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Motivation
and
Psychology
(I)
1. Gamification
as
Motivational
Design
a. How
do
you
drive
users
to
engage
in
desired
behavior?
What
motivates
your
target
audience?
b. What
are
different
motivators
(there
are
many
more)
i. Intrinsicmotivation
that
means
most
to
you,
regardless
of
any
external
rewards
or
benefits.
ii. Extrinsicmotivation
that
stems
from
receiving
external
benefits.
iii. Monetarymoney
is
the
source
of
motivation
iv. Careera
certain
phase
in
someones
career
might
give
them
certain
motivation
c. Essential
Questions:
What
motivates
people?
d. It
is
important
to
pay
attention
to
signals
that
indicate
action
that
was
caused
by
intrinsic
motivation.
Tapping
into
this
motivation
will
create
a
strong
connection
between
a
company
and
a
fan.
e. There
are
many
different
types
of
motivators,
and
it
seems
that
these
are
subjective
things..implying
motivation
may
not
always
be
an
objective
thing.
This
urges
us
to
pay
attention
to
the
target
audience
wants
and
desires.
2. Behaviorism
a. Behaviorism
takes
a
look
at
peoples
subjective
actions,
not
really
the
subjective
state
of
minds
(see
black
box)
b. They
call
it
the
black
box,
only
focused
on
the
input
and
output
of
human
actions.
What
people
do,
not
why.
c. Stimulusevent
that
affects
the
subject
d. Responsea
reaction
to
the
stimulus
e. Classical conditionstimulus and response are related. A bell ring causes a dog to salivate. f. Operant conditionthere is a feedback loop built in between stimulus and response. For example, the switch and piece of food creates a learning feedback loop to realize that the switch produces food. g. Behavioral Economics i. People suffer from loss aversion, power of defaults, and confirmation bias 1. Rather than being interested in why people hate loss more than love gain, we see that there is a consistent pattern of behavior here. For behaviorism, it is all about the what, not really the why. ii. Observation, feedback loops, and reinforcement are all great key features of learning iii. Remember that gamification is an interdisciplinary study. Some of us may be inclined to want to know the whys behind psychology, but game design implementation should realize the whats as well as the whys. Irrational and sub optimal thinking derived from human misconceptions do make up a lot of the difference between theoretical game theory and how humans play. Since gamification is not game theory, this is a key difference to note. 3. Behaviorism in Gamfication a. Watch What People Do i. Behaviorism does explain a lot by simply looking at what people do. Since economic theory is based on supposed optimal thinking, economic decision- making varies greatly from how humans actually make decisions. b. Importance of Feedback i. Prof. Werbach will talk about reward schedules later on in the segment, but feedback is key! Humans have the curiosity to know what are the outcomes of their actions. Depending on the situation, think about when
humans should receive the feedback: immediately after the action or a delayed consequence? c. Conditioning Through Consequences i. Similar to operant condition. Learning through association between a stimulus, response, and outcome. An example is the withering process in Farmville. People are conditioned to check their farm regularly so the crops dont wither. d. Reinforcement of Rewards i. Rewards are only one of the many game mechanics a designer can employ, but many game components make up rewards (achievements, unlockables, gifts, virtual goods, leaderboards, quests, etc.). Rewards are powerful as they help designers guide users towards desired actions e. Dopamine System i. Dopamine is our bodys chemical way of expressing pleasure to us. Dopamine is related to both learning and pleasure. Rewards, elements, conditioning, feedback, etc. and everything that helps towards the learning process periodically also gives a shot of dopamine to the brain that induces pleasure. This pleasure rush also acts as a motivator. f. A quick note on desired actions. Desired actions are simply the goals that the designer wants the users to ultimately do. For example, a business may gamify their social media channels so that the desired actions are commenting, sharing, liking, posting, etc. Ultimately, the company may want to change their desired actions to purchasing services, and at that time, the gamified elements may have to change to help account for the business new goals. Always know your desired actions. 4. Reward Structures a. What makes rewards so addicting? b. Cognitive Evaluation Theory helps explains different types of rewards: i. Tangible/intangible
1. A
tangible
reward
is
something
that
can
be
interacted
with
in
some
form.
