1. Achievement
Definition: A virtual or physical representation of an
accomplishment. They are representative of progress and are a way to
brag indirectly. These are often viewed as rewards in and of themselves.
Game Application: Ribbons are the achievements in Farmville which
are released when different tasks are completed. The ribbons can be
yellow, white, red and blue depending on the level achieved. The
achievements can be posted to the player's timeline for all friends to
see.
Non-Game Context Application: When someone completes a course, a
diploma is given to the person. This is perceived as an achievement and a
reward. The diploma winner feels recognized and important, which is key
to increase brand loyalty.
2. Appointment
Definition: Game mechanic which compels players to take action, but
they can only do so after or during a specific interval of time. The
player usually gets rewarded for taking the action, or is given the
opportunity to gain the rewards.
Game Application: A few quests in Elder Scrolls: Oblivion can be undertaken only during a certain time in the game world.
Non-Game Context Application: ´Happy Hour´ in pubs. Customers
receive a free drink when required action (buying a drink) is taken
during a specific time. As a result, a sale has already been made and
there is high probability that the customer will come back again.
3. Avoidance
Definition: Game mechanic which causes the player to be punished or
lose an advantage if a specific set of instructions is not obeyed. It
can be used to induce time based action. It can also be used to direct
the progress in the game.
Game Application: Initiating offensive action in Neverwinter Nights 2
will cause an invisible player to lose the advantage of invisibility.
This will cause the player to avoid getting into combat situations while
in invisibility mode.
Non-Game Context Application: Points on a driver's licence. Drivers
must follow the rules and drive safely to avoid losing their points.
This leads to a more conscious driving style.
4. Behavioral Contrast
Definition: Changing player response to one situation based on a changed circumstances in a separate situation.
Game Application: In Diablo 2, the player can break barrels and
overturn stones to get either of the three results - positive (gold or
items), negative (explosion or spawned enemy), neutral (nothing
happens). The result is decided randomly. But, let us say the first 10
barrels broken result in more negative and neutral results as compared
to overturning the first 10 stones. The player will perceive the stones
as being more beneficial than the barrels, and will also avoid barrels
to not get damaged. This happens even though both results were decided
randomly.
Non-Game Context Application: A kid is rewarded with a small candy
when he hugs someone. The kid is happy and continues to hug (and receive
candies). On the fourth hug the reward is changed to chocolate cake.
The kid is delighted. But, next time the reward changes back to a candy.
Now, the kid is unhappy as well as angry because he didn't get the
chocolate cake. He throws away the candy and he refuses to hug anymore.
This game mechanic teaches us that if the objective is to drive
behaviour in one direction the subject's actions must be incentivised by
a constant reward and let subject´s expectations to do the job.
5. Behavioral Momentum
Definition: Leveraging the tendency of players to keep doing what
they have been doing by rewarding repetitive and consistent action.
Game Application: In Elder Scrolls:Oblivion, high level in the
speechcraft skill results in avoiding combat and getting information
quickly. A player who is not a combat type character will keep
increasing this skill because it rewards his actions.
Non-Game Context Application: Check out this video to learn how to maximize the potential of behavioral momentum mechanic.
6. Blissful Productivity
Definition: Enticing players to keep playing by making them believe
that their actions are resulting in massive results, the primary among
them being happiness. Thus, it makes the player feel as if playing the
game has a positive impact. For this game mechanic to work, players must
be given a clear, meaningful goal, actionable steps, and proof of
completion before they are exposed to a new, more challenging goal.
Game Application: In World of Warcraft it takes over 300 hours for a
player to reach the highest level which is when most players believe
that the real fun begins. All the hard work pales in comparison to the
pleasure that comes from achieving the tasks.
Non-Game Context Application: Blissful productivity is a game
mechanic which is mainly used in the context of work. Hard work is
required to accomplish a goal. But, once achieved, the sense of
accomplishment and the pride of helping the company succeed, makes the
employee happy and generates a feeling of wanting to work harder to
achieve the next goal. For this mechanic to be effective, it is
important to set up clear goals and explain how to achieve them. It is
advisable to have a recognition mechanism in place to increase
motivation for pursuing the next goal.
