Get in the Game: How Credit Unions Can Engage Members, Solve
Transcription
Get in the Game: How Credit Unions Can Engage Members, Solve
Innovation Brief Get in the Game: How Credit Unions Can Engage Members, Solve Problems, and Improve Skills with Game Thinking Matt Davis ideas grow here Innovation Director Filene Research Institute PO Box 2998 Madison, WI 53701-2998 Phone 608-665-8550 www.filene.org PUBLICATION #273 (4/12) About Us The Filene Research Institute provides credit unions with research, future-focused thinking, and practical innovations to enable them to prosper today while preparing for tomorrow’s opportunities. Progress is the constant replacing of the best there is with something still better! — Edward A. Filene The name of the Institute honors Edward A. Filene, founder of the Filene’s Department Store chain, who is considered the father of the United States credit union system. Since the Filene Research Institute’s inception in 1989, this 501(c)(3) not-for-profit institute has collaborated with over 100 academic institutions and credit union system partners to publish hundreds of research studies. The entire research and innovation library is available online at filene.org. Copyright © 2012 by Filene Research Institute. All rights reserved. Printed in U.S.A. Acknowledgments We would like to thank PSCU Financial Services for its generous support of this innovation research and our other innovation efforts. I’d like to acknowledge Tim McAlpine, Ben Rogers, Brent Dixon, and George Hofheimer for their generous contributions of time, ideas, and support for this project. iii Executive Summary and Commentary by Matt Davis, Innovation Director Your level 79 Barbarian hacks, slashes, and “berserks” his way through the Durance of Hate to find Mephisto, the first of the three prime evils that torment the land of Sanctuary. As you run out of health potions, your playing partner, a level 82 sorceress, teleports over to land a critical meteor strike that brings the demon to its evil knees. This isn’t the first time you two have beaten Mephisto, but it’s the most rewarding time. After five hours making “Meph runs” to level up, the experience points gained in this latest quest finally turn your avatar into a level 80 warrior. Even better, Mephisto dropped the nearly impossible-to-find Mara’s Kaleidoscope amulet, which will help your partner become even better on the next run. A feeling of accomplishment and euphoria rushes over your body. You have no idea that it is 3 a.m. and that you have to be at work in five hours. You have never felt so valuable, so brave, or so accomplished. At this strength, your team can consider making runs to kill the much tougher, but much more rewarding, Diablo. It’s time to destroy some more demons! This is the game player in a state of flow, or optimal experience—an everyday experience for many of your credit union members. What Is the Research About? As credit unions struggle to improve member financial behavior, skills, and capacity; engage audiences; and optimize organizational performance, a key question should be asked: Should we be thinking more like game designers? The Filene Research Institute has spent considerable resources over the past decade studying, piloting, and researching ideas that leverage game thinking. Our work with Save to Win uses the appeal of lottery-type games to encourage low-wealth consumers to develop positive savings habits. The i3 Idea Savings Challenge took advantage of game dynamics to encourage families to reduce debt and increase savings. A 2012 pilot with Save to Win is studying how game thinking can encourage better financial behaviors. This innovation brief puts the theory and practice of game thinking to work for credit unions. You will learn how game designers approach solving problems and engaging audiences, the psychology of game players, and practical examples that your credit union can implement right away. iv Figure 1: Hours per Month Playing Games or Using Computer for Leisure by Age 30.0 Hours per month 28.0 22.5 21.8 15.0 12.5 7.5 11.6 9.4 6.6 9.3 11.0 13.3 0 Total (15 and over) 15–19 20–24 25–34 35–44 45–54 55–64 65–74 75+ Age group Source: Bureau of Labor Statistics, 2011 American Time Use Survey data. What Are the Credit Union Implications? Worldwide, three billion hours are spent playing video games each week.1 The five million “extreme” gamers in the United States play an average of 45 hours per week, more than the average worker spends earning a living.2 In contrast, consumers spend only 2.6 hours per month on financial planning and budgeting.3 Why? Games are fun, while personal finances are boring or overwhelming. Games are engaging; personal finances are simply unwelcome chores. Games help people escape reality; personal finances force an outright confrontation with it. Gamification, the application of “game thinking and game mechanics to engage audiences and solve problems,”4 has helped Ford Motor Company improve fuel economy, Weight Watchers inspire better eating habits, and Nike create a thriving community for physical fitness. It can help credit unions as well. Key findings for credit unions include: • Keep score and design effective leaderboards. Game players expect feedback for nearly every action they take. They want to know how they have done, how they stack up against their peers, and how much they have improved over time. Credit unions must shorten the feedback loop associated with positive (and negative) member financial behaviors, employee performance, and board participation. v • Ideal self versus real self. Game players are more likely to enjoy and become intrinsically motivated to play a game when it allows them to experience ideal self characteristics. This force is even stronger for players with a large difference between their ideal and perceived actual selves.5 Online banking experiences, loan applications, and balance inquiries serve as blunt reminders of reality. Gamified financial services may motivate consumers by allowing them to experience, and learn from, their ideal selves. • Outcome certainty is boring. The prize-linked savings program Save to Win proves the power of uncertain outcomes. A chance to achieve something new, win a valuable prize, or gain a new experience adds excitement to ordinary tasks. If disengaged members, misaligned incentives, boring experiences, and unmotivated audiences are the demons of traditional financial services, gamification may be the Doombringer Champion Sword that can return hope to the credit union village. Fun is a magical potion. Use it wisely and abundantly. vi About the Author Matt Davis Matt Davis believes cooperation, collaboration, resourcefulness, and a little bit of creativity are at the heart of making the mutual self-help model of credit unions work. Matt is a credit union Swiss Army knife (with a background in public relations and marketing). As director of innovation at the Filene Research Institute, Matt helps credit unions put i3 ideas into action, develop an innovation competency, experiment with new ideas, and learn from big thinkers inside and outside financial services. His creations, such as What Are You Saving For?, CU Water Cooler, and Football Pick’em, have earned Matt international recognition, including features in Fast Company and on Yahoo! Finance and Bankrate.com. Matt was named one of Triad Business Journal ’s 40 Business Leaders Under 40. He was a member of Filene’s 30 Under 30 group, he authors the Credit Union Warrior blog, and he is the editor in chief of cuwatercooler.com. Matt earned a BBA-Marketing from the College of William & Mary and completed basic cadet training at the US Air Force Academy. He earned his CUDE designation from the National Credit Union Foundation in 2009. Matt lives in Madison, Wisconsin, with his wife and two sons. vii Figure 2: Hours per Month Playing Games or Using Computer for Leisure by Age 30.0 Hours per month 28.0 22.5 21.8 15.0 12.5 11.6 7.5 9.4 6.6 9.3 11.0 13.3 0 Total (15 and over) 15–19 20–24 25–34 35–44 45–54 55–64 65–74 Age group Source: Bureau of Labor Statistics, 2011 American Time Use Survey data. Figure 3: US Mobile App Consumption, Time Spent per Category Social networking 30% Games 49% Other 8% Entertainment 7% News 6% Source: Flurry Analytics, December 2011. 