From
a
Boy
Scout
badge
to
virtual
currency,
these
are
tangible
rewards
because
they
can
be
interacted
with.
Intangible
rewards
have
no
real
value
except
for
being
a
reward
and
cant
easily
be
interacted
with.
ii. Expected/unexpected
1. Expected
rewards
go
in
the
form
of
do
x,
get
y.
Be
careful
of
expected
rewards
because
they
may
actually
demotivate.
Unexpected
rewards
are
the
surprises
that
may
help
a
user
get
engaged
and
interested
enough
to
continue
engaging
with
the
service.
For
example,
getting
a
badge
for
doing
something
on
a
site
that
you
didnt
know
earned
you
a
badge.
iii. Contingency
1. Task
non-contingent
a. No
matter
what,
you
get
the
reward
2. Engagement
contingent
a. Engage
with
the
business/company,
get
rewarded.
(ex.
Posting,
sharing,
commenting
on
social
media
channels)
3. Completion
contingent
a. Finish
a
goal,
task,
challenge,
get
rewarded.
4. Performance
contingent
a. Do
well
enough
on
a
task,
get
rewarded.
Performance
rates
how
well
you
did
something
aside
from
if
you
completed
the
action.
c. One
example
of
using
unexpected
rewards
is
designing
a
game
such
that
making
it
far
enough
through
the
beginning
of
the
game
will
give
the
user
a
reward.
The
game
will
then
prompt,
Please
sign
up/log
in
to
receive
reward,
otherwise
lose
all
unsaved
progress.
d. Behaviorism
has
taught
us
that
humans
hate
loss
so
this
use
of
unexpected
rewards
actually
helps
people
get
drawn
into
a
service.
e. As
stated
earlier,
be
aware
that
using
rewards
are
volatile
to
the
balance
of
intrinsic/extrinsic
rewards.
Keeping
that
balance
is
key
so
dont
over
obsess
over
rewards.
f. To
reiterate,
rewards
can
be
in
the
form
of
points,
monetary
gain,
virtual
currency
gain,
leveling
up,
and
possibly
even
most
forms
of
scaffolding
(from
week
2)
5. Reward
Schedules
a. Knowing
how
to
reward
and
punish
your
users
at
the
right
time
will
help
them
get
into
the
service
but
also
keep
them
there.
(get
them
to
play
and
keep
them
playing)
b. Continuous
i. This
schedule
follows
a
continuous
schedule
of
rewarding.
Not
very
effective.
c. Fixed
Ratio
i. Reward
distribution
is
fixed
based
on
the
number
of
times
a
user
has
completed
an
action
(ex.
Every
3rd
post
gets
rewarded)
d. Fixed
Interval
i. Reward
distribution
is
fixed
based
on
time
(ex.
Every
day,
the
user
will
get
10
points
to
overall
score)
e. Variable
i. Competitive/non-competitive
1. Competition
and
variability/unpredictability
is
wired
into
our
brains.
We
LOVE
competition
and
unpredictability,
and
the
combination
helps
increase
the
chances
humans
will
act
in
a
desired
way.
ii. Certain/uncertain
1. The
certainty
of
a
reward
influences
whether
or
not
a
human
will
actively
pursue
it.
Depending
on
the
value
and
frequency
of
the
reward,
the
fact
it
is
certain
or
uncertain
will
help
influence
if
the
user
will
participate
in
the
desired
action.
Certain
rewards
get
boring,
and
infrequent
uncertain
rewards
wont
make
the
experience
rewarding
enough
to
want
to
continue
trying
to
get
uncertain
rewards.
f. Positive/Negative
Reward/Punishment
i. Positive
reinforcement
is
adding
something
positive
to
increase
a
behavior.
ii. Negative
reinforcement
is
taking
something
negative
away
to
increase
a
behavior.
iii. Extinction
is
another
form
of
a
schedule
of
reinforcement.
