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Designing with
Gamification
Tips for creating fun and engaging experiences
Designing with Gamification: Tips for Creating Fun & Engaging User Experiences
Jeff Steffgen
Director of Product at mLevel
(game-based e-learning platform)
Understanding Gamification
• Chicago-based SaaS start-up
• Focused on game-based
enterprise eLearning
• No-code game development,
unique content generation,
instant deployment
• Multi-platform, 

using Unity3D
• Web-based

admin site

for simple

mission

creation
Level 1 Understand Gamification
Level 2 Know the Audience
Level 3 Think like a Game Designer
Level 4 Planning for Gamification
End-goal Apply Gamification into your own
user experiences after completing all 5 ranks
Your Mission…
Understanding
Gamification
Level 1
Start your Gamification training
by learning the basics…
Meaningful Play
Use of game mechanics applied in
a non-gaming context
Understanding Gamification
Goals
• Sticky, viral and engaging
• Make mundane tasks fun
• Drive specific user behaviors
Understanding Gamification
Example: Hot Lava Game
Example: Kids Star Chart
Example: Rewards Programs
Example: Urinal Fly Sticker
Game ≠ Play
Understanding Gamification
Play
Unstructured, flexible & freeform.
Driven by imagination.
Understanding Gamification
fun$
Understanding Gamification
WIN$Game
Structured, rigid, stimulating
& focused. Driven by rules.
Understanding Gamification
Work already has rules…
Defining a win condition is all that
is needed to make it a game.
Congrats!
You’ve successfully
completed Level 1
Level Up!
Continue your Gamification training
by gathering intelligence about
your target audience…
Know the Audience
Level 2
Killers
Winning, rank & direct peer-
to-peer competition
Engaged by: 

Leaderboards & Rankings
Achievers
Attaining status & quickly
completing pre-set goals
Engaged by: 

Achievements & ToDo’s
Socializers
Socializing & developing a
friends/contacts network
Engaged by: Newsfeeds,
Friend Lists, Chat
Explorers
Exploring and discovering

the unknown
Engaged by: 

Achieving their own goals
Know the Audience
Bartle’s Player Types
Know the Audience
Player Type Actions
Acting
Interacting
GameSpace
Players
Killers' Achievers)
Socializers+ Explorers)
Know the Audience
Things Guys Like in Games
Mastery
Doesn’t need meaning, just challenge
Competition
Love to prove we are the best
Destruction
We like destroying things — a lot!
Spatial Puzzles
Especially puzzles navigating 3D spaces
Trial and Error
Men hate reading instructions!
Know the Audience
Things Girls Like in Games
Emotion
Exploring richness of human emotion
Real World
Prefer games that connect meaningfully
Nurturing
Relationships & healing others (vs. winning)
Dialog & Verbal Puzzles
Love books & cross-word puzzles
Learning by Example
Appreciate tutorials that lead step-by-step
Know the Audience
Age Demographics
Games with 

parental guidance
Age of reason
Read, make decisions &
solve problems
Age of obsession 

Brain growth & passion
Boys: Competition & mastery
Girls: Real-world issues &
communications
Firmly establish tastes 

for entertainment & games
Casual gamers due to
families; hardcore gamers
are very influential
Casual gamers due to
career and families; seek
family play
Empty nesters with lots 

of time to play games; 

enjoy social components
4"6$
7"9$
10#13%
13#18%
18#24&
25#35%
36#50&
50+$
Level 2 completed!
Finish 1 more level to see
gamification examples…
Level Up!
Think Like a
Game Designer
Level 3
Learn about game theory to
create successful gamification
Know the Audience
Flow Theory
Anxiety!
Boredom!
Flow%
Channel%
Low!
High!
Challenges!
Low! High!Skills!
Basic Elements of Game Design
Think Like a Game Designer
Aesthe&cs!
Technology!
Mechanics! Story!
Story
Linear or branching
Mechanics
Procedures and rules
Aesthetics
How it looks, sounds & feels
Technology
High tech, materials or interactions
Think Like a Game Designer
Game Mechanics
• The Game Space
• Objects, Attributes & States
• Actions
• Rules
• Skills
• Chance & Surprise
Think Like a Game Designer
The Game Space
Defines spaces that can exist in a game and how
those places are related to one another
Think Like a Game Designer
Objects, Attributes & States
Objects are anything that can be seen or manipulated in