75+ Worldwide, three billion hours are spent playing video games each week.6 Active gamers in the United States, a staggering 183 million people of all ages, play video games for more than 56 hours per month.7,8 Americans spend on average 6.6 hours per month playing video game consoles (Nintendo Wii, PS3, etc.).9 The five million “extreme” gamers in the United States play an average of 45 hours per week, more than the average worker spends earning a living.10 Games consume nearly half (49%) of all time spent on mobile apps in the United States.11 While the 23 hours per month this represents is no surprise to Angry Birds players, by any measure this is a significant expenditure of Americans’ time. A full 64% of mobile app downloads are games, with 93% of consumers willing to pay for those apps.12 Consumers spend much less time with their finances. Americans in debt spend only 2.6 hours per month on financial planning and budgeting.13 This is one-fifth of the time the average American spends playing games or using a computer for leisure.14 These statistics are surprising only in that the gap is not even wider. To be sure, games are fun and personal finances are decidedly not fun. Games are engaging; personal finances are simply unwelcome chores. Games help people escape reality; personal finances force an outright confrontation with it. It is little wonder, then, that games have emerged as conspicuously as they have. Still, misconceptions about games persist. Consider the following stats from the Entertainment Software Association: • The average game player is 37 years old and has been playing games for 12 years. • The most frequent game purchaser is on average 41 years old. • 42% of all game players are women. • 29% of Americans over the age of 50 play video games, an increase from 9% in 1999.15 Gaming is no longer simply young, male, or new. Gaming is ubiquitous. 2 Likewise, gaming has become big business. Consumers spent $16.6 billion (B) on game content in 2011.16 Call of Duty: Modern Warfare 3 grossed $1B in sales in the game’s first 16 days on the market, one day quicker than the highest-grossing film of all time, Avatar, reached that Gaming has become big business. Consumers spent $16.6B on threshold.17,18 Activision enjoys game content in 2011. over $1.2B in annual revenue for massive multiplayer online role-playing games (MMORPG) alone, driven primarily by its wildly popular World of Warcraft series, which boasts 12.1 million paid subscribers.19 Zynga, the firm responsible for online games like Farmville, Words with Friends, and Hidden Chronicles, raised over $1B in its 2011 initial public offering.20 The gaming gravy train doesn’t stop with video games. Some offline board games have enjoyed a resurgence since the Great Recession.21 Upstart board game manufacturer Mayfair Games saw a 35% increase in Settlers of Catan sales in 2011 and has sold nearly 25 million copies despite its steep price point ($42 MSRP).22 The classic board game Monopoly has sold 275 million copies since 1933, facilitating an estimated one billion games.23 Chess continues to be the world’s most popular game with 700 million players worldwide, 45 million of whom are American.24 What is it about games that captures our attention? What makes games fun? Why should credit unions care? By understanding the power of games, the psychological impact of game dynamThe purpose of this innovation brief is to help credit unions ics, and the implications of a understand how games work, how gamification is transforming hyperconnected world, perhaps the business world (for better and for worse), and how credit financial institutions can harunions can put these concepts to use. ness game thinking to create a more engaged, financially capable, and mutually beneficial class of consumers. The purpose of this innovation brief is to help credit unions understand how games work, how gamification is transforming the business world (for better and for worse), and how credit unions can put these concepts to use. Gamification “Gamification,” defined by subject expert Gabe Zichermann as the application of “game thinking and game mechanics to engage audiences and solve problems,” has become a bona fide business buzzword.25 It has also become big business. Corporations are expected to spend as much as $2.8B a year on gamification by 2016.26 Since 3 engaged audiences and solved problems promise relevance, revenue, and reward in the business world, these investments are not surprising. The promise of gamification goes deeper than financial returns, however. Many are leaning on this concept to transform the way employees are motivated, students learn, humanitarian issues are solved, and people are brought together in the name of progress. The challenge is to inspire business, government, community, and thought leaders to think about the world like game designers. A little bit of fun can go a long way. To think like a game designer, it is important to understand what a game is. For the purposes of this publication a game is defined as a structured play activity governed by a system of rules and set objectives with an uncertain, but quantifiable, outcome. In tic-tac-toe the objective is to place three X’s or O’s in a row, column, or diagonal of a three-by-three matrix before the opponent does. The rules dictate that the players place one symbol at a time, alternate turns, and place no more than one symbol in any space. Players can deploy various strategies to help determine the outcome of each game, but the outcome is unknown until after the game is played. At the end of each game the outcome is quantifiable: A player wins, loses, or draws. Futurist Aaron Dignan describes play as “the act of deploying the scientific method on the world around you.”27 Just as scientists experiment, measure, learn, and experiment again, a game player takes an action (in basketball, shoots a ball toward the hoop), receives feedback (did the shot go in?), learns (maybe a closer shot is necessary to be effective next time), and performs another action (sprints for the rebound). A game, then, is essentially a state machine. A player during a certain game state is responsible for a system input (action) into the game’s “black box.” Based on the rules of the game, the action triggers a state change, and players receive feedback Figure 4: A Game as a State Machine to react to indicating the change the action made to the game state. In an effective game system this process creates a loop in “Black box” Action/ Feedback/ which players are motivated to continue to Input Output take further action to generate more state Rules changes and feedback. State Source: Adapted from Marc LeBlanc, “Mechanics, Dynamics, Aesthetics: A Formal Approach to Game Design,” lecture at Northwestern University, April 2004, algorithmancy.8kindsoffun.com/MDAnwu.ppt. 4 The feedback necessary to generate engagement with a game system depends highly on the players themselves. A game designer’s key objective is to generate a desired output, or aesthetic. For most game systems the desired aesthetic is fun. Fun, however, is often in the eye of the beholder. What is fun to one person could be excruciatingly boring to another. Game designer Marc LeBlanc argues that there are multiple types of fun (aesthetics) gameplay can create: • Sensation—Game as sense pleasure; players get excitement from sensory stimulation. • Fantasy—Game as make-believe; players have fun with imaginary experiences. • Narrative—Game as drama; players see central conflict as a dramatic tension that builds toward climax and resolution. • Challenge—Game as obstacle course; players test abilities with demanding tasks. • Fellowship—Game