Suppose
you
are
a
company
that
trapped
customers
into
a
specific
subset
of
desired
actions
you
wanted
them
to
complete.
The
advantage
is
that
you
are
getting
heavy
engagement
on
a
few
actions,
but
some
of
your
goals
are
not
being
met.
Extinction
is
the
absolute
removal
of
a
reward
so
that
people
lose
interest.
Think
of
it
as
pulling
the
plug
on
a
certain
reward
mechanism.
iv. Similar
to
extinction,
except
punishment
is
adding
something
negative
to
decrease
behavior
rather
than
discontinuing
something
positive.
g. From
AllPsych.com:
i. Fixed
Ratio.
A
fixed
ratio
schedule
refers
to
applying
the
reinforcement
after
a
specific
number
of
behaviors.
Spanking
a
child
if
you
have
to
ask
him
three
times
to
clean
his
room
is
an
example.
The
problem
is
that
the
child
(or
anyone
for
that
matter)
will
begin
to
realize
that
he
can
get
away
with
two
requests
before
he
has
to
act.
Therefore,
the
behavior
does
not
tend
to
change
until
right
before
the
preset
number.
ii. Fixed
Interval.
Applying
the
reinforcer
after
a
specific
amount
of
time
is
referred
to
as
a
fixed
interval
schedule.
An
example
might
be
getting
a
raise
every
year
and
not
in
between.
A
major
problem
with
this
schedule
is
that
people
tend
to
improve
their
performance
right
before
the
time
period
expires
so
as
to
"look
good"
when
the
review
comes
around.
iii. Variable
Ratio.
This
refers
to
applying
a
reinforcer
after
a
variable
number
of
responses.
Variable
ratio
schedules
have
been
found
to
work
best
under
many
circumstances
and
knowing
an
example
will
explain
why.
Imagine
walking
into
a
casino
and
heading
for
the
slot
machines.
After
the
third
coin
you
put
in,
you
get two back. Two more and you get three back. Another five coins and you receive two more back. How difficult is it to stop playing? iv. Variable Interval. Reinforcing someone after a variable amount of time is the final schedule. If you have a boss who checks your work periodically, you understand the power of this schedule. Because you dont know when the next check-up might come, you have to be working hard at all times in order to be ready. h. The following graph shows the pros and cons of each of the schedules of reinforcement.
Motivation
and
Psychology
(II)
1. Limits
of
Behaviorism
a. To
note
again,
feedback
loops
help
systematically
modify
peoples
behavior.
b.
The
Speeding
Lottery
i. What
is
the
displayed
speed
radar
actually
doing?
Are
people
slowing
down
because
they
want
to
avoid
punishment?
ii. Or
is
the
word
lottery
enticing
enough
to
have
people
play?
c. Although
we
can
learn
a
lot
from
black
box
behaviorism,
behaviorism
is
limited
in
the
sense
that
it
views
humans
as
players.
The
human
dimensions
of
thought
and
feeling
have
to
be
taken
into
consideration,
especially
when
designing
the
games
high
level
features
such
as
the
dynamics
(meaningful,
emotions,
etc.).
d. As
I
already
said,
behaviorism
and
gamification
go
hand
in
hand
because
it
helps
explains
the
whats
of
human
action.
This
helps
us
design
the
lower
level
elements
such
as
the
mechanics
and
components.
To
make
the
game
meaningful,
we
have
to
understand
the
whys,
and
not
just
for
society
as
a
whole,
but
how
best
to
understand
it
for
each
person.
e. When
thinking
about
your
target
audience,
try
not
to
categorize
them
into
types
of
customers/users/players.
Try
to
create
personas
that
break
down
key
features
of
your
target
audience
into
10
point
scales
(ex.