the game space (characters, tokens, props, etc)
Pac$Man'
Power'
Pellet'
Inky'
Pellets'
Pac$Man'
Moves&
Is&Yellow&
Eats&Objects&
Can&Die&
Power'
Pellet'
Strategically&Placed&
White,&Round&&&Large&
Enables&PowerCUp&
'
Inky'
Moves&
Is&Blue&
Kills&PacCMan&
Can&Go&to&Cage&
'
Pellets'
StaIc&PosiIon,&Fills&the&Maze&
White,&Round&&&Small&
Is&Worth&Points&
'
Think Like a Game Designer
Objects, Attributes & States
Objects have Attributes such as the current position in the 

game space, or other categories of information
Think Like a Game Designer
Objects, Attributes & States
Each Attribute’s current State can be static or dynamic,
as shown in the classic Pac-Man example above
Think Like a Game Designer
Actions (Operative)
Operative Actions are base actions that a player 

can take in the game space (think VERBS)
Climb&Up&
Duck/Climb&Down/"
Enter&Warp&Tube&
Move&
Le:&
Move&
Right&
Jump/"
Swim&Up&
Dash/Throw&
Think Like a Game Designer
Actions (Resultant)
Resultant Actions are strategic actions that use operative

actions (or a combination of them) to achieve a goal
Jump%+%
%
Land%on%a%
mushroom%
%
=%Kills%it%
Jump%+%
%
Hit%brick%
%
=%Coins%
Jump%+%
%
Hit%?%Box%
%
=%Power%up%
Jump%+%
%
Land%on%Yoshi%
%
=%Ride%
Think Like a Game Designer
Rules
Defines the space, objects, consequences & constraints
of actions, and the overall goals of the game
Concrete	
  &	
  Understandable
Achievable	
  Goal
Rewarding	
  &	
  Fun
Think Like a Game Designer
Skills Needed
Define various types of skills (both real & virtual) within
the game needed to engage your audience
Physical))
•  Strength(
•  Dexterity(
•  Coordina1on(
•  Physical(
Endurance(!
Mental)
•  Memory(
•  Observa1on(
•  Puzzles(
•  Problem(
Solving!
Social)
•  Reading(
Opponents(
•  Teamwork(
•  Leadership(
•  Banter(
Think Like a Game Designer
Chance & Luck
Consider interactions with other mechanics
to create uncertainty & surprise
Excellent work, you’ve
finished Level 3!
Level Up!
Planning for
Gamification
Level 4
Examples of applying gamification
into your business
Business Needs
How can we apply these theories 

and mechanics into business
products, processes & services?
Planning for Gamification
Step 1:

Define Users & Goal
Planning for Gamification
Know your Audience
• What are their needs?
• Employees v. Customers
• What’s the primary playing style?
• What metrics do they care about?
• Achievement v. Enjoyment
• Structure v. Freedom
• Self interest v. Social interest
Planning for Gamification
Define your Goal
• Drive specific user behaviors
• Create brand loyalty
• Re-engineer a daily process to
make it more efficient & engaging
• Inject fun into mundane tasks
• Create competition
Planning for Gamification
Step 2:

Use Mechanics that Work
Planning for Gamification
3 types of gamification worth
pursuing in a business context:
Validation
Completion
Prizes & Rewards
Planning for Gamification
Planning for Gamification
Validation
A strong driver of long-term, quality engagement that forms
communities and allows users to share & express
Planning for Gamification
Completion
Guide user progression and persuade useful contributions to
enhance the experience for themselves and others
Planning for Gamification
Prizes & Rewards
Reward users with upgraded status, exclusive access,
additional power (decision/budget) and money, gifts or trips
Tips for Success
• Provide a reason to play and ways to 

feel progression/ accomplishment
• Make sure players understand the goal
and why they should play
• Let players set their own goals, or suggest
goals to motivate mastery
• Use global goals to inspire collaboration
and teamwork
Planning for Gamification
Step 3:

