@F2P_COwww.f2p.co /freetoplayf2p
https://www.linkedin.com/in/javier-velasquez-game/
BEM
Information Centric Gamification
Javier Velásquez - Game Designer
Ana María Velásquez - PhD Human Development
@F2P_COwww.f2p.co /freetoplayf2p
Increased attention produced by
stress and interest.
Stress is produced by changing
stimuli in our environment, after
passing through our attention fil-
ters.
Optimal level for engagement:
Flow theory
Why should I understand Information
for Gamification Design?
What is
engagement?
Stress Meter!
@F2P_COwww.f2p.co /freetoplayf2p
A thing that arouses activity or energy in so-
meone or something; a spur or incentive.
An interesting and exciting quality.
Interesting Quality
DATA
What is
an stimulus?
Why should I understand Information
for Gamification Design?
Changing Da....
(typing...)
@F2P_COwww.f2p.co /freetoplayf2p
Real World objective properties
and facts. Can’t be lost, but can
change or be modified.
Patterns and relationships that
can drive conclusions when
data is placed in a context.
Data 1: Yesterday I had 2 siblings.
Data 2: Today I have 3 siblings.
“1 Sibling was born today, but I
don’t know the gender”
Data vs Information: cognition
DATA INFORMATION
Cognition
processing
@F2P_COwww.f2p.co /freetoplayf2p
The source of information.
Dynamic or interesting
data creates engagement
as it forces to update our
bases for interpretation.
“The rating has decreased. I
need to find out why and
design a plan for improvement”
“This product is highlighted.
¿Should I check out why it has
this icon or should I continue
browsing?”
Data vs Information: decision making
DATA INFORMATION
@F2P_COwww.f2p.co /freetoplayf2p
“The rating has decreased. I
need to find out why and
design a plan for improvement”
“This product is highlighted.
¿Should check out why it has
this icon or should I continue
browsing?”
High Stakes:
“We are losing sells and are
risking losing valuable
clients!”
High Energy
“This will take a lot of effort.
Probably will have to work
on this for the next month”
Low Energy:
“Clicking this link is easy
and painless. I’m already on
the page”.
Low Stakes:
“I don’t need this product, I
have no need of interacting
with it”.
Probability of interacting with a call-to-action
INFORMATION STAKES ENERGY
@F2P_COwww.f2p.co /freetoplayf2p
“The rating has decreased. I
need to find out why and
design a plan for improvement”
“This product is highlighted.
¿Should check out why it has
this icon or should I continue
browsing?”
High Pressure
“I have my partners on my
neck and the rating is de-
creasing fast!!”
Low Interest:
“I have never liked working
on this product. I would
rather do something else.”
High Interest:
“The picture of the product
seems great and it seems to
have some nice features.”
Low Pressure:
“I have never needed this
kind of product and will not
need it in the near future.”
Probability of interacting with a call-to-action
INFORMATION PRESSURE INTEREST
@F2P_COwww.f2p.co /freetoplayf2p
Knowledge in this context
is defined as the mental
map created by experiences
and psychological needs,
which helps us decodify in-
formation and make deci-
sions.
Information and Knowledge
PRESSURE
INTEREST
STAKES
ENERGY
Psychological/
Physiological
Needs
MEMORIES BIASES
Natural irrational
interpretations of the data
7 Drivers BEM
and biological needs
Models of reality based
on past experiences
@F2P_COwww.f2p.co /freetoplayf2p
Updates the knowledge
map or confirms the current
knowledge map making re-
lationships stronger.
INFORMATION
Information and Knowledge
Psychological/
Physiological
Needs
MEMORIES BIASES
Information activates several biases which
can make some decision-making predictable
Information is processed through the lense
of motivational needs and
produce emotional reactions.
New information creates new memories or
reinforce previous ones
@F2P_COwww.f2p.co /freetoplayf2p
A contained micro system of rules
that allows information flow.
Players have to react to changing
data, which updates the informa-
tion available in the game status.
And Gamification... or Game Design?
What is
a game?
Games are in constant flow, which creates engagement!