Ambition,
wealth,
health,
etc.).
The
customization
of
the
scale
and
features
(parameters)
will
help
you
understand
the
demographic
on
a
deeper
level.
2. Dangers
of
Behaviorism
a. Potential
for
abuse/manipulation
i. Look
at
slot
machines.
They
have
people
addicted
to
a
variable
scheduled
game.
b. Hedonic
Treadmill
i. This
theory
states
that
regardless
of
extreme
positives/negatives
in
life,
humans
have
a
relatively
stable
happiness
level.
ii. Monkey
experiment
with
grape
juice.
Monkey
dopamine
was
activated
at
the
anticipation
of
the
grape
juice
(the
tone).
This
leads
us
to
believe
that
we
try
to
sense
rewards,
but
clinging
on
to
the
wrong
indications
of
rewards
can
be
damaging.
1. However,
anticipation
of
rewards
are
great
especially
during
boss
fights.
Because
you
are
probably
in
the
magic
circle
while
playing
a
game,
you
probably
dont
realize
that
you
get
really
pumped
up
or
focused
during
boss
fights.
There
isnt
empirical
evidence,
but
then
again,
this
is
another
perspective.
c. Overemphasis
on
Status
i. There
is
an
overemphasis
on
status,
and
Prof.
Werbach
argues
that
this
takes
away
from
the
overall
quality
of
the
experience.
It
may
be
the
case
that
people
arent
interested
in
status
for
certain
experiences,
and
it
may
be
the
case
that
status
is
demotivating
if
they
see
themselves
as
too
far
below
the
average
skill.
3. Intrinsic
and
Extrinsic
Motivation
a. Cognitive
PsychologyBehaviorisms
opponents
i. Cog
Psych.
Tries
to
open
the
black
box
b. Motivation
i. Intrinsic
1. You
do
an
action
for
the
sake
of
that
action
and
no
external
reward.
You
find
the
action
fun
for
simply
the
action,
and
that
is
what
drives
you.
ii. Extrinsic
1. You
do
an
action
because
there
is
an
external
reward
attached
to
it.
(ex.
Pay,
pay
raise,
virtual
currency,
badge,
points,
etc.)
c. SAPS
(Extrinsic
Motivation)
Thanks
Gabe!
i. Status
1. The
ability
to
accrue
status
is
powerful.
Although
it
is
intangible,
people
love
comparison,
competition,
sense
of
self- achievement,
etc.
Status
gives
them
that.
10
ii. Access
1. People
want
all
sorts
of
freedom.
Access
is
a
type
of
freedom
that
allows
people
to
interact
with
an
environment
on
a
deeper
level.
iii. Power
1. Enable
things
that
people
can
do.
Another
type
of
freedom.
Being
able
to
interact
with
the
service
in
ways
that
others
cant.
Similar
to
access.
iv. Stuff
1. These
are
the
obvious
tangible
rewards.
Rewards
that
people
get
in
the
form
of
points,
currency,
badges,
achievements,
etc.
d. SAPS
works
in
a
upward
hierarchy,
with
Status
at
the
top.
This
hierarchy
exists
for
businesses
as
it
is
easier
to
do
the
things
higher
on
the
top
because
status
can
be
given
without
giving
out
stuff
aka
resources.
e. Gabe
Zichermann,
founder
of
Gamification
Co,
also
stated
in
his
creation
of
SAPS
that
the
hierarchy
also
works
bottom
up
when
it
comes
to
peoples
motivation.
Prof.
Werbach
argued
that
an
overemphasis
on
status
is
dangerous,
so
this
hierarchy
may
be
flawed.
f. As
a
gamification
enthusiast
in
college,
I
feel
that
intrinsic
motivations
are
the
ones
that
we
should
care
about.
However,
I
sometimes
feel
that
my
intrinsic
motivations such
as
writing
these
notes
simply
because
I
want
to
learn
about
and
contribute
to
the
study
of
gamificationhave
great
extrinsic
rewards.