7. Cascading Information Theory
Definition: It states that information should be released in small
increments to aid level-appropriate understanding at each point during a
game narrative. It keeps the players playing the game if the main
narrative is good enough to hold their interest.
Game Application: In Darksiders, the main premise of the story
unfolds slowly with each accomplished main mission, as does the weapon
power ups and new combat moves.
Non-Game Context Application: Dan Brown's Da Vinci Code (and all
other good mystery books) uses this game mechanic to create suspense and
hold the interest of the reader. Releasing information in small
increments keeps the reader hooked to the story, and keeps him coming
back for more.
8. Chain Schedules
Definition: Rewarding players for overcoming a series of
contingencies. Often, one of these contingencies is time based.
Unlocking individual contingencies one by one is usually viewed by the
players as a reward in itself.
Game Application: In Dead Space, one of the levels has the player
entering a zero gravity environment which lacks oxygen. The player has
limited time (until the oxygen supply runs out) to enter and complete an
objective in this environment.
Non-Game Context Application: This game mechanic is used in schools
to promote kids to the next grade. They have to pass in all the subjects
to move on to the next higher grade. But, they get the satisfaction of
passing each subject before even getting the final reward, i.e., getting
promoted to the next grade.
9. Communal Discovery
Definition: Engaging the whole community (or a group) to play the
game together to achieve the objective or overcome the contingency.
Immensely viral and very fun.
Game Application: Online RPGs like World Of Warcraft are built on
this game mechanic. The objective is to explore new areas and overcome
enemies as a group.
Non-Game Context Application: NanoDoc is an online platform that
allows bioengineers and to collaboratively design new nanoparticle
strategies aimed towards the treatment of cancer. Participants develop a
health rivalry between themselves, as well as a strong commitment to
the common cause. Also, it gives the participants hope of achieving
their goal, which they would have been unable to do on their own.
10. Companion Gaming
Definition: Integrating the elements of gameplay across multiple
gaming platforms. This leads to players playing games from the same
franchise simultaneously on two or more platforms.
Game Application: Candy Crush Saga (and similar games) can be played
on computers as well as on smartphones and tablets, usually with
certain adaptations.
Non-Game Context Application: An excellent example of this game
mechanic is Google Drive, the cloud sharing service from Google. It
allows users to store their documents, spreadsheets, and other files on a
cloud server.
11. Countdown
Definition: Giving players limited time to complete a challenge.
This creates sharply increasing activity levels until time runs out,
which is a forced extinction.
Game Application: In Assassin's Creed Brotherhood, one of the
missions is to eliminate a man on horseback while suspended from a hang
glider. There is a time limit before the man escapes and the mission is
considered a failure.
Non-Game Context Application: Limited period discount offers require
buyers to make their purchases within a week (or a specified time
frame) in order to get the discounted prices. Scarcity is a great way to
drive behaviour and make people take action at or during a particular
time. In a world with so many options to choose from, it is easy to
forget about one particular product if this game mechanic is not
applied.
12. Disincentives
Definition: Using penalty or loss of reward to induce the player to
take action that the player would not have done under normal
circumstances.
Game Application: In Crysis, getting hit by enemy bullets causes the
player to lose the nanosuit armor ability, resulting in rapid loss of
health for the player. This results in the player not rushing into
combat situations without scouting for places to take cover.
Non-Game Context Application: The Catholic Church has a system of
Confession as a way to absolved of sins and be forgiven. The devotees
believe that they won't attain heaven if they don't confess.
13. Endless Games
Definition: Games that do not have an explicit end. Usually applicable to casual games that can refresh their content or games.
Game Application: Angry Birds keeps on adding stages and different
variants (Rio, Star Wars) of the game to keep players playing the same
game.
Non-Game Context Application: Recertification for emissions for old
cars. No matter how old the cars get, they won't be allowed to run on
the road unless they obtain this recertification every year. This
continues until the owner decides to sell or scrap the car.