as social framework; players enjoy intimacy, togetherness, friendship, and/or community. • Discovery—Game as uncharted territory; players enjoy finding or learning something new, unique, or unknown. • Expression—Game as self-discovery; players get the opportunity to creatively display or exert themselves. • Submission—Game as pastime; players become part of a greater structure or simply pass the time.28 Games can generate any or all of the above aesthetics. A card game like Spades may introduce narrative (if gambling is present), challenge (opponents are very good), fellowship (a reason to get together with friends), discovery (learning how to play a new game), expression (giving you an opportunity to break out a custom-designed deck you created), and submission (you don’t necessarily want to play, but the other three people at the party do) depending on the players and associated playing styles. Not surprisingly, the reasons people play games could very well be at odds. Even within the same game, different players have very different reasons for playing, each having divergent definitions of what is fun. As an example, a soccer game in which half the players are fellowship seekers and the other half are challenge seekers could become unpleasant for everyone involved. Thus, it is imperative that a game designer understand not only the aesthetics a gamified system should create but also the types of players she is trying to attract to the system to begin with. 5 MDA Model of Game Design If aesthetics are the feelings gameplay generates, what are the components that create them? Hunicke, LeBlanc, and Zubek suggest that games use a framework of Mechanics, Dynamics, and Aesthetics (MDA).31 Mechanics are the functioning components of gameplay like rules and actions. Dynamics are how players interact with those components. While a player’s objective should be to learn the mechanics of a game as quickly and thoroughly as possible, a game designer must first determine which aesthetics are desired through gameplay. Once target aesthetics are established, a game designer can then turn to a Bartle Types Richard Bartle, the cocreator of the game Multi-User Dungeon, created a taxonomy Figure 5: Bartle Player Types in MMORPG Environments of player types based on their tendencies within MMORPG environments. He identi- Acting fied four player types: Killers, Socializers, Achievers, and Explorers.29 Killers Achievers • Killers—Want not only to win but also to humiliate other players by interfer- Players ing with standard game play or the play World Socializers experience of others. Explorers • Socializers—Enjoy connecting with other Interacting players, telling stories within the game world, and helping others achieve within the game. • Achievers—Driven to beat rules-based reasons for playing. Interestingly, a player’s challenges of games to accumulate classification can change over time.30 A points, achieve goals, or acquire status player may begin as a Killer, grow tired of tokens. fighting other players, and start exploring. • Explorers—Enjoy interacting with the game environment, exploring its every detail and discovering/creating challenges that may seem random to other players. After exploring for a while, the player may decide that he has discovered enough of the game environment and would like to start achieving within it. After time and accomplishment as an Achiever, the player then might decide to enjoy the game These player types not only have different styles of playing, they have different 6 by interacting with other players as a Socializer. Figure 6: MDA Model of Game Design Mechanics Rules, actions, game components Dynamics How players and the game system interact with the rules, actions, and game components Aesthetics The emotions players feel while playing the game Game players experience a game from the left to the right of the MDA framework, while game designers should construct game systems from right to left. By first determining the aesthetics of a gamified system, a designer can prioritize and consider the mechanics and dynamics that can create those emotions. menu of dynamics that can create those emotions. Only then can a designer prioritize mechanics that will support those dynamics. Common Game Mechanics Points An essential component of games is a scoring system that rewards points for certain actions. Points can take many forms. In the game Monopoly, dollars and properties are points. In basketball, points could be the number of fouls or wins or the assigned value to successfully converted shot attempts. Points are the number of “likes” a Facebook post receives, the number of tickets you receive from playing Skee-Ball, the number and value of bids you receive on an eBay listing, a student’s SAT score, and the number of miles a frequent flier has flown on Delta Airlines. Points allow a player to, among other things, track performance, make comparisons to others, and gain a sense of accomplishment. Leaderboards Leaderboards are tables that rank players across various scoring (points) systems. Well-designed leaderboards allow players to track their performance within the game system and game designers to help players prioritize desired behavior. They can also encourage engagement as players seek to improve their performance and move up in the rankings. Poorly designed leaderboards can have the opposite effect. Imagine playing your best game of Pac-Man ever, with an amazing score of 215,000 points. Just as you start to celebrate, the top 20 leaderboard pops up. You discover that the pizza parlor you played the game in is the stomping grounds of Billy Mitchell, the game’s world record holder. Mitchell’s perfect score of 3,333,360 is followed by 19 other scores that make your performance look, at best, amateurish. The leaderboard in this example is demotivating to many players. 7 Leaderboard subsets allow players to track their performance in different ways. Instead of being reminded after every game how much worse you are at Pac-Man than Billy Mitchell, a leaderboard subset may display how your score compares to your 10 best friends, how your score compares to your personal best, the percentage of players who score worse than you, etc. Successful leaderboard design can improve engagement, motivation, satisfaction, and skill improvement within a game. Levels Levels are indications that game players have reached certain milestones. A person’s job title, academic degree, class of credit card, or karate belt color changes as she “levels up.” As game players increase in level they often see an increase in respect, status, and/or opportunity. In most games a player’s level is dictated by the amount of points they have accumulated. A level 76 amazon in the video game Diablo II, for example, has earned many more experience points than a level 45 necromancer. Quests Quests are specific tasks that players complete to gain points, earn rewards, increase in level, add satisfaction, or progress in a game. They give players a sense of direction within the game. Completing quests gives players a sense of accomplishment and can add depth to gameplay. A “bucket list” for a golfer may include many quests: achieving a hole-in-one, playing a round at Augusta National, driving the ball 300 yards, playing in a Pro-Am, scoring an eagle, scoring in the 80s, etc. While the overall quest is to get a little white ball into a hole in the earth with as few strokes as possible, these side quests can make the game infinitely interesting. Trophies/Badges Trophies and badges are conspicuous indications that a player accomplished certain goals within a game. Military personnel wear medals and ribbons on their uniforms for various acts of valor, courage, and fulfillment of duty. Girl Scouts wear various badges, patches, awards, and insignias to display their progress through the program. A frequent flier may attach a gold keychain to his luggage to show the world how much pain he endured over the past year. Zichermann