@F2P_COwww.f2p.co /freetoplayf2p
Game’s information flow optimizes learning
Choices architecture
optimizes trial and error
Updates the knowledge
and drivers map
Gives partial information
to allow evaluation and
interpretation.
Forces working memory
by providing new challenges
GAME STATUS
GAMEOBJECTIVE(GO)
SOCIALGAME
CALL-TO-ACTION DECISION
MAKING
INFORMATION
ANALYSIS
AUTONOM
Y
FILTERS & PATTERNS
GAME ACTIONS
PRESSURES FOR ACTION
BEHAVIOR
ACTION
KNOWLEDGE
MAP
DRIVERS
EVALUATION
(GO)
PURPOSE
EXPERIENCE
LEARNING
EXPECTANCY
UTILITY
UTILITY
MASTERY
DISCOVERY
RELATEDNESS
EFFICIENCY
DOMINANT
INFORMATION FLOW
RELEVANCY
CHANGE OF STATE
FEEDBACK
IF NEEDED
NOTIFICATION
MEANINGFUL
@F2P_COwww.f2p.co /freetoplayf2p
Information Flow is updated through an interface!
How many hits can I withstand?
Screenshots (social)
How to change weapons and shields
Forest allows for hunting
among other events
Landmarks for
spatial reference and
of mechanical importance
Interest point
and compass
Blocked or
dangerous path
Character reveals
equipment information
Denotes difficulty and
challenge
Partial information
drives discovery and interest
Everything is
relevant in
the game
interface
for solving
the problem
Temperature can
damage the charatcter
Sound affects enemy reactions
ans stealth mechanics
Time and weather
based events
@F2P_COwww.f2p.co /freetoplayf2p
Feedback and notifications are used when needed
Effect and duration
Notification
Signals high damage
and danger
Signals high resistance
or strategy neededCharacter reacts to
blow (feedback) to show
that it took damage
Position denotes
Game Action cooldown
and speed of attack.
Enemy’s life remaining and focus arrow.
Creates goal urgency, performance and direction.
Games are
not just about
feedback,
but well
designed
feedback
is crucial.
Indication of magical attribute
Filled hearts in battle
signals mastery
@F2P_COwww.f2p.co /freetoplayf2p
Interfaces organize information flow through static data
Country color matches
a disease color to convey
which disease spreads here.
Infection rate counter
that shows how many
infection cards a
player must draw.
Infected cities have a higher
probability of reappering.
Regions are relevant for
game mechanics
Paths show disease spreading
and movement possibilities for
players.
Spaces for city upgrades
Months for game progression indicator
Space for player cards.
Cards remaining on deck are
key information in
gameplay.
Color of disease is
relevant for categorization.
Icon provides experiencial
information, not useful in the game.
This counter shows the
level of disease outbreaks.
After 8 outbreaks, players
lose.
Infographic for quick reference
on city statuses.
Mission slots for dynamic
missions.
Each disease can be mutated,
which is shown in this spaces
@F2P_COwww.f2p.co /freetoplayf2p
To understand the Game Status,
player’s need to know how to
read the information.
Learning to read information
correctly allows for better deci-
sion making.
Players learn to read the interfa-
ce as they interact with it and
see how the information flows.
Reading and Understanding Information
Without understanding, this is just DATA
@F2P_COwww.f2p.co /freetoplayf2p
Information flow creates and shows Conflict
Danger! These cities
are on the brink of an
outbreak!
Yellow can be our
doom!
We are about to lose!
The tension rises!
We still have some cards left,
but if this deck is
exhausted, we lose!
WHAT SHOULD WE DO?
Black is in mid-danger.
Must watch out but
is not urgent.
The blue disease is
more contained.
Let’s filter it out for
now.
@F2P_COwww.f2p.co /freetoplayf2p
The Player provides
meaning to the information.
Playful or serious or both?
What can you infer from the
caps, the color and the admiration marks
from this sentence?
Language and Form are Relevant
Semantics
@F2P_COwww.f2p.co /freetoplayf2p
In the order of words, poetry
you can find (or Yoda).
Gamification provides the
language of games to tap
into user expectations and
create mindsets.
Different languages create
different experiences and
expectations.