14. Envy
Definition: Using voyeurism to generate a desire in the player to get the same rewards or results as another player.
Game Application: Randomly generated items in the game Diablo 2,
keep the player playing the same game in the hopes of getting a rare
item that another player mentioned in the forums.
Non-Game Context Application: A good way to drive behaviour using
envy would be to ask customers to take a certain action (usually, buy
something) in order to participate in a lucky draw. The picture of the
winner (along with the reward) is then promoted on Facebook, website,
etc. Other customers will see the reward that they may have won if they
had participated. This causes them to participate in the next promotion,
leading to increase in sales.
15. Epic Meaning
Definition: Used to motivate players by generating a belief that
they are working to achieve something great, something awe-inspiring,
something bigger than themselves. This mechanic is highly effective in
making the players loyal to the game.
Game Application: The game Spore is based on the premise of handing
power and responsibility to the player of evolving from a single cell
organism into a sentient species competing with others for universal
domination.
Non-Game Context Application: Scientology makes good use of this
game mechanic. The Church´s ultimate goal is spiritual enlightenment and
freedom for everyone. In order to achieve this, members must make their
way to become a Thethan. Usually, members motivate friends and family
to do the same as they believe in the epic meaning of creating a better
world.
16. Extinction
Definition: Guiding the player to stop taking certain actions after a
point in the game, by eliminating the prior mechanic of rewarding the
same set of actions. It is used to train players to skill up and abandon
low value actions, increasing their involvement in the game.
Game Application: Experience gain system, as employed in Diablo 2,
gives fixed experience points for killing low level enemies. It is
useful when the player is starting a new game as the relative experience
gain is considerable. But, as the player gains more experience, the
small increment in the experience gain causes the player to avoid
hunting down low level enemies.
Non-Game Context Application: This mechanic can be used to train
high performing employees for a managerial role. Earlier, the employee
used to get praise and bonuses for completing the work or project
assigned to him. Now, he must not be awarded for the same set of actions
(extinction). The new system must guide him to delegate work and assign
job roles to his subordinates, by rewarding him for accomplishing the
new goals.
17. Free Lunch
Definition: Making the player feel like they have received something
for free. The perception of the player must be that the work has been
done by someone else and they get to reap the benefits.
Game Application: Picking up items for the player's character, in
Diablo 2, after a group of enemies has been killed by other players and
they have left behind some loot.
Non-Game Context Application: Ramen restaurants use this mechanic
with great success. Every time you order a ramen soup, you earn a stamp
on a card. After getting the card stamped ten times, you get a free
ramen to promote customer loyalty.
18. Fun Once, Fun Always
Definition: Making a simple action enjoyable to repeat. The only
drawback is the limit on the total enjoyment derived from it over a
period of time.
Game Application: In FIFA series of games, it's easy for the player
to execute a step over move with the football. But, it doesn't take away
from the fun factor even if the move is repeated again and again.
Non-Game Context Application: This game mechanic is applicable to
hobbies and their popularity. For example, I love scuba diving and I do
it because it is fun. It keeps me engaged and I get the same amount of
pleasure no matter how many times I dive.
19. Interval Reward Schedules
Definition: Rewarding players after a certain amount of time has passed. It can be of 2 types:
Fixed Interval Reward Schedule
Providing a reward only after a fixed amount of time. This tends to
create low engagement after completing the set of required actions, and
then gradually increasing activity until the reward is given, followed
by another period of low engagement.
Game Application: In Farmville, the player has to wait for 30
minutes after planting the crops before they appear on the player's
farm.
Non-Game Context Application: Organizations give employees bonuses
once or twice a year (at almost the same time), irrespective of the
performance of employees.
Variable Interval Reward Schedule
The player is rewarded after an uncertain interval of time. This
causes a nearly constant level of activity as opposed to the sharp peaks
and dips in the fixed interval reward schedule.
Game Application: In Elder Scrolls:Oblivion, certain missions can
only be undertaken when a non playable character approaches the player
at a certain location. These meetings take place at a random time (in
the game world), which keeps the player playing the game in the hope of
initiating such missions.