Analyze the Data
Planning for Gamification
Metrics are important…
• Performance & player behavior
• Set goals & have tools in place to
gauge your progress
• Pinpoint where users drop out
and where they have the most fun
• Use this data to optimize the
experience — play test & iterate!
Planning for Gamification
Level 4 completed.
Let’s see how mLevel uses
gamification elements…
Almost Finished!
mLevel Examples Missions
mLevel Examples Unlocking & Progression
mLevel Examples Use of Time & Levels
mLevel Examples Freedom of Choice
mLevel Examples Use of PLB
mLevel Examples Challenges & Social
mLevel Examples Guides & Tutorials
mLevel Examples Feedback & Stats
Designing with Gamification: Tips for Creating Fun & Engaging User Experiences
Questions
email jeff.steffgen@mlevel.com
twitter @_jeffgen_

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Designing with Gamification: Tips for Creating Fun & Engaging User Experiences

  • 1. Designing with Gamification Tips for creating fun and engaging experiences
  • 3. Jeff Steffgen Director of Product at mLevel (game-based e-learning platform) Understanding Gamification
  • 4. • Chicago-based SaaS start-up • Focused on game-based enterprise eLearning • No-code game development, unique content generation, instant deployment • Multi-platform, 
 using Unity3D • Web-based
 admin site
 for simple
 mission
 creation
  • 5. Level 1 Understand Gamification Level 2 Know the Audience Level 3 Think like a Game Designer Level 4 Planning for Gamification End-goal Apply Gamification into your own user experiences after completing all 5 ranks Your Mission…
  • 6. Understanding Gamification Level 1 Start your Gamification training by learning the basics…
  • 7. Meaningful Play Use of game mechanics applied in a non-gaming context Understanding Gamification
  • 8. Goals • Sticky, viral and engaging • Make mundane tasks fun • Drive specific user behaviors Understanding Gamification
  • 14. Play Unstructured, flexible & freeform. Driven by imagination. Understanding Gamification fun$
  • 15. Understanding Gamification WIN$Game Structured, rigid, stimulating & focused. Driven by rules.
  • 16. Understanding Gamification Work already has rules… Defining a win condition is all that is needed to make it a game.
  • 18. Continue your Gamification training by gathering intelligence about your target audience… Know the Audience Level 2
  • 19. Killers Winning, rank & direct peer- to-peer competition Engaged by: 
 Leaderboards & Rankings Achievers Attaining status & quickly completing pre-set goals Engaged by: 
 Achievements & ToDo’s Socializers Socializing & developing a friends/contacts network Engaged by: Newsfeeds, Friend Lists, Chat Explorers Exploring and discovering
 the unknown Engaged by: 
 Achieving their own goals Know the Audience Bartle’s Player Types
  • 20. Know the Audience Player Type Actions Acting Interacting GameSpace Players Killers' Achievers) Socializers+ Explorers)
  • 21. Know the Audience Things Guys Like in Games Mastery Doesn’t need meaning, just challenge Competition Love to prove we are the best Destruction We like destroying things — a lot! Spatial Puzzles Especially puzzles navigating 3D spaces Trial and Error Men hate reading instructions!
  • 22. Know the Audience Things Girls Like in Games Emotion Exploring richness of human emotion Real World Prefer games that connect meaningfully Nurturing Relationships & healing others (vs. winning) Dialog & Verbal Puzzles Love books & cross-word puzzles Learning by Example Appreciate tutorials that lead step-by-step
  • 23. Know the Audience Age Demographics Games with 
 parental guidance Age of reason Read, make decisions & solve problems Age of obsession 
 Brain growth & passion Boys: Competition & mastery Girls: Real-world issues & communications Firmly establish tastes 
 for entertainment & games Casual gamers due to families; hardcore gamers are very influential Casual gamers due to career and families; seek family play Empty nesters with lots 
 of time to play games; 
 enjoy social components 4"6$ 7"9$ 10#13% 13#18% 18#24& 25#35% 36#50& 50+$
  • 24. Level 2 completed! Finish 1 more level to see gamification examples… Level Up!
  • 25. Think Like a Game Designer Level 3 Learn about game theory to create successful gamification
  • 26. Know the Audience Flow Theory Anxiety! Boredom! Flow% Channel% Low! High! Challenges! Low! High!Skills!
