Sunteți pe pagina 1din 4

Chapter 3

Game Mechanics, Dynamics,


and Aesthetics

I
n the previous chapter, we reviewed fourteen exam- achievements, appointments, behavioral momentum,
ples of gamification and discussed five different def- blissful productivity, bonuses, cascading information
initions. We also compared gamification with three theory, combos, community collaboration, count-
other related conceptsgame, playful design, and down, discovery, epic meaning, free lunch, infinite
toysand clarified how they differ from one another. gameplay, levels, loss aversion, lottery, ownership,
For the purpose of this report, I adopt the definition by points, progression, quests, reward schedules, status,
Deterding et al. as the most useful one; that is, gamifi- urgent optimism, and virality.2
cation is the use of game design elements character- The Gamification Wiki also claims that these game
istic for games in non-game contexts.1 But we have mechanics fall into three types: behavioral, feedback,
not yet covered what those game design elements are and progression. It refers to these types as game dynam-
exactly. In this chapter, we will take a look at game ics and provides the following explanations: (a) the
design elements in order to better understand how behavioral type of game mechanics (i.e., the behavioral
gamification works. game dynamics) are solely focused on human behavior
and the human psyche; (b) the feedback type of game

Library Technology Reports alatechsource.org February/March 2015


mechanics, (i.e., the feedback game dynamics) com-
Game Design Elements plete the feedback loop in a game mechanic; (c) the
progression type of game mechanics (i.e., the progres-
By now, you must have noticed some of the game sion game dynamics) are used to structure and stretch
elements that have been recurring in our examples the accumulation of meaningful skills.3
of gamification, such as points, badges, levels, lead- On the other hand, Priebatsch lists appointment,
erboards, challenges, rewards, and so on. Other progression, and communal discovery as three exam-
examples of game elements included avatars, teams, ples of game dynamics. According to his explanation,
narrative, treasures, and ranks. Game elements are The appointment dynamic is a . . . game mechanic
relatively easy to identify, probably because all of us in which . . . a player must return at a predefined
have played games before. Points generally indicate time to take a predetermined action (such as happy
how much time and effort a player has spent or the hour) to succeed; the progression dynamic is used to
level of achievement reached. While points represent display a players level of success and to gradually
a players state since the beginning of a game, badges improve it through the completion of granular tasks;
are used to signify the successful completion of a given and communal discovery is a game dynamic which
task. Levels are a kind of stage in which a player grows involves an entire community working together to
abilities and powers until she can unlock a new level solve a problem.4
to move up to. Levels often function as a reward sys- Schonfeld presents another list of the forty-seven
tem to encourage players to continue the game. Lead- game dynamics used by SCVNGR, a mobile, location-
erboards list players by their scores or achievements to based gamification company.5 Among those forty-
create an environment for competition. The Gamifica- seven game dynamics, the following are the unique
tion Wiki has a useful list of gamification mechanics: ones that do not show up in the game mechanics list

17
Understanding Gamification Bohyun Kim
in the Gamification Wiki mentioned above: avoidance, take a look at what the MDA model means by these
behavioral contrast, chain schedules, companion gam- three counterparts. For ease of understanding, I will
ing, contingency, cross situational leaderboards, dis- start with aesthetics and then move on to dynamics
incentives, endless games, extinction, fixed inter- and mechanics in descending order of generality.
val reward schedule, fixed interval ratio schedules, Under the category of aesthetics are sensation (game
fun once fun always, interval rewards schedule, lot- as sense-pleasure), fantasy (game as make-believe),
tery, loyalty, meta game, micro leaderboards, modi- narrative (game as drama), challenge (game as obsta-
fiers, moral hazard of gameplay, pride, privacy, ratio cle course), fellowship (game as social framework), dis-
reward schedule, real-time vs. delayed mechanics, covery (game as uncharted territory), expression (game
reinforce, response, reward schedule, rolling physi- as self-discovery), and submission (game as pastime).
cal goods, shell game, social fabric of games, variable These aesthetics can be understood as different goals
interval reward schedule, variable ratio reward sched- of games and the components of fun.11
ule, and virtual items.6 Dynamics in the MDA model are the game design
Each of these is explained in more detail. For principles that create and support aesthetic experi-
example, behavioral contrast means the shift in behav- ence. For example, time pressure and opponent play are
ior depending on changed expectations; chain schedules two game dynamics that create and support the aes-
refers to the practice of linking a reward to a series of thetic of challenge. The dynamics of sharing informa-
contingencies; free lunch means a situation in which tion across certain members of a session (a team) or
a player gets something because of the efforts of other supplying winning conditions that are more difficult to
people; fun once, fun always refers to the idea that a achieve alone are for the game aesthetic of fellowship.
simple action maintains a minimum level of enjoy- The aesthetic of expression is created and supported by
ment no matter how many times you do it; cascad- the dynamics that encourage individual users to leave
ing information theory refers to the tactic of giving out their mark, such as systems for purchasing, building,
information in the smallest driblets possible to keep or earning game items; for designing, constructing,
players guessing and moving forward; and moral haz- and changing levels or worlds; and for creating per-
ard of gameplay means the loss of the actual enjoyment sonalized, unique characters.12
of an action itself due to too many artificial incentives Mechanics refers to the various actions, behaviors,
to take the action.7 and control mechanisms afforded to the player within
These lists were compiled as quick resources for a game context. For example, the mechanics of card
software developers and are not based upon any the- games include shuffling, trick-taking and betting, from
oretical or empirical studies. As such, they need to be which dynamics like bluffing can emerge.13
taken with a grain of salt. Nevertheless, many seem to Another good explanation of the distinction
equate listing game elements like these with under- between game dynamics and game mechanics is found
standing gamification itself and identify gamification in Marczewskis book Gamification: A Simple Introduc-
with game mechanics such as points, badges, and lead- tion and a Bit More. He explains that game mechan-
Library Technology Reports alatechsource.org February/March 2015