Non-Game Context Application: A boss dropping by his employee's desk
a few times throughout the day, to check his progress, is an example of
a variable-interval schedule. Check-ins occur at unpredictable times,
so the employee never knows when they might happen. This keeps the
employee working throughout the day.
20. Lottery
Definition: Increasing player participation in the game by virtue of
randomly rewarding participants. It creates a high level of engagement
for the all the players involved, especially when combined with other
engagement mechanics.
Game Application: The combat system of Neverwinter Nights is based
on random roll of a digital dice. The player's actions cause damage to
the enemy based on a random output of the dice roll, amplified by a few
multipliers. The player keeps on executing combat actions, never knowing
which particular action will result in successfully killing the enemy.
Non-Game Context Application: Lucky draws are based on lottery game
mechanic and have been proved to increase client database and sales,
especially if they are designed to grow viral. As an example, to
participate in a lucky draw offering a free trip to the Maldives, one
must purchase a national flight within the week, and like the Facebook
page. For any friends invited via Facebook he gets one more entry in the
lucky draw.
21. Loyalty
Definition: Generating a feeling of positive sustained connection to
the game, leading to increased levels of engagement and satisfaction
gained from the accomplishment. Often reinforced with a visual
representation.
Game Application: In Elder Scrolls:Oblivion, the player can become
part of certain guilds by completing challenges, and is rewarded by
granting a rank within the guild as well as a guild specific item,
weapon, or armor.
Non-Game Context Application: TripAdvisor gives a rating to hotels,
based on positive reviews. This encourages the hotels those to keep
improving their service to get more positive reviews from customers. It
works both ways - hotels get more clients via TripAdvisor and
TripAdvisor gets more loyalty from hotels, which are willing to pay a
commission to TripAdvisor, as it is an invaluable source of customers
and publicity.
22. Meta Game
Definition: A game which exists within the main game. They have to
be discovered by the player through repeated exploration, which makes it
appealing to only fans of the game. They are immensely satisfying to
players who find them as they gain huge rewards.
Game Application: Unlocking all nine hidden life upgrades in Prince
Of Persia:Warrior Within, gives the player access to the Water Sword,
the most powerful weapon in the game.
Non-Game Context Application: Google doodles. People who know about
the doodle feel important by having information that only a few have.
This provides engagement in a dull task like searching, and increases
loyalty among Google users.
23. Modifiers
Definition: Amplifying or subduing the immediate result of the
player's actions based on defined or random game elements. Decreasing
modifiers increase the challenge level of the game and increasing
modifiers act as a rewards for player actions.
Game Application: In Batman:Arkham City, the damage dealt out by
Batman's attacks are doubled after stringing together a series of
defined attacks.
Non-Game Context Application: In betting, the concept of handicap
bets are used to balance the advantage of a very strong competitor
playing against a weak competitor. This ensures that safe bets
(favouring the strong side) have less chance to earn big rewards. While
the risky bet has very little chance of winning, it will also pay off
huge rewards.
24. Ownership
Definition: Making the player feel like being in charge of
something, and giving him the incentive to take responsibility for it.
Game Application: In Assassin's Creed:Revelations, the player is
driven to lead the Assassins by assigning him the role of Mentor within
the game and sending other game characters to the player, for seeking
advice.
Non-Game Context Application: Effective project managers use this
mechanic to break up a large project. They assign responsibility for
successful completion of each part to different subordinates. This way,
employees will feel important and valued and they will take full
responsibility which will lead to the best results possible.
25. Pride
Definition: Developing the player's feeling of attachment to the
game by increasing ownership level and acknowledging accomplishments.
This leads to an overall increase in the player's pride while playing
the game.
Game Application: Diablo 2 lets players name their characters as
well as customizing the names of specially crafted items. The level up
rewards offered by time spent as well as repeated actions are extremely
desirable. All this has lead to a raving fan base for the game.