  • 27. Basic Elements of Game Design Think Like a Game Designer Aesthe&cs! Technology! Mechanics! Story! Story Linear or branching Mechanics Procedures and rules Aesthetics How it looks, sounds & feels Technology High tech, materials or interactions
  • 28. Think Like a Game Designer Game Mechanics • The Game Space • Objects, Attributes & States • Actions • Rules • Skills • Chance & Surprise
  • 29. Think Like a Game Designer The Game Space Defines spaces that can exist in a game and how those places are related to one another
  • 30. Think Like a Game Designer Objects, Attributes & States Objects are anything that can be seen or manipulated in
 the game space (characters, tokens, props, etc) Pac$Man' Power' Pellet' Inky' Pellets'
  • 32. Think Like a Game Designer Objects, Attributes & States Each Attribute’s current State can be static or dynamic, as shown in the classic Pac-Man example above
  • 33. Think Like a Game Designer Actions (Operative) Operative Actions are base actions that a player 
 can take in the game space (think VERBS) Climb&Up& Duck/Climb&Down/" Enter&Warp&Tube& Move& Le:& Move& Right& Jump/" Swim&Up& Dash/Throw&
  • 34. Think Like a Game Designer Actions (Resultant) Resultant Actions are strategic actions that use operative
 actions (or a combination of them) to achieve a goal Jump%+% % Land%on%a% mushroom% % =%Kills%it% Jump%+% % Hit%brick% % =%Coins% Jump%+% % Hit%?%Box% % =%Power%up% Jump%+% % Land%on%Yoshi% % =%Ride%
  • 35. Think Like a Game Designer Rules Defines the space, objects, consequences & constraints of actions, and the overall goals of the game Concrete  &  Understandable Achievable  Goal Rewarding  &  Fun
  • 36. Think Like a Game Designer Skills Needed Define various types of skills (both real & virtual) within the game needed to engage your audience Physical)) •  Strength( •  Dexterity( •  Coordina1on( •  Physical( Endurance(! Mental) •  Memory( •  Observa1on( •  Puzzles( •  Problem( Solving! Social) •  Reading( Opponents( •  Teamwork( •  Leadership( •  Banter(
  • 37. Think Like a Game Designer Chance & Luck Consider interactions with other mechanics to create uncertainty & surprise
  • 39. Planning for Gamification Level 4 Examples of applying gamification into your business
  • 40. Business Needs How can we apply these theories 
 and mechanics into business products, processes & services? Planning for Gamification
  • 41. Step 1:
 Define Users & Goal Planning for Gamification
  • 42. Know your Audience • What are their needs? • Employees v. Customers • What’s the primary playing style? • What metrics do they care about? • Achievement v. Enjoyment • Structure v. Freedom • Self interest v. Social interest Planning for Gamification
  • 43. Define your Goal • Drive specific user behaviors • Create brand loyalty • Re-engineer a daily process to make it more efficient & engaging • Inject fun into mundane tasks • Create competition Planning for Gamification
  • 44. Step 2:
 Use Mechanics that Work Planning for Gamification
  • 45. 3 types of gamification worth pursuing in a business context: Validation Completion Prizes & Rewards Planning for Gamification
  • 46. Planning for Gamification Validation A strong driver of long-term, quality engagement that forms communities and allows users to share & express
  • 47. Planning for Gamification Completion Guide user progression and persuade useful contributions to enhance the experience for themselves and others
  • 48. Planning for Gamification Prizes & Rewards Reward users with upgraded status, exclusive access, additional power (decision/budget) and money, gifts or trips
  • 49. Tips for Success • Provide a reason to play and ways to 
 feel progression/ accomplishment • Make sure players understand the goal and why they should play • Let players set their own goals, or suggest goals to motivate mastery • Use global goals to inspire collaboration and teamwork Planning for Gamification
  • 50. Step 3:
 Analyze the Data Planning for Gamification
  • 51. Metrics are important… • Performance & player behavior • Set goals & have tools in place to gauge your progress • Pinpoint where users drop out and where they have the most fun • Use this data to optimize the experience — play test & iterate! Planning for Gamification
  • 52. Level 4 completed. Let’s see how mLevel uses gamification elements… Almost Finished!
  • 54. mLevel Examples Unlocking & Progression
  • 55. mLevel Examples Use of Time & Levels
  • 59. mLevel Examples Guides & Tutorials