Mastery, Achievement and EnergyStorytelling and horror
Beyond Aesthetics: Language creates a Mindset
@F2P_COwww.f2p.co /freetoplayf2p
The rules and algorithms that allow
or prevent information flow.
They create
a scope for player actions.
RULES are optimized for experience, not for manipulation.
Mechanics are triggered by player
interactions, by other mechanical
events or by data conditions.
The rules of information flow: Mechanics
What are
Mechanics?
@F2P_COwww.f2p.co /freetoplayf2p
Rules create emergent strategies
through learning to understand
the systemic relationships they
create for information flow.
The rules of information flow: Mechanics
Mechanics are
the engine of
information flow!
@F2P_COwww.f2p.co /freetoplayf2p
Knowing all the rules allows you to build prediction
models, which can help or lead you to take choices.
“If black plays, black wins”.
But the complexity of the information model and having
partial information allows for hypothesis and discovery.
“If whte plays, can she win?”.
Prediction and Discovery: Complete, Complex and Partial Information
@F2P_COwww.f2p.co /freetoplayf2p
Mechanics are designed with a goal in mind (goal-oriented), but some goals can be“suggested”
by the information design and others are useful for the main goal.
Game Goals and Arbitrary Goals
Arbitrary Goal:
Reach the highest combo
and damage
Arbitrary Goal:
Do it in the less time
as possible
Useful Goal:
Level up the character
Arbitrary Goal:
Use as less Skill Points as possible
MAIN GOAL:
Defeat the critter
Notification of threat
MAIN GOAL:
Mantain your character alive
Useful Goal:
Level up your characters.
Arbitrary Goal:
Have as many
power ups as
possible
Useful Goal:
Make as
much damage
as possible
Arbitrary Goal:
Defeat the critter losing as
less HP as possible.
Goals create
multiple milestones
to keep the player
engaged.
@F2P_COwww.f2p.co /freetoplayf2p
To be a better Gamification designer, you need to decompose the way a game designer thinks
about information flow, interfaces, tension and mechanics to create experience. Understanding
semantics and information design help understand how the player gives meaning and creates
emotion around your system.
Conclusion and challenge questions
Waze points mean anything to their users?
How the smart route notification satisfies
intrinsic needs? Why is the city the adversary?
Why does ETA, distance and time remaining
convey the same information in different format?
How they create focus on the Time saved? Could
it be done better?
Is the design playful, serious or both? How can
it strike a balance?
@F2P_COwww.f2p.co /freetoplayf2p
Javier Velásquez
javier@f2p.co
YOU WIN

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Information and Gamification design

  • 1. @F2P_COwww.f2p.co /freetoplayf2p https://www.linkedin.com/in/javier-velasquez-game/ BEM Information Centric Gamification Javier Velásquez - Game Designer Ana María Velásquez - PhD Human Development
  • 2. @F2P_COwww.f2p.co /freetoplayf2p Increased attention produced by stress and interest. Stress is produced by changing stimuli in our environment, after passing through our attention fil- ters. Optimal level for engagement: Flow theory Why should I understand Information for Gamification Design? What is engagement? Stress Meter!
  • 3. @F2P_COwww.f2p.co /freetoplayf2p A thing that arouses activity or energy in so- meone or something; a spur or incentive. An interesting and exciting quality. Interesting Quality DATA What is an stimulus? Why should I understand Information for Gamification Design? Changing Da.... (typing...)