and Linder call badges the “ultimate passive-aggressive status symbols since . . . a badge that no one can see has limited value.”32 Social media regulars have no doubt seen friends and acquaintances post Foursquare, Farmville, or MafiaWars badges in their social streams. These badges not only serve as public 8 recognition for the player receiving them, they can encourage others to engage in a gamified system. Virtual Goods Virtual goods are items that are purchased with real or virtual currencies for use in online communities or games. Players in the first-person-shooter (FPS) game Call of Duty can trade in points for new weapons, uniforms, and capabilities. World of Warcraft players can purchase companions at the in-game “pet store.” Scramble with Friends players can use tokens to purchase “power-ups” that can dramatically improve their ability to score points. LittleBigPlanet players have hundreds of ways to customize their game experience by downloading costumes for their Sackboy characters. Virtual goods allow players to express themselves creatively, encourage deeper engagement, provide another layer of competition, and continually customize gameplay. Amazingly, the virtual goods economy has impacted the real world economy in a big way. Americans are expected to spend $2.9B on virtual goods in 2012.33 Common Game Dynamics Reward Schedules Reward schedules define the frequency and delivery mechanisms of a game’s various points, virtual goods, level-ups, and other rewards. B. F. Skinner’s studies on reinforcement and operant conditioning constructed the basic framework most game designers use to motivate with rewards in gamified systems. Rewards can be triggered every time a desired action occurs (continuous reinforcement) or only some of the time (partial reinforcement). A bricklayer who gets paid an hourly wage is subject to a continuous reward schedule, while a bellhop may only receive tips on a partial reward schedule. Partial reinforcement schedules have four basic subtypes. Fixed-ratio reward schedules reward a player every nth time a desired action takes place. Variable-ratio reward schedules reward players for desired actions after an unpredictable number of actions are performed. Fixed-interval reward schedules reward players after a specified amount of time passes. Variable-interval reward schedules reward players for desired behavior after an unpredictable amount of time passes. Positive and Negative Feedback Loops Feedback loops can dramatically change the competitive balance of a game. With positive feedback loops, successful gameplay allows players to be even better. In Monopoly a player who is successful enough to place several hotels on Boardwalk and Park Place has 9 Figure 7: Reward Schedule Samples Fixed ratio Variable ratio Player receives reward after set number of actions are performed Example Caribou Coffee’s “Stay Awake for the Summer” program gives customers a sticker for each drink they buy. After seven stickers are collected, customer receives a free drink or food item. Strength • Players know exactly what actions are required to earn specific rewards Weaknesses • Loss of interest between rewards • All actions until the final action have a 0% chance of reward • Perceived value of final reward must exceed the perceived pain of cumulative actions Impact on behavior Actions are consistent, with a pause after each reward. Actions stop quickly when reward mechanism stops. Fixed interval Player receives reward for a certain percentage of actions, but the number of actions required to receive that reward is unknown Example The odds of buying a winning “Pure Gold” scratch-off ticket from the North Carolina Education Lottery are 1 in 4.7. A player who buys five tickets, however, could hold 0, 1, 2, 3, 4, or even 5 winning tickets. Strengths • Players are engaged with every action • Reward has chance to dramatically exceed its associated cost Weaknesses • Value of reward has chance to fall dramatically short of its associated cost • Engagement requires players to be optimistic about their chances Impact on behavior Actions are consistent, with a pause after each reward. Actions continue for a while even if reward mechanism stops. Variable interval Player receives reward for action after a set period of time Example An estimated 226 million Americans spent $52B on Black Friday weekend in 2011. Some shoppers camped outside retail stores for days or weeks to be first in line. Strengths • Possibility for short-term engagement • Reward has chance to dramatically exceed its associated cost Weaknesses • Highest engagement happens only when reward is about to be given • Perceived value of reward must be big enough to encourage the unengaged to engage • If intervals are too spaced out, players lose interest Impact on behavior Few actions until just before reward is delivered. Actions cease when reward stops. Player receives reward after a period of time, but the amount of time is unknown and variable Example Presbyterian Hospital in Dallas conducts seven inspections of housekeeping personnel each month, but the time and day are unknown to the staff. Perfect attendance and a performance score of 93% over the month earns staffers a $100 bonus. Strengths • Great for reinforcing already established behaviors • Players must consistently perform well to have a chance at reward Weakness • May not necessarily fairly reward the highest performers, especially in the short term Impact on behavior Actions are consistent and continue for a while even if rewards stop the opportunity to be even more successful when his hard-luck opponents land on one of those spaces. This positive feedback loop makes the game progressively easier for front-runners and increasingly harder for laggards. In a negative feedback loop, game systems handicap front-runners or provide laggards with assistance to level the playing field. In Mario Kart, the best weapons and other items are given to drivers well behind the leading pace, while the leaders become targets of a seemingly endless stream of attacks. Not surprisingly, achievers and socializers will have very different reactions to these feedback loops. Achievers will enjoy positive feedback loops and hate negative feedback loops, while socializers will have the opposite opinion of both. 10 Communal Discovery The communal discovery dynamic inspires entire communities to work together to overcome a challenge. In Foldit (www.fold.it) players contribute to protein structure prediction and design to help find treatments for HIV/AIDS, cancer, and Alzheimer’s disease just by playing the game. Communities at Kickstarter.com help creative projects get off the ground by making financial contributions. Google Image Labeler allowed players to label random images to improve image search results. During the “Coins for Change” campaign, players in the Disney Club Penguin online community worked together to accumulate and donate virtual coins to support and prioritize various charitable causes. As a result $6.5 million (M) over the past five years have been given to humanitarian and environmental causes around the globe.34 Time Pressure When players in a game system feel time pressure, they feel dramatic tension. The introduction of a timer to a chess match or a shot clock to a basketball game fundamentally changes players’ approach to gameplay. In musical chairs, players are constantly on edge because they know that as soon as the music stops, they’ll have to quickly find a seat. In the game Gauntlet, a player’s health decreases with each passing second, encouraging constant, productive action. The game Perfection would not be very challenging at all without a time limit. The introduction of time pressure to Perfection causes players to frantically place the game pieces in their proper slots before the game board pops up to indicate the time limit has been reached. Status/Influence A player’s esteem in social, professional, or gaming circles can influence the behavior