Non-Game Context Application: Continued from #27 above. Ownership of
a part of a project makes individuals take pride in their work. They
know that they are a fundamental part in the successful completion of
the project and will make the extra effort to achieve the best results
possible.
26. Privacy
Definition: Keeping selected information out of the public domain.
Depending on the player it can either be a motivator or demotivator for
taking action.
Game Application: Social games on Facebook publish progress on the
player's timeline. Some people may want this information to be visible
to the public, increasing the visibility of the game, prompting more
action. Others might not want the game to post to their timeline. If not
given a choice they might choose to not play the game.
Non-Game Context Application: Mobile phones give people the option
of hiding their number when they call someone. It is useful in cases
when they don't want the person they called to call back.
27. Progression Dynamic
Definition: Measuring and displaying the progress of a player by tracking completion of challenges as per the game type.
Game Application: Progress bar in Elder Scrolls: Oblivion, which is
filled up as the player gains experience through combat, dialogue,
exploration etc., leading to levelling up after a defined experience
score. Progression can also be displayed as percentage of game
completed, like in the game Batman: Arkham City.
Non-Game Context Application: Progression bars are very common
nowadays. It help the user to know how long is going to take to complete
a process or what percentage of completion has been achieved. Good
examples are profile completion bar in LinkedIn and Facebook. It is a
powerful tool as an incomplete bar motivates the user to take the
necessary steps to complete it.
28. Ratio Reward Schedules
Definition: Rewarding the player after he takes a defined number of actions in the game. This can be of 2 types:
Fixed Ratio Reward Schedules
Rewarding the player only after a fixed number of actions have been
taken or challenges have been overcome. This causes a high level of
activity as the reward gets closer, and then drops until the next reward
comes along.
Game Application: Every hundred coins the player collects in Mario
grants one additional life. This causes the player to collect coins with
increased frequency as he gets closer to the 100 mark.
Non-Game Context Application: A bonus is given to factory employees
when they produce 100 units of a product. They will work harder when
they get closer to 100 units, in order to get the bonus quickly. This
can lead to low quality work. Once the money is in their pockets, they
will work with less speed until they get closer to 100 units again.
Variable Ratio Reward Schedule
Rewarding players after they have taken an approximate number of
actions. This number can be roughly estimated by the player, but is
never known accurately. This causes a moderate and constant level of
activity. Unlike the fixed ratio rewards schedule, the sharp rises in
activity level are absent, so is the drop after getting the reward.
Game Application: In Diablo 2, the player gets level ups after
gaining experience by killing enemies. But, the player doesn't know
exactly how many hits will kill an enemy or how many enemies to kill to
get a level up.
Non-Game Context Application: Appraisal system for workplaces.
Employees keep working at high levels throughout the year, in the hopes
of getting a good appraisal result. Though, in most cases, they aren't
sure of what exact set of actions will help in getting a good result.
29. Real-time vs Delayed Mechanics
Definition: Displaying information in real time, i.e., live vs
displaying information after player actions have been completed. Real
time display can be used to prompt the player to take instant action.
Delayed information can be used to prompt the player to repeat a set of
actions or to reinforce a sense of achievement. Both are effective in
increasing engagement levels.
Game Application: In Need For Speed:Shift, real time rankings in a
sprint type race can keep the player engaged in trying to move up the
rankings. But, in time trial mode the focus shifts to perfecting the
racing style, so the result displayed after the race is completed
becomes the focus.
Non-Game Context Application: In soccer matches, coaches are on the
side lines giving instructions in real time. This motivates players to
take action and play better to contribute to the team's win. After the
match, players receive feedback from the coach which can be used to
improve performance in the next match.
30. Reward Schedules
Definition: A time or action based delivery system which rewards a
player for playing the game. Three main parts exist in a reward
schedule:
Contingency
The main obstacle or challenge that the player must overcome at
different points in the game. Contingencies are one of the key elements
in every game.
Response
Player action to overcome the contingency posed by the game.
Reinforcer
Rewarding the player if the action taken results in successfully overcoming the contingency and satisfies the game's conditions.