  • 4. @F2P_COwww.f2p.co /freetoplayf2p Real World objective properties and facts. Can’t be lost, but can change or be modified. Patterns and relationships that can drive conclusions when data is placed in a context. Data 1: Yesterday I had 2 siblings. Data 2: Today I have 3 siblings. “1 Sibling was born today, but I don’t know the gender” Data vs Information: cognition DATA INFORMATION Cognition processing
  • 5. @F2P_COwww.f2p.co /freetoplayf2p The source of information. Dynamic or interesting data creates engagement as it forces to update our bases for interpretation. “The rating has decreased. I need to find out why and design a plan for improvement” “This product is highlighted. ¿Should I check out why it has this icon or should I continue browsing?” Data vs Information: decision making DATA INFORMATION
  • 6. @F2P_COwww.f2p.co /freetoplayf2p “The rating has decreased. I need to find out why and design a plan for improvement” “This product is highlighted. ¿Should check out why it has this icon or should I continue browsing?” High Stakes: “We are losing sells and are risking losing valuable clients!” High Energy “This will take a lot of effort. Probably will have to work on this for the next month” Low Energy: “Clicking this link is easy and painless. I’m already on the page”. Low Stakes: “I don’t need this product, I have no need of interacting with it”. Probability of interacting with a call-to-action INFORMATION STAKES ENERGY
  • 7. @F2P_COwww.f2p.co /freetoplayf2p “The rating has decreased. I need to find out why and design a plan for improvement” “This product is highlighted. ¿Should check out why it has this icon or should I continue browsing?” High Pressure “I have my partners on my neck and the rating is de- creasing fast!!” Low Interest: “I have never liked working on this product. I would rather do something else.” High Interest: “The picture of the product seems great and it seems to have some nice features.” Low Pressure: “I have never needed this kind of product and will not need it in the near future.” Probability of interacting with a call-to-action INFORMATION PRESSURE INTEREST
  • 8. @F2P_COwww.f2p.co /freetoplayf2p Knowledge in this context is defined as the mental map created by experiences and psychological needs, which helps us decodify in- formation and make deci- sions. Information and Knowledge PRESSURE INTEREST STAKES ENERGY Psychological/ Physiological Needs MEMORIES BIASES Natural irrational interpretations of the data 7 Drivers BEM and biological needs Models of reality based on past experiences
  • 9. @F2P_COwww.f2p.co /freetoplayf2p Updates the knowledge map or confirms the current knowledge map making re- lationships stronger. INFORMATION Information and Knowledge Psychological/ Physiological Needs MEMORIES BIASES Information activates several biases which can make some decision-making predictable Information is processed through the lense of motivational needs and produce emotional reactions. New information creates new memories or reinforce previous ones
  • 10. @F2P_COwww.f2p.co /freetoplayf2p A contained micro system of rules that allows information flow. Players have to react to changing data, which updates the informa- tion available in the game status. And Gamification... or Game Design? What is a game? Games are in constant flow, which creates engagement!
  • 11. @F2P_COwww.f2p.co /freetoplayf2p Game’s information flow optimizes learning Choices architecture optimizes trial and error Updates the knowledge and drivers map Gives partial information to allow evaluation and interpretation. Forces working memory by providing new challenges GAME STATUS GAMEOBJECTIVE(GO) SOCIALGAME CALL-TO-ACTION DECISION MAKING INFORMATION ANALYSIS AUTONOM Y FILTERS & PATTERNS GAME ACTIONS PRESSURES FOR ACTION BEHAVIOR ACTION KNOWLEDGE MAP DRIVERS EVALUATION (GO) PURPOSE EXPERIENCE LEARNING EXPECTANCY UTILITY UTILITY MASTERY DISCOVERY RELATEDNESS EFFICIENCY DOMINANT INFORMATION FLOW RELEVANCY CHANGE OF STATE FEEDBACK IF NEEDED NOTIFICATION MEANINGFUL
  • 12. @F2P_COwww.f2p.co /freetoplayf2p Information Flow is updated through an interface! How many hits can I withstand? Screenshots (social) How to change weapons and shields Forest allows for hunting among other events Landmarks for spatial reference and of mechanical importance Interest point and compass Blocked or dangerous path Character reveals equipment information Denotes difficulty and challenge Partial information drives discovery and interest Everything is relevant in the game interface for solving the problem Temperature can damage the charatcter Sound affects enemy reactions ans stealth mechanics Time and weather based events
  • 13. @F2P_COwww.f2p.co /freetoplayf2p Feedback and notifications are used when needed Effect and duration Notification Signals high damage and danger Signals high resistance or strategy neededCharacter reacts to blow (feedback) to show that it took damage Position denotes Game Action cooldown and speed of attack. Enemy’s life remaining and focus arrow. Creates goal urgency, performance and direction. Games are not just about feedback, but well designed feedback is crucial. Indication of magical attribute Filled hearts in battle signals mastery