of others. To varying degrees, most people desire status as well as the fame, attention, and respect that come with it. Status and influence in A player’s esteem in social, professional, or gaming circles can a gamified system are achieved influence the behavior of others. To varying degrees, most in many ways. Leaderboards, people desire status as well as the fame, attention, and respect levels, badges, and social promithat come with it. nence are easy ways to gauge a player’s status. As a general rule, the more engaged, skilled, and successful a player is in the gaming system, the more influence they will have within that system. Progression The progression dynamic encourages players to perform itemized tasks by offering them feedback about how the completion of each task impacts their progress toward larger goals. This dynamic 11 encourages Boy Scouts to become Eagle Scouts, donors to make a final push to help a charity meet its fund-raising goal, and euchre players to play until the 10‑point threshold is reached. Subway restaurants were so successful using this dynamic that their Sub Club loyalty program had to be ended—too many consumers were taking advantage of it. In the program, “players” received a stamp for every six-inch submarine sandwich they bought (or two stamps for a footlong sub). When a player accumulated eight stamps, she received a free sandwich. Players could readily see their progress toward the larger goal because the stamps on their loyalty card served as a progress bar. They were driven to continue completing tasks (buying sandwiches) so they could reach the larger goal (the eight-sandwich threshold). Over-Gamified? Figure 8: Screen Capture from the iPhone App EpicWin Some theorists believe that we are headed toward a completely gamified society, where every action humans perform can and should be encouraged by game thinking. The iPhone app EpicWin allows players to gamify their lives. The system lets you create quests, define the characteristics needed to accomplish them (Strength, Stamina, Intellect, Social, or Spirit), and earn points for completion. In a test, my dwarf, Thorin Awesome (the game named him), earned 100 experience points for starting this innovation brief and 300 experience points for finishing it. EpicWin helps players track progress by tracking experience points, gold collected, items discovered or purchased, level advancements, and key characteristics exhibited. Executed properly, gamification can make nearly anything fun. With Farmville, Zynga found a way to get hundreds of millions of people to spend countless hours farming in a virtual world. As necessary and respected as farming may be, it certainly could not be described as an enthralling exhibition of merriment. The same is true for cutting a rope, finding water, or slicing fruit. Regardless of how boring those actions may be, game designers have turned them into best-selling apps on iTunes.35 Many of you have your own stories about how tasks like stuffing envelopes, making sales calls, or picking up trash have been turned into an engaging and enjoyable experience. Still, way too many businesspeople believe that gamification’s purpose is simply to get consumers to buy things or promote commercial enterprise. Groupon, as an example, has done an amazing job of leveraging human tendencies with game thinking. They have similarly encouraged far too many people to buy products and services they simply do not need, want, or use. Source: Supermono Limited. As a response, the critics of gamification are becoming more and more vocal—and creative. Progress Wars (www.progresswars.com) is 12 an online game created to parody typical gamification tactics. With marketing claims like “Watching progress bars change has never been this much fun” and “Like Progress Quest for people who aren’t old,” Progress Wars displays random missions to complete by simply clicking the “Perform mission” button (which happens to be the only thing to click on the site). Ian Bogost created a game called Cow Clicker in which the only action a player can take is up to one click on a cartoon cow every six hours. Each time a player performs this action, he receives a point—a “click.” The only other way to earn clicks is to invite friends to sign up, join your “pasture,” and play the game (click on cows). “I didn’t set out to make it fun,” Bogost said in an interview with Wired ’s Jason Tanz. “Players were supposed to recognize that clicking a cow is a ridiculous thing to want to do.”36 Clearly created as a critique of the exploitative nature of popular social games, Cow Clicker was surprisingly successful. Over 50,000 players mindlessly clicked cows in the game before its 2011 “Cowpocalypse.” Imagine if credit unions approached gamification differently. While game thinking can certainly drive people to transact business, its potential is much greater than that. By taking the time to understand why people play games and pushing ourselves to maximize the positive impact of gamified systems on happiness, productivity, and general societal progress, we may discover that gamification can drive people to make better choices—financial and otherwise. By taking the time to understand why people play games and pushing ourselves to maximize the positive impact of gamified systems on happiness, productivity, and general societal progress, we may discover that gamification can drive people to make better choices—financial and otherwise. Flow Properly aligning game aesthetics, dynamics, and mechanics to the audiences and problems a game system is trying to address can have fascinating results—especially if they create what Dr. Mihaly Csikszentmihalyi terms “flow.” Flow is what people experience when they lose themselves in a book, a project, a hobby, a relationship, or a job—an optimal experience that fully engages, inspires, and satisfies. People in a state of flow experience intense concentration, feelings of competency and accomplishment, the loss of self-consciousness, and a distorted sense of time.37 Flow is so gratifying that people will put themselves in harm’s way to experience it. It is motivating, pleasing, and exciting. Remarkably, flow also improves skills. The key to achieving flow is optimizing the relationship of challenges to the skills necessary to overcome those challenges. If the 13 Figure 9: Optimizing the Relationship between Skills and Challenges to Create Flow (High) Challenges Anxiety A3 Flow channel A4 A1 A2 (Low) Skills (Low) Boredom (High) Source: Mihaly Csikszentmihalyi, Flow: The Psychology of Optimal Experience (New York: Harper & Row, 1990), 74. challenge is too difficult for a person’s skill set, she will feel anxious. If the challenge is too easy for a person’s skill set, she will feel bored. A person in the state of flow tackles a challenge that is a reach for her skill level, almost impossible without really stretching herself. As time goes on, those challenges need to become progressively harder in order for a flow state to occur, because the person’s skills have improved. Flow, then, becomes a virtuous circle in which a person continuously and progressively feels gratified, improves skills, and overcomes challenges. A game designer, then, must make sure that the challenges presented are dynamically aligned with a player’s abilities. While the ideal state may be a constant process of gauging a player’s skill level and customizing challenges accordingly, a workable solution may be to look at experiences in three phases: onboarding, intermediate skill level, and extreme use. During onboarding, it is important that players understand the basic tools and rules of the game. In an MMORPG a new player may be tasked to click an inventory item, let’s say an axe, then receive a reward. After that is accomplished, the player is instructed to swing the axe at a nearly harmless villain. Then another. “Congratulations,” a message appears along with a small reward, “You have learned how to use a weapon! Now let’s