Impact
Group Quests
Group Stats
Connect w/Friends
Join a Teams, Guilds
or Faction
Progress Markers
Skill Systems
Reputation Systems
Mission Trees
Real-time Feedback
Collections
Unlocks
Choose Your Role
Customize Your
Character
Customize Your
Background
Explore a World,
Map or Taxonomy
Purchase Items
Killers Achievers
Socializers
Explorers
Bartles 4 Player Types (1996)
Jane McGonigalRichard Bartle
Points, Badges, Levels, Leaderboards… appeal
primarily to Achievers
Compete
Collaborate
Content People
Kim’s Social Action Matrix
Explore
Interactin
Acting
Create
Explore content, levels & worlds to
discover what’s new, interesting & valuable
Create and customize digital presence
to showcase taste, skills & affiliations
Compete to test & develop skills
& crush opponents
Collaborate to win together &
accomplish something greater than ourselves
What are you Product-Defining Social Actions?
Content Players
Create
Compete
Collaborate
Help
Comment Lik
e
Share
Greet
Win Challenge
Showoff
Compare
Taunt
Express
Design
Customize
Choose
Decorat
e
Build
Contribute
Explore
Collect
Rat
e
View
Review
Vote
Curat
e
Purchase
Interactin
Acting
How can we create game-like
experiences for a particular audience?
1. Understand your Microvertical
2. Create a compelling Core Loop
Short, Engaging Activity
Task / Mission / Game / Quiz / Gift
Short, Engaging Activities Fuel the Loop
Short, Engaging Activity
Task / Mission / Game / Quiz / Gift
Feedback & Progress
Messages / Stats / Challenges / Awards / Artifacts
Feedback & Progress Build Skill + Motivation
Engaging Activity
Task / Mission / Game / Quiz / Gift
Trigger
Investment & CTA
Customize / Earn / Share / Help / Follow
Feedback & Progress
Messages / Stats / Challenges / Awards / Artifacts
Triggers & Investment Pull Players Back
Engaging Activity
Task / Mission / Game / Quiz / Gift
Trigger
Investment & CTA
Customize / Earn / Share / Help / Follow
Feedback & Progress
Messages / Stats / Challenges / Awards / Artifacts
Job Stories clarify the interaction & value prop
When _________ I want to ________________ so I can _____________activity + goal outcometrigger
Complete
Next Lesson
Got a few
min. to spare
Come Back Tomorrow -
Don’t Break Your Streak
Earn XP, LevelUp,
Unlock Next Lesson
Duolingo Core Loop
When _________ I want to ________________ so I can _____________
Have a few
min. to spare
get email
notification
complete a lesson or
two in Duolingo
speak a foreign
language
Spend Ingots,
Customize Your Look
Engaging Activities Fuel the Loop
Feedback & Progress Light the Way
Triggers & Investment Pull Players Back
How can we create game-like
experiences for a particular audience?
1. Understand your Mvicrovertical
2. Create a compelling Core Loop
3. Design for Onboarding, Habit-Building & Mastery
Onboarding
Habit-Building
Mastery
Think through your Player’s Journey
Regulars need fresh content/activities/challengesNewbies need Onboarding
welcome + goals + progress + achievable rewards
Regulars Build Habits
ongoing source of fresh content/activities/challenges
Enthusiasts Seek Mastery
expertise rewarded with exclusivity, recognition, impact
Duolingo Player’s Journey
Mastery
Onboarding
Habit-Building
Onboarding Phase 1
Onboarding Phase 2
Habit-Building
Mastery
Case Study: Kickstarter
Kickstarter Onboarding
Kickstarter Habit-Building
Kickstarter Mastery
Regulars need fresh content/activities/challengesExplore up-and-coming projects
Constant stream of quirky, interesting content
Regulars need fresh content/activities/challengesExpress + Collaborate
by backing or running projects
Regulars need fresh content/activities/challengesCompete with the system
to get your project funded
Funding goals + time constraints drive urgency
View Kickstarter
Campaign
See donation
social update
Donate to
Campaign
Kickstarter Core Loop
When _________ I want to ________________ so I can _____________
see a great
campaign
bored, wanna
browse
donate to the
campaign
feel connected -
like I’m making a
difference
Share Your
Donation Story
Engaging Activities Fuel the Loop
Feedback & Progress Light the Way
Triggers & Investment Pull Players Back
Case Study: Minecraft
Habit-Building
Onboarding
Build a Shelter to Survive the Night
Habit-Building
Play Minecraft → Watch Videos → Play Again
Mastery
Install MODs / Create MODs / Run Shared Server
Regulars need fresh content/activities/challengesExplore randomly-generated
landscapes
Regulars need fresh content/activities/challenges
Create anything you can imagine
Regulars need fresh content/activities/challengesCollaborate to survive, create, share
Bigger challenges inspire teamwork
Regulars need fresh content/activities/challengesCompete with the system to
survive the night
Explore & Build in a
simulation sandbox
get an urge
to build
Create Your
House/Farm/City
Minecraft Core Loop
When _________ I want to ________________ so I can _____________
want some
escapist play
see video,
get idea
build something new
in Minecraft
express my
creativity & share
my kids’ hobby
Showoff Your
Creations
Teach Others
to Build
watch Minecraft
videos
Engaging Activities Fuel the Loop
Feedback & Progress Light the Way
Triggers & Investment Pull Players Back
Case Study: Twitter
Onboarding
Find People to Follow
Habit-Building
Read & Respond to Updates / Post Update / Check Feedback
Mastery
Create something using the Twitter API
Explore People, Topics, Trends
Create Tweets & ReTweets
Collaborate by Retweeting, Faving
Compete to gain followers
Read & Reply to
Updates & Messages
urge for a
quick break
Edit My Follow List
Check my Replies, Faves,
Retweets, Follower Count
Twitter Core Loop
When _________ I want to ________________ so I can _____________
I need a
work break
get email
Notification
read updates from
people I admire & like
feel connected &
stimulated w/short
time investment
Engaging Activities Fuel the Loop
Feedback & Progress Light the Way
Triggers & Investment Pull Players Back
How can we create game-like
experiences for a particular audience?
1. Understand your Mvicrovertical
2. Create a compelling Core Loop
3. Design for Onboarding, Habit-Building & Mastery
People respond to different
styles of interactive play
don’t assume zero-sum mechanics will work for everyone
a compelling Core Loop can make
your experience more game-like
feedback & meaningful progress
light the path
Thank You
@amyjokim on Twitter
http://amyjokim.com
amyjokim@gmail.com
Achievements
Considered Harmful
by Chris Hecker
Drive
by Dan Pink
Punished by
Rewards
by Alfie Cohen
A Game Designer’s
View of Gamification
by Richard Bartle
Resources

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