  • 14. @F2P_COwww.f2p.co /freetoplayf2p Interfaces organize information flow through static data Country color matches a disease color to convey which disease spreads here. Infection rate counter that shows how many infection cards a player must draw. Infected cities have a higher probability of reappering. Regions are relevant for game mechanics Paths show disease spreading and movement possibilities for players. Spaces for city upgrades Months for game progression indicator Space for player cards. Cards remaining on deck are key information in gameplay. Color of disease is relevant for categorization. Icon provides experiencial information, not useful in the game. This counter shows the level of disease outbreaks. After 8 outbreaks, players lose. Infographic for quick reference on city statuses. Mission slots for dynamic missions. Each disease can be mutated, which is shown in this spaces
  • 15. @F2P_COwww.f2p.co /freetoplayf2p To understand the Game Status, player’s need to know how to read the information. Learning to read information correctly allows for better deci- sion making. Players learn to read the interfa- ce as they interact with it and see how the information flows. Reading and Understanding Information Without understanding, this is just DATA
  • 16. @F2P_COwww.f2p.co /freetoplayf2p Information flow creates and shows Conflict Danger! These cities are on the brink of an outbreak! Yellow can be our doom! We are about to lose! The tension rises! We still have some cards left, but if this deck is exhausted, we lose! WHAT SHOULD WE DO? Black is in mid-danger. Must watch out but is not urgent. The blue disease is more contained. Let’s filter it out for now.
  • 17. @F2P_COwww.f2p.co /freetoplayf2p The Player provides meaning to the information. Playful or serious or both? What can you infer from the caps, the color and the admiration marks from this sentence? Language and Form are Relevant Semantics
  • 18. @F2P_COwww.f2p.co /freetoplayf2p In the order of words, poetry you can find (or Yoda). Gamification provides the language of games to tap into user expectations and create mindsets. Different languages create different experiences and expectations. Mastery, Achievement and EnergyStorytelling and horror Beyond Aesthetics: Language creates a Mindset
  • 19. @F2P_COwww.f2p.co /freetoplayf2p The rules and algorithms that allow or prevent information flow. They create a scope for player actions. RULES are optimized for experience, not for manipulation. Mechanics are triggered by player interactions, by other mechanical events or by data conditions. The rules of information flow: Mechanics What are Mechanics?
  • 20. @F2P_COwww.f2p.co /freetoplayf2p Rules create emergent strategies through learning to understand the systemic relationships they create for information flow. The rules of information flow: Mechanics Mechanics are the engine of information flow!
  • 21. @F2P_COwww.f2p.co /freetoplayf2p Knowing all the rules allows you to build prediction models, which can help or lead you to take choices. “If black plays, black wins”. But the complexity of the information model and having partial information allows for hypothesis and discovery. “If whte plays, can she win?”. Prediction and Discovery: Complete, Complex and Partial Information
  • 22. @F2P_COwww.f2p.co /freetoplayf2p Mechanics are designed with a goal in mind (goal-oriented), but some goals can be“suggested” by the information design and others are useful for the main goal. Game Goals and Arbitrary Goals Arbitrary Goal: Reach the highest combo and damage Arbitrary Goal: Do it in the less time as possible Useful Goal: Level up the character Arbitrary Goal: Use as less Skill Points as possible MAIN GOAL: Defeat the critter Notification of threat MAIN GOAL: Mantain your character alive Useful Goal: Level up your characters. Arbitrary Goal: Have as many power ups as possible Useful Goal: Make as much damage as possible Arbitrary Goal: Defeat the critter losing as less HP as possible. Goals create multiple milestones to keep the player engaged.
  • 23. @F2P_COwww.f2p.co /freetoplayf2p To be a better Gamification designer, you need to decompose the way a game designer thinks about information flow, interfaces, tension and mechanics to create experience. Understanding semantics and information design help understand how the player gives meaning and creates emotion around your system. Conclusion and challenge questions Waze points mean anything to their users? How the smart route notification satisfies intrinsic needs? Why is the city the adversary? Why does ETA, distance and time remaining convey the same information in different format? How they create focus on the Time saved? Could it be done better? Is the design playful, serious or both? How can it strike a balance?