With
the
addition
of
extrinsic
rewards,
my
behavior
could
easily
be
seen
as
action
driven
by
extrinsic
motivation.
i. This
leads
to
me
believe
that
there
is
an
uncertainty
principle
between
our
intrinsic
motivations
and
our
knowledge
of
them.
The
less
we
know
about
our
intrinsic
motivations,
the
more
we
are
motivated
by
whatever
they
are.
The
more
we
think
we
know
about
our
intrinsic
motivations,
the
less
confident
(or
over
biased)
we
are
in
whatever
we
think
it
is
we
are
motivated
by.
Again,
this
is
just
a
perspective
to
help
think
about
the
material
in
different
ways.
11
g. Prof.
Werbach
argues
that
Gabes
hierarchy
for
SAPS
was
flawed
in
the
sense
that
status
should
not
be
considered
as
the
primary
motivator
for
humans.
I
will
provide
my
interpretations
of
both
sides
of
the
argument:
i. Werbachsometimes
the
majority
of
people
dont
want
status
competitions
because
they
want
it
to
be
more
of
a
friendly
social
experience.
Sometimes,
over
obsession
of
status
can
lead
to
depression
because
the
user
is
never
satisfied.
ii. Zichermannstatus
is
the
all
encompassing
motivator
that
affects
all
over
motivators.
If
you
have
stuff,
you
have
a
certain
status
of
stuff.
If
you
have
access,
you
have
a
certain
status
of
access,
and
so
on.
Status
defines
the
users
state
of
being
within
the
environment.
It
helps
give
the
user
a
unique
identity,
and
this
is
key.
4. How
Can
Rewards
Demotivate
a. Overjustification
effect
(external
rewards
substitute
for
intrinsic
motivation)
i. Drawingchildren
who
liked
to
draw
stopped
drawing
for
fun
after
a
reward
was
introduced.
ii. Charging
for
late
pick
up
by
day
care
centers
caused
parents
to
come
late
because
they
equated
10
dollars
to
their
opportunity
cost
(what
they
were
doing
not
picking
up
their
children)
iii. Is
it
the
reward
that
is
demotivating?
Or
is
the
fact
that
someone
is
observing
and
rating
your
performance
that
makes
it
lose
the
essence
of
being
a
solo
effort?
b. Tangible
rewards
are
the
biggest
demotivators
c. Unexpected
rewards
have
little
to
no
effect
on
intrinsic
motivation
d. If
performance
is
seen
as
an
external
goal
rather
than
a
sign
of
good
progress,
performance-contingent
rewards
may
not
be
good
for
intrinsic
motivation.
Make
performance
an
indicator
of
how
well
the
user/player
is
doing.
e. The
motivation
to
do
something
out
of
kindness
or
altruism
is
much
different
than
the
motivation
to
do
something
12
because of an external reward. As weve seen from the over justification effect, dont mix apples and oranges. 5. Self-Determination Theory a. Motivational Spectrum i. Amotivationindifferent to the action ii. Extrinsic 1. External regulation a. You feel like you have to do it but dont really care 2. Introjection a. Status. You see others value something similar so you take it upon as your own goal. 3. Indentification a. You have taken a personal taking to the action as you see personal benefit (ex. Motivation to do math major because it has benefits) 4. Integration a. The goal and the action itself have integrated and both are closely motivating, if not equally the same. iii. Intrinsic Motivationmotivating for its own sake b. Self-Determination Theory i. Competencecan I explore/test my skill? ii. Autonomycan I make meaningful choices? iii. Relatednesscan my meaningful choices create a meaningful outcome (ex. Social games, jobs, etc.) 6. Part I Wrap-Up a. We learned the building blocks of gamification are games, game thinking, psychology, and motivation. There are plenty more building blocks, but we will call these our foundation. b. In the following weeks, look for: i. Applications ii. Applications within the enterprise iii. Dangers of Gamification/The Future of Gamification