This is a guest post from Victor Manrique of Epic Win Blog.
Gamification is a design experience to happiness and motivation. We should never forget that Design is Gamification’s biggest challenge and where all its power lies, like a double-edged sword.
So design matters, and it is the difference between another PBL system and a great gamified experience. There are many books, articles and case studies about why design is one of the most important things to take into account and for sure we could be hours talking about it.
But getting back to Gamification, how do we start?
First of all, we should start thinking as a game designer and as a game designer; our main goal isto deliver an awesome experience. OK, I know I know, Gamification is not a game, but since we are going to use stuff like mechanics, aesthetics or storytelling, let’s all pretend we are Blizzard’s number one designer for now!
But what do you mean with delivering an experience? How can I do it?
Well, that is a kind of long and complex question to answer because it involves so many things, (and there are whole books about it!) but to keep it simple, let’s start from the beginning. And our starting point is the Gamification basics so
Whether you just arrived to the blog, or you already are an expert gamifier, it’s always good to refresh some Gamification basics. Why not having a look at some key points?
Now we are ready to go! Let’s get into the thrilling world of Gamification design!
Gamification design framework by Prof. Werbach: An Introduction
Even before starting with a new (actually, extended is more accurate) Gamification design framework, we should have a look at what I consider one of the best and most complete tools for designing, Professor Werbach’s Gamification design framework, also called “The 6 Ds”.
For those who still don’t know Kevin (@kwerb), this is a hangout we did some days ago, with great content and a superb explanation of his 6 Ds model.
In addition, a new edition of his Gamification MOOC on Coursera is planned for fall 2013 so feel free to sign up! I took the second edition and it was awesome and really insightful.
Basically, and as you may know, his model is based on 6 steps that are:
Basically, and to put it simple (we’ll explain it later in two upcoming posts) a gamified experience relies on 4 variables, four questions with a clear answer:
– WHY? Goal
– WHAT? Actions
– WHO? Players
– HOW? System
WHY? First of all, we use Gamification because of a main goal, something we want to achieve. In overall, the main goals of Gamification are within these categories: get better results, get more users, make our players spend more time on something and increase user engagement. As an example, imagine we are a business and we want to sell more (better results)
WHAT? Once we have settled our Gamification Goal, it’s time to do something about it, see what we are encouraging our player to do. So in order to achieve our goal, the players will have to take some actions. Following the example, if as a business we want to sell more, some of the actions we may foster through Gamification might be just buying more (direct), promote our brand or create a community (indirect), offer special events (indirect), etc.
WHO? We all have users, clients, customers, students, etc. Those are our players, and they are different, with different motivations. (See my post on Gamasutra about it here: LINK). We should get what I call “internal” and “external” feedback (from inside and outside the company) in order to know more about them. And a really important point, the more types of players we can encourage to use our system, the better!
HOW? This is the most critical part of the design process because the “HOW” changes everything. So how are we going to design our system? Well, everyone has their own system, so here is a brief introduction of mine (more coming very soon). I call this design process “The 3 Pyramids”, and this is why:
To put it simple, we are going to use 3 things:
- Define business objectives
- Delineate target behaviours
- Describe your players
- Devise activity loops
- Don’t forget the fun
- Deploy the appropriate tools

- Story, Mechanics and Aesthetics (From The Book “The art of game design”)
- The Gamification Player Types & The T-E Pyramid (more here:
- The Player’s Journey (Campbell’s model)
Gamification Design Steps: 4 critical questions
But, how do i design a great Gamification experience? What are the main points that i have to take into account before even thinking about game elements? And most important of all, do we fully understand what we are doing? Those are the typical thoughts that might pop up in your mind (also mine) when designing a gamified experience, questions that sooner or later we all have to answer in order to deliver a great experience to our players. So, as we have seen before, there are 4 questions to take into account when designing a great gamification experience: WHY, WHAT, WHO and HOW. In this post, we are going to analyse the first 3 of them, leaving the How and the model that describes it (“The 3 Pyramids”) for the third and last part of these series, once we have already mastered the answer to the others.STEP 1 – Understand WHY
Imagine for a second that you are the CEO of one of the leading companies in gamification. One day, you receive and email from the CMO of a huge enterprise telling you that they might be interested in gamification, but since it’s all kind of new, they want you to meet them at their HQ in order to explain it in further detail. After some minutes jumping around and opening Champagne bottles “Formula One” Style to celebrate it, you might want to think for a second where is your pitch going to start. And you may want to begin causing a big WOW explaining the WHY of gamification, or in business executive words, what i get from it in numbers. So, why do we apply gamification? Because we want to achieve a goal through happiness and people’s motivation (for more info about it check my post on gamasutra here. In overall, Gamification can be used to achieve any of the following goals:- Getting better results
- Going viral
- Increasing time spent & engagement