go fight some terrifying monsters to save the village.” The basic formula is: action, reward, action, action, reward, action, action, action, action, reward. As players progress, the challenges get harder, their skills improve, and their attention remains captured. It may seem crazy to believe that games can improve skills, but research proves that they do. A recent Wall Street Journal article reported the following: • Surgeons who play video games for at least three hours a week make 37% fewer errors. • Action game players make correct decisions 25% faster than players trained with slower-paced games. • The more middle-school children play video games, the higher they score on creativity tests. • Skilled online strategy-action game players think and move up to four times faster than others, performing up to 400 actions per minute of gameplay.38 Successfully gamified systems can create flow. If you have ever watched a teenager play Call of Duty, experienced the feeling of finally beating your father at chess, or learned a foreign language, you have seen this for yourself. Imagine helping employees, members, community members, or volunteer boards experience a sense of flow, and imagine what that would mean for productivity, satisfaction, personal growth, and overall success. 14 Self-Determination Theory Self-determination theory argues that individuals are “growth- oriented organisms who actively interact with their environments” as opposed to passive and reactive beings who are controlled by their social environment with no inherent desire to grow.39 Further, the model insists that people are intrinsically motivated to make choices that satisfy three human needs: competence, autonomy, and relatedness.40 Self-determination theorists would argue, then, that a gamified system need not necessarily provide extrinsic motivation to players. Instead, the system must simply provide players with a structured framework in which their inherent needs can be met: • Competence—Players want to control their outcomes and master the skills necessary for success. • Autonomy—Players want free choice. • Relatedness—Players want to be connected with others. Ideal Self For most of us there is a significant discrepancy between our “actual self ” and our “ideal self.” The allure of many games lies in how they allow us to experience the latter. In video games I can be a warrior who saves princesses and entire villages with might and wisdom. I can be a professional basketball player who wows crowds with gravity-defying slam dunks, a quick-witted detective who cracks mysteries no one else can, or a fearless Air Force pilot who guns down Nazi Messerschmitt Me 262 fighter planes by the dozen. While these experiences are pure fantasy, their impact is real. Research by Dr. Andy Przybylski and his team at the University of Essex found that players are more likely to enjoy and become intrinsically motivated to play a game when it allows them 3 to experience ideal self characThe 2007 i Idea Virtual Finance encouraged the creation of teristics. Further, this research Mo’doh Island, an interactive game through which schools can found that this force is even deliver personal finance curricula in a Second Life virtual envistronger for players with a large ronment. Learn more at filene.org/home/innovation/i3ideas/ difference between their ideal navigate/34. and perceived actual selves.41 In other words, people enjoy playing games that help them become, or experience, their ideal selves— especially if they believe they have significantly missed that mark. This is a powerful finding with endless implications for financial services. Online banking experiences, loan applications, and balance inquiries serve as blunt reminders of reality. Gamified financial services may motivate consumers by allowing them to experience, and 15 learn from, their ideal selves. What if credit union members could play out “what if ” scenarios with custom avatars they build and progress through a virtual world? They could simultaneously experience their real and ideal selves while transacting business through online or mobile channels. Would they more readily engage with their finances? Would they improve their real-life abilities? Would they make better financial choices? Gamification Examples When all of the pieces are put together properly, game thinking can have a dramatic impact on human behavior and development. The following are great examples of organizations that have successfully solved problems and engaged audiences with this concept. Ford Motor Company As the price of gas has increased and consumers have become more eco-conscious, automakers have focused on improving the fuel mileage of their vehicles. While the weight, mechanics, and aerodynamics of a car Figure 10: Gamification and Fuel Economy are huge factors in fuel economy, so, too, is how the car is driven. Ford Motor Company worked with Johnson Controls to create SmartGauge with EcoGuide, an eco-gauge installed in the Ford Fusion Hybrid that serves as a constant feedback mechanism for drivers to see how their operation of the car impacts fuel consumption. The system displays “efficiency leaves” to graphically represent how the The Ford Fusion Hybrid uses efficiency leaves to graphically represent how a driver's actions are impacting fuel economy. University of California, Riverside, driver is doing. If the leaves stay green and researchers have found that eco-gauges can improve fuel economy by up to 6%. on their vines, the driver is being ecofriendly. If the leaves fall off, the driver is not optimizing the car’s fuel mileage. The display also includes the overall fuel mileage the car has enjoyed during the trip. In effect, the system creates a feedback loop with a dynamic scoreboard that improves driving behavior. Researchers at the University of California, Riverside, found that eco-gauges improve fuel economy by 6% in the city and 1% on the highway.42 Weight Watchers The weight-loss program Weight Watchers is one of the most visible examples of a successfully gamified system. The comprehensive program applies game thinking to every aspect of the user experience. Participants have a clear point system with PointsPlus, which scores 16 every food based on how it impacts health and weight loss. As food is consumed, participants track their point totals, trying not to exceed the daily limit. Participants also attend meetings to get emotional support from other participants and nutrition experts. The program also leverages the most vital weight-loss scoreboard—the scale. This is a powerful combination of goal setting, scoring systems, social pressure, feedback loops, and motivation. Not surprisingly, it works. One research study found that Weight Watchers participants lost twice as much weight as people who followed weight-loss advice from their doctors.43 HopeLab and Nike HopeLab created a device called the Zamzee to improve the health behaviors of young people. The device monitors a person’s physical activity throughout the day. At the end of each day the device is synced to a computer, which converts the amount of activity to a point total that can be redeemed for various rewards. A pilot study found that Zamzee users were 30% more active than non-users.44 Nike has created a community around a similar device called Nike+. The program tracks physical activity with a chip that is integrated with Apple iPods, iPhones, and other devices. Information from each workout is Figure 11: Nike+ Revolutionizes Physical Fitness then uploaded to the Nike+ Community, through Gamification which helps users set physical fitness goals, track their activities, get valuable insight into their performance, discover better running routes, challenge others with running times or distances, learn from others, and share successes with friends. Like Zamzee, Nike+ allows users to convert physical activity into virtual currency redeemable for various rewards. The Nike+ experience during a workout is equally powerful. The system gives constant feedback about running pace, calories burned, time, personal records, and other performance measures to inspire consistency, performance, and improvement. Custom music playlists allow users to devise workout plans supported by the appropriate rhythms and beats in their personal music collections. The system even allows you to play a virtual game of tag with friends and family. Gamification in Financial Services Financial institutions have gotten in on the gamification fun as well. The following are some examples of gamified systems in the financial services space. 