Game Application: In Call Of Duty 2, tanks pose a major obstacle in
completing missions (contingency). The player is expected to use sticky
explosives to disable the tanks (response). This allows the player to
proceed further in the game, and is acknowledged by the other squad
members in the form of in-game dialogue as well as enabling progress in
the game (reinforcement).
Non-Game Context Application: An MBA student must get his diploma by
passing all the modules (contingency). He studies and completes the
required presentations and exam for the first module (response), and he
gets good marks (reinforcer). This motivates him to work hard for the
second module, and subsequently the next modules, until he reaches his
goal.
31. Shell Game
Definition: Prompting the player to take action based on rules which
the player believes to be true. But, in reality, the player is deceived
into taking action which ultimately results in a win for the game
operator.
Game Application: In the first Assassin's Creed game the player
performs execution for the guild leader of the assassins believing that
it will bring an end to injustice and war caused by the corrupt
templars. Towards the end of the game, the player finds out that all
actions were directed by the guild leader to forward his own selfish
interests.
Non-Game Context Application: Shell game mechanic name refers to the
dishonest betting game played on the streets of big cities. The game
requires three shells, and a small, round ball. The person perpetrating
the swindle begins the game by placing the ball under one of the shells,
then quickly shuffles the shells around. Once done shuffling, the
operator takes bets from the audience on the location of the pea. The
audience is told that if a player bets and guesses correctly, the player
will win back double their bet; otherwise the players lose their money.
However, in the hands of a skilled operator, it is not possible for the
game to be won, unless the operator wants the player to win.
32. Social Fabric of Games
Definition: Playing games together, as a team or unit in a
cooperative gameplay scenario promotes trust and bonding within the
group of players. This increases the social ties within the group and
promotes more cooperative gameplay.
Game Application: Cooperative gameplay and game based community
elements are the reason for the popularity of the MMORPGs like World Of
Warcraft, which has 7.7 million subscribers.
Non-Game Context Application: Alcoholics Anonymous is organized
around this game mechanic. The probability to take action (stay away
from drinking) increases when the subject is part of a big group. The
secret to success is to create a community around the intended product,
service, or actions.
33. Status
Definition: Rank or level of the player with respect to the other
players in the game. The objective of increasing status within the game
community is powerful motivator to keep playing the game.
Game Application: Battlefield 3 leaderboards for top score, highest
playtime, and most number of kills. This leads to loyal players striving
to get into the top rankings, which will cause a rise in their status
within the game playing community.
Non-Game Context Application: Visa Classic, Visa Gold, Visa
Platinum. Each Visa card is linked to a certain credit limit, and
therefore, social status. Visa Platinum grants the owner a higher status
and special privileges with respect other Visa clients. As a result,
Platinum clients will become more loyal to Visa.
34. Urgent Optimism
Definition: Creating a scenario for the player where the hope of an
epic win or getting to the desired result is always possible, which
provides motivation for the player to take action to achieve this
result. It is more of a philosophy behind gaming rather than a tangible
game mechanic.
Game Application: In the game Crysis, the player discovers that the
world is under threat by aliens and that the player is in the unique
position to save the world. This unique situation as well as the tools
in the player's arsenal makes the gameplay absolutely irresistible and
thoroughly enjoyable.
Non-Game Context Application: This game mechanic is widely used in
politics. The act of casting a vote is tied in with the changes and
reforms that the winning party will bring about. This transforms the
simple act of casting the vote into what what benefits the voter can get
by voting for a particular party. This was used with great success
during Obama's Yes, We Can campaign.
35. Viral Game Mechanics
Definition: Creating engagement and activity in the game by
participation of multiple players. More number of players means more fun
and engagement.
Game Application: Social games reward players for sharing game accomplishments on Facebook and getting friends to join the game.
Non-Game Context Application: Amway uses a multi level marketing
approach to sell products. In other words, spreading the benefits of the
brand to friends and family leads to more commission based on their
sales. If they want to earn money as well, they must convince their
friends to buy the products. This viral formula has been proven
successful for many companies (Malaleuca, Isagenix).