META-GAME DESIGN: REWARD SYSTEMS THAT DRIVE ENGAGEMENT: Amy Jo Kim (Shufflebrain)

preso on slide share
applying game design techniques to the world outside of games (and games to)
layering rewards systems onto existing activity
- loyalty programs
- collections
- behavior charts
- ranking systems (karate)
- badges (scouting)
- freq flyer programs
- arcades/chuck e cheese
- text rpg
- contest/raffle
- tournaments
how to design
- bottom up (add badges, leaderboards, etc)
- top down
- think about experience and craft mechanics from it
Framework:
Points – or some metric to track
Feedback & Rewards – chosen to drive experience
Viral Outreach – growing game thru players
Think of as an Engagement Loop
1. Assign points to actions
  • Which re-actions earn points?
  • Types of points -
    • XP – earned thru actions
    • Skill – earned thru system interaction
    • Influence – earned from other people
      • Stack Overflow’s repuation system
  • Spend points, not XP
2. Add Feedback & Rewards
  • Levels are good for establishing a rythm over time
  • Not always the best idea to show leaderboards to newbs, maybe only show to top players
  • Think about how leaderboards help with your game’s story and don’t be afraid to take them down if they aren’t working
  • Missions and achievements help more casual players
  • Think about achievement fatigue as well, will adding more actually help
  • Make sure you have a spectrum of achievements  - newbs, middle and power players
3. Viral Outreach
Cooperation/Sharing
Self Expression
Achievements come early and often – use these to teach newbs about the game

2 thoughts on “META-GAME DESIGN: REWARD SYSTEMS THAT DRIVE ENGAGEMENT: Amy Jo Kim (Shufflebrain)

  1. О ДРЕВНЕЙШЕЙ ПРОФФЕСИИ. ИСТОРИЯ И НАШИ ДНИ. Проститутки Самары- это представительницы одной из самых древнейших профессий, девушки, оказывающие интим услуги. С самого возникновения организованных форм проституции, даже прежде официального разрешения проституции Николаем 1 в 1843году проститутки самары

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