Gametize's 6D Playbook & Scorecard
Introducing the Gametize 6D Playbook, our new and complete guide to gamification strategy. The transition from the 5D Framework to the 6D Playbook charts two main changes. Firstly, we have included the 6th D, Diagnose, in the post-game environment. In this phase of the Playbook, we advocate the gamification practitioner to be critical in the way one assesses and reviews the creation. There is often a tendency for the creator to “not see” aspects of their own work simply because they have spent so much time on it that they are either blinded or desensitized to any shortcomings. In their head they might have the best intentions, but what comes out at the end may fall short, and the consequences could be dire. Problems may have occurred during the pre-game planning stages (the first 4 Ds) or during the design phase (the 5th D). What we are now offering is a systematic approach, through a checklist and our very own Gametize Scorecard, to checking our own work objectively.
We hope you’ll find the 6D Playbook as useful to you as it is to us. We use this to run our GCD sessions. You can see example of GCD here: https://docs.google.com/presentation/d/1cOki9DMXNoLFc5kYABTJnEhWTPr62qSyQv4ZhWzoBg4
Let's begin with this basic checklist...
(Though if you are already a Gametize 6D ninja, just skip this altogether and go straight to Gametize Scorecard below).
1. Define your Problem
2. Determine your goals
3. Decide target behaviours and emotions
4. Describe & profile your players
5. Design your mechanics and process
6. Diagnose and analyse your content
1. Define the problem
Examples of Problem Statements:
2. Determine your goals
Examples of Goals:
3. Decide your target behaviors and emotions
Examples of Target Behaviors:
Examples of Target Emotions:
4. Describe and profile your players
- Why did Tony join the company? Why not other competitors? What sets this company apart?
- What does Tony look forward in his daily tasks, and what motivates Toni in life generally?
- What games does Tony play, on desktop or more the phone?
- Why does Tony play these games? To compete, to socialize, to explore, or to earn a sense of accomplishment?
- Which websites does Tony visit in his free time, and what content does he consume?
- What apps does Tony use on a daily basis, and on a weekly basis?
- Is there a reward Tony wants that “money can’t buy” in the company? e.g. lunch with CEO?
- What rewards that “money can buy” would motivate Tony? e.g. Movie tickets? Coffee Vouchers? Books?
- What may lead to Tony leaving the company? Lack of recognition? Lack of opportunities?
- If Tony can design a game of his own, what would it be?
- If Tony can meet anyone in the company, who will it be?
- How often does Tony get to learn new things in his work? Does he enjoy learning? If yes, why? If not, why?
A focus on winning, rank, and direct peer-to-peer competition
A focus on attaining status and achievement present goals quickly and/or completely
A focus on socializing and a drive to develop a network of friends and contacts
Engaged by: Community, Interaction
A focus on exploring and a drive to discover the unknown
Obscure Achievements, Compelling Story
(We’ve based this off Richard Bartle’s Taxonomy of Player Types, which you can read more about here.)
Examples of Profiles:
Want to learn your Player Type? Take our personality quiz!
*Side note: Do not proceed if you haven’t tackled these questions. Otherwise, well done! Now that you have these pieces of information, let’s go on to design the Gametize experience, based on the following scorecard. You don’t have to hit a perfect score, but these are questions that you should keep in mind.
5. Design your gamification strategy
The next step involves creating an actionable plan to bring about a desired experience. Gamification is use as a tool to educate and advocate certain behaviour, which would be transformed into habits over time. We need to be clear on what we want to achieve, be laser focus and develop a zest for exploration. This sets the motivation needed to achieve.
6. Diagnose and analyse your content
With all the feedback and data you have collected, you should then proceed to analyse them.
- What did you get wrong?
- What did you get right?
- Was there just a small detail missed that could have elevated your project to the next level?
- Did you make use of gamification accurately and effectively?
By analysing and making sense of these details, you are now able to refine your product for your users. Make use of the data you’ve gathered to create fresher content, a more experiential interface, and bring greater benefits to your work.
Another thing that needs diagnosing is the overall experience you had. Similar to the content portion, you should take the time to reflect and look back on the process of creating your gamified project. Were there areas that you struggled in? What did you do to resolve those issues, and what steps can you take to learn from them? When diagnosing and analysing is done correctly, it not only makes for a better game, but teaches you important skills as a creator.
Visual style & Narrative
The Gametize scorecard is designed to measure the success of your gamification strategy. Score each of the questions out of 10, with 10 being the best score.
Step 1: Use the 6D Playbook
Step 2: Game Structure & Elements
Step 3: Challenges
Step 4: Feedback & Competition
What can the 6D Playbook & Scorecard be used for?
The 6D Playbook & Scorecard can be applied to a diverse set of use cases, from setting productivity goals to social relations.
Here are some examples of what we’ve used the 6D Playbook for:
- Employee orientation & onboarding
- Conferences and exhibitions
- Talent acquisition (i.e. recruitment)
And here are some examples of what we’ve seen our clients and workshop participants use the 6D Playbook for:
- Encouraging employees to recycle more
- Encouraging employees to adopt healthier lifestyles
- Quiz nights (ask us more about this!)
Max Ang was a Business Development Mentee at Gametize in 2014. He loves reading, especially on themes that deal with the modern society. A sporty person who enjoys runs in the morning and rock climbing on the weekends.