17 Save to Win Uncertain outcomes are exciting. That is what makes the NCAA basketball tournament so intriguing, slot machines so fun to play, the ups and downs of the stock market so gripping, and skydiving so exhilarating. How boring would a game be if we always knew the outcome before we played it? When it comes to consumer savings, however, banks and credit unions have made milquetoast seem exuberant. The Save to Win program is changing that mentality by applying game thinking to a traditional savings program. In 2009, eight Michigan credit unions launched Save to Win, a collaborative effort supported by the D2D Fund, the Michigan Credit Union League, the Center for Financial Services Innovation, and the Filene Research Institute to test the viability, feasibility, and desirability of prize-based savings accounts. For every $25 deposited into a Save to Win account, savers received a chance to win prizes, including a $100,000 grand prize. The combination of an uncertain outcome, an effective reward schedule, and a powerful scoring system prompted overwhelming consumer support in its first year: • 11,700 new accounts. • $8.6M in savings deposits. • 56% of participants were non-savers prior to their Save to Win experience. • 44% of participants were from low- to moderate-income households. • 39% of participants were asset poor. That success has continued. In 2010 the number of participating credit unions blossomed to 36, yielding 16,200 Save to Win accounts and nearly $30M in deposits. Forty-three credit unions participated in Save to Win in 2011. SaveUp Inspired by the success of Save to Win, SaveUp constructed an online tool that rewards a variety of financial behaviors with chances to win prizes. Users link their financial accounts to SaveUp and receive virtual currency (credits) for making loan payments and savings deposits, consuming financial education, and other activities. These credits can then be used to play a variety of games, including instant-win tickets, raffle-style drawings, and Powerball-style jackpots. The program is currently being piloted by 25 credit unions in 18 states to test its impact on consumer behavior, member engagement, and return on investment, but early successes have already been experienced. 18 PiggyMojo One of the best ways to save money is to stop spending it. Unfortunately, the feedback loop associated with not spending money is broken. When you resist buying that candy bar at the checkout counter, the $5 strawberry Frappuccino at your favorite coffee shop, or a $15 iTunes download, all you are left with is a faint sense of accomplishment. The program PiggyMojo addresses this problem head-on. PiggyMojo allows users to set specific savings goals to reach and then encourages them to send a text message (or Tweet) to PiggyMojo each time an urge to spend is averted. Each “impulse save” is tracked, progress is displayed online by gradually revealing a picture of the savings goal, and a notification about the success gets sent to the user’s savings partner. PiggyMojo even makes it easy to turn those impulse savings into real savings with account transfers. This gamified system is executed very well. Users have instant feedback each time an action takes place, social pressure/relatedness with each text message, a scoring system that lets them know how they are doing, and a reward system that creates an emotional connection to achievement. Wright-Patt Credit Union’s Patronage Dividend Patronage dividends can be a key differentiator for credit unions. Wright-Patt Credit Union’s ($2.3B, Fairborn, Ohio) Special Patronage Dividend program does that and more. Instead of simply calculating each member’s annual dividend as a rebate of interest paid or bonus to dividends earned, Wright-Patt’s program has a detailed scoring system that aligns the credit union’s goals with member contributions toward those goals. While eligible members do receive a patronage dividend based on their average daily loan and deposit balances, they can earn additional bonuses for having a business loan, first mortgage loan, or financial planning relationship with the credit union. Members can also receive bonuses for having an active debit card, using electronic statements, or taking advantage of remote account access tools. While the time between the action and the reward in a patronage program is quite long for most gamified systems, Wright-Patt has created an amazing example of an effective point system. They also encourage members to spread the word about the program by making the point that “when more member- owners use and contribute to the credit union, more value and benefits can be returned to all our members. So, why not encourage your family and friends to use Wright-Patt Credit Union?”45 Members Credit Union’s CU at the Movies In 2004, Members Credit Union ($229M, Winston-Salem, North Carolina) created an employee incentive program called CU at the 19 Movies. Each department and branch became the cast of a movie— mock movie posters were even created. Department heads, branch managers, and senior executives played the producer/director role and laid out their expectations for cast performance, including things like accounts opened, teller balancing, loans closed, monthly perfect attendance, and new members. Based on the performances, “thumbs up” stickers (think Siskel and Ebert) were given out at the end of each month. Stickers were worth a certain number of tokens. Employees also had their own rolls of stickers and were empowered to spot excellent peer behavior and reward it. These stickers were also worth a certain number of tokens. At the Oscars-themed annual employee appreciation dinner, the credit union held an auction for large prizes. Employees bid on the items with the tokens they had earned. Opportunities So how does your credit union get started with gamification? First, think about a problem you are trying to solve and the audience you are trying to engage. Define the problem and the needs set of the audience, and consider the aesthetics that would best address both. What dynamics can drive those feelings? What mechanics can be used to support those dynamics? How will you keep score? How should you design a leaderboard that will promote engagement by players of all skill levels? How will you design challenges to inspire flow? How will you reward success? How will success be manifested? These questions do not have right or wrong answers. Instead, they inspire experimentation. Think “versions” or “iterations,” not “set it and forget it.” Trial and error are necessary in creating a successful gamified system. Have each member of your team talk about a favorite game. What did you enjoy? How was the game played? How did the rules create fun? How did you develop as a player over time? How can the game thinking involved in that game be applied to getting members to read a newsletter, board elections, online banking design, community involvement, service pricing, or employee performance? Other thoughts: • Consumers can smell exploitation a mile away. Focus on their benefit, not yours. • Shorten the time between action and feedback. • Break large missions into smaller quests. • Game players want structure and autonomy. Make sure you provide both. 20 • Action, reward, action, action, reward. Make sure challenges are aligned with skills, challenges get progressively harder, and accomplishments are rewarded. • Badges, points, and virtual currencies only have value if they are actually accomplishments. (My first brown ribbon in cross country was cool. My sixth one was not.) • If you aren’t having fun, your audience isn’t, either. The possibilities for applying game thinking to financial services are endless, and their implications may be revolutionary. Credit union members in their prime borrowing years have played video games their entire lives. Even your most ambitious employees have spent countless hours flinging The possibilities for applying game thinking to financial serbirds at green pigs, harvestvices are endless, and their implications may be revolutionary. ing digital crops, roaming the Credit union members in their prime borrowing years have world of Azeroth, crashing played video games their entire lives. down DK Mountain, or collecting 200 Monopoly dollars by passing “Go.” Game thinking is everywhere and is being applied to seemingly everything. With the opportunity to engage audiences, solve problems, improve skills, and have fun, credit unions are doing themselves a disservice by ignoring this reality. Imagine a lobby scoreboard that lights up when a member makes a deposit: “John Skolaski is the 15th best saver in the credit union over the past month.” Some members cheer. Others sneer, determined to unseat Mr. Skolaski by the end of the year. Imagine a point system that gives the biggest prizes to members who have completed the most actions with your credit union, as opposed to sign-up bonuses that only reward the first transaction. Imagine building a community of savers or borrowers who simultaneously battle against and learn from each other. Imagine having a timer and a leaderboard at every workstation with statistics on each employee’s most productive day, current progress toward that threshold, and how that productivity compares to the rest of the organization. Imagine qualifying for a promotion, better rates, a new car, or a special parking spot based on experience points. Imagine experience points being a component of board elections. The problems that face consumers and credit unions during this turbulent economic time are real. Their implications are undeniably serious. Still, the impact of game thinking makes a world in which the lines between play and reality are so grayed that better financial decisions can be fun, responsible behaviors can be rewarding, and productive work can be exhilarating seem not only possible, but plausible. Fun is powerful. Let your credit union and its members have more of it. Get in the game. 21 Endnotes 1.Jane McGonigal, Reality is Broken (New York: Penguin Press, 2011). 2. Sean Dromgoole, “A View from the Marketplace: Games Now and Going Forward,” GameVision Europe, March 2009, www.scribd.com/doc/13714815/Sean-Dromgoole-CEO-SomeResearch-Gamevision. 3. PRWeb, “Daily Time Americans in Debt Spend Worrying About Debt: 198 Minutes; Time Spent for Financial Planning: 5 Minutes,” December 2, 2010, www.prweb.com/releases/ 2010/12/prweb4779574.htm. 4. Gabe Zichermann and Christopher Cunningham, Gamification by Design (Sebastopol, CA: O’Reilly Media, 2011), xiv. 5. Andrew K. Przybylski, Netta Weinstein, Kou Murayama, Martin F. Lynch, and Richard M. Ryan, “The Ideal Self at Play: The Appeal of Video Games That Let You Be All You Can Be,” Psychological Science 23 (1; January 2012): 69–76. 6.Jane McGonigal, Reality is Broken (New York: Penguin Press, 2011). 7. Peter Warman, “Newzoo Games Market Report: Consumer Spending on Key Platforms and Business Models—Summary,” Newzoo, 2009/2010, corporate.newzoo.com/press/ GamesMarketReport_FREE_030510.pdf. 8. NPD Group, “Extreme Gamers Spend Two Full Days per Week Playing Video Games,” May 27, 2010, www.npd.com/ press/releases/press_100527b.html. 9. Paul Tassi, “Nielsen Says Americans Spend a Mere 13 Minutes a Day on a Video Game Console,” Forbes.com, April 4, 2011, www.forbes.com/sites/insertcoin/2011/04/04/nielsen-saysamericans-spend-13-minutes-a-day-on-a-video-game-console. 10. Sean Dromgoole, “A View from the Marketplace: Games Now and Going Forward,” GameVision Europe, March 2009, www.scribd.com/doc/13714815/Sean-Dromgoole-CEO-SomeResearch-Gamevision. 11. Charles Newark-French, “Mobile App Usage Further Dominates Web, Spurred by Facebook,” Flurry Blog, January 9, 2012, blog.flurry.com//bid/80241/mobile-app-usage-furtherdominates-web-spurred-by-facebook. 12. NielsenWire, “Play Before Work: Games Most Popular Mobile App Category in US,” July 6, 2011, blog.nielsen.com/nielsenwire/ online_mobile/games-most-popular-mobile-app-category. 13. PRWeb, “Daily Time Americans in Debt Spend Worrying About Debt: 198 Minutes; Time Spent for Financial 22 Planning: 5 Minutes,” December 2, 2010, www.prweb.com/ releases/2010/12/prweb4779574.htm. 14. Bureau of Labor Statistics, “Time Spent in Leisure and Sports Activities for the Civilian Population by Selected Characteristics, 2010 Annual Averages,” US Department of Labor, June 22, 2011, www.bls.gov/news.release/atus.t11.htm. 15. Entertainment Software Association, “Industry Facts,” www.theesa.com/facts/index.asp. 16. NPD Group, “U.S. Video Game Industry New Physical Retail Content Sales Reach $9.3 Billion,” January 12, 2012, www. npd.com/wps/portal/npd/us/news/pressreleases/pr_120116. 17. The Telegraph, “Call of Duty: MW3 Breaks $1bn Sales Record,” December 12, 2011, www.telegraph.co.uk/technology/ video-games/8951477/Call-of-Duty-MW3-breaks-1bnsales-record.html. 18. T. C. Sottek, “Modern Warfare 3 Sales Edge Out Avatar by Reaching $1 Billion in Record Time,” The Verge, December 12, 2011, www.theverge.com/2011/12/12/2629959/ call-of-duty-modern-warfare-3-record-sales. 19. Activision 2010 Annual Report, investor.activision.com/ annuals.cfm. 20. Shayndi Raice and Randall Smith, “Zynga IPO Set at $10 a Share,” The Wall Street Journal, December 16, 2011, online.wsj.com/article/SB10001424052970203893404 577099293401936570.html. 21. Cheri Lawson, “No Batteries Required: Board Game Sales Soar,” NPR, December 24, 2009, www.npr.org/templates/ story/story.php?storyId=121841016. 22. Scott Keyes, “Settlers of Catan: How a German Board Game Went Mainstream,” The Atlantic, June 7, 2011, www.theatlantic.com/ entertainment/archive/2011/06/settlers-of-catan-how-a-germanboard-game-went-mainstream/239919. 23. “Advance to Go and Collect £90k: Earliest Surviving Monopoly Set Fetches Whopping Auction Figure,” The Daily Mail, MailOnline, February 24, 2011, www.dailymail.co.uk/news/ article-1360221/Monopoly-Earliest-surviving-set-fetches90k-auction-figure.html. 24. Rich Rice, “The Hunt for the Elusive Chess Norm,” Chessdom, March 17, 2010, reports.chessdom.com/news-2010/ spice-chess-norms. 25. Gabe Zichermann and Christopher Cunningham, Gamification by Design, (Sebastopol, CA: O’Reilly Media, 2011), xiv. 23 26. Jason Tanz, “The Curse of Cow Clicker : How a Cheeky Satire Became a Videogame Hit,” Wired, December 20, 2011, www.wired.com/magazine/2011/12/ff_cowclicker/all/1. 27. Aaron Dignan, “Why the Future of Work is Play,” presentation, PSFK Conference, New York City, April 8, 2011, vimeo.com/23167866. 28. Marc LeBlanc, “Mechanics, Dynamics, Aesthetics: A Formal Approach to Game Design,” lecture at Northwestern University, April 2004, algorithmancy.8kindsoffun.com/MDAnwu.ppt. 29. Bart Stewart, “Personality and Play Styles: A Unified Model,” Gamasutra, September 1, 2011, www.gamasutra.com/view/ feature/6474/personality_and_play_styles_a_.php. 30. Richard Bartle, “Virtual Worlds: Why People Play,” mud.co.uk/ richard/VWWPP.pdf. 31. Robin Hunicke, Marc LeBlanc, and Robert Zubek, “MDA: A Formal Approach to Game Design and Game Research,” www.cs.northwestern.edu/~hunicke/MDA.pdf. 32. Gabe Zichermann and Joselin Linder, Game-Based Marketing (Hoboken, NJ: Wiley, 2010), 75. 33. Eric Eldon, “US Virtual Goods Market to Hit $2.9 Billion in 2012, with Facebook Games Maturing, Mobile Booming,” Techcrunch, December 7, 2011, techcrunch.com/2011/12/07/ us-virtual-goods-market-to-hit-2-9