erboards. Even the education literature on gamifica- ics are a distinct set of rules that dictate the outcome
tion explains game elements used in learning contexts of interactions within the system with an input, a pro-
merely by listing game mechanics such as: points, lev- cess, and an output, while game dynamics are users
els/stages, badges, leaderboards, prizes and rewards, responses to collections of those mechanics.14
progress bars, storyline, and feedback.8 While these are The MDA model is useful because it allows us
legitimate game elements, simple lists do not distin- to consider the perspectives of a game designer and
guish the different levels of abstraction in which those a game player at the same time. Players experience
different game elements operate. This applies to the game mechanics as the rules of a game, while design-
existing literature on games and gamification as well.9 ers think of them as various player actions and con-
trol mechanisms. Dynamics appear to game players as
the system that creates the desirable game experience,
Understanding How Games while game designers see them as design principles for
Work: The MDA Framework the interaction between game mechanics and players.
Lastly, aesthetics are the goal of gameplay itself for
The MDA framework is a formal approach to under- game players. But to game designers, they are the ulti-
standing games, and it provides a useful model for us mate emotional responses or states that they want to
to grasp how gamification works. The MDA (mechan- generate in people through the use of game dynamics
ics, dynamics, and aesthetics) model breaks down a and game mechanics.
players consumption process of game into three parts: Armed with this understanding of game mechan-
rules, system, and fun. These correspond to the follow- ics, dynamics, and aesthetics, we can now approach
ing counterparts in a game designers design process: the game elements that we have previously seen
(a) mechanics, (b) dynamics, and (c) aesthetics.10 Lets with a fresh set of eyes. Points, badges, leaderboards,

18
Understanding Gamification Bohyun Kim
statuses, levels, quests, countdowns, tasks/quests/mis- 3. Game Mechanics Types, Gamification Wiki, Bad-
sions, and other particular rules and rewards all fall geville website, accessed November 3, 2014, http://
under the category of game mechanics. These consti- badgeville.com/wiki/Game_Mechanics/Types.
4. Seth Priebatsch, Welcome to the Decade of Games,
tute most of what we immediately notice as game ele-
HBR Blog Network, Harvard Business Review, Septem-
ments. By contrast, those game elements that are con- ber 9, 2010, http://blogs.hbr.org/cs/2010/09/
cerned with the interaction between concrete game welcome_to_the_decade_of_games.html.
mechanics and players at a more abstract level are 5. Erick Schonfeld, SCVNGRs Secret Game Mechanics
game dynamics. Examples of game dynamics include Playdeck, TechCrunch, August 25, 2010, http://tech
appointment, behavioral momentum, feedback, prog- crunch.com/2010/08/25/scvngr-game-mechanics.
ress, time pressure, and certain abilities that game ava- 6. Ibid.
tars can develop. Some game elements that we identi- 7. Ibid.
fied, on the other hand, are more accurately classified 8. Fiona Fui-Hoon Nah, Qing Zeng, Venkata Rajasekhar
Telaprolu, Abhishek Padmanabhuni Ayyappa, and
as game aesthetics since they are the desired experi-
Brenda Eschenbrenner, Gamification of Education:
ence that games attempt to generate through game- A Review of Literature, in HCI in Business: First
play. Those game aesthetics include elements such International Conference, HCIB 2014, Held as Part of
as achievement, challenge, discovery, epic meaning, HCI International 2014, Heraklion, Crete, Greece, June
blissful productivity, sensation, and fantasy. 2227, 2014, Proceedings, edited by Fiona Fui-Hoon
Nah, 4019, Lecture Notes in Computer Science 8527
(Cham, Switzerland: Springer International Publish-
ing, 2014), doi:10.1007/978-3-319-07293-7_39.
9. Deterding et al., op. cit., 12.
10. Robin Hunicke, Marc Leblanc, and Robert Zubek,
Notes MDA: A Formal Approach to Game Design and Game
1. Sebastian Deterding, Dan Dixon, Rilla Khaled, and Research, in Proceedings of the Challenges in Games AI
Lennart Nacke, From Game Design Elements to Workshop, Nineteenth National Conference of Artificial
Gamefulness: Defining Gamification, in Proceedings Intelligence (San Jose, CA: AAAI Press, 2004), 2.
of the 15th International Academic MindTrek Confer- 11. Ibid.
ence: Envisioning Future Media Environments (New 12. Ibid., 3.
York: Association for Computing Machinery, 2011), 13. Ibid., 4.
13, doi:10.1145/2181037.2181040. 14. Andrzej Marczewski, Gamification: A Simple Introduc-
2. Game Mechanics, Gamification Wiki, Badgeville tion and a Bit More, 2nd ed. (self-published on Ama-
website, accessed November 3, 2014, http:// zon Digital Services, 2013), Kindle edition, Loc 1119
badgeville.com/wiki/Game_Mechanics. of 1798.

Library Technology Reports alatechsource.org February/March 2015

19
Understanding Gamification Bohyun Kim
Copyright of Library Technology Reports is the property of American Library Association
and its content may not be copied or emailed to multiple sites or posted to a listserv without
the copyright holder's express written permission. However, users may print, download, or
email articles for individual use.

S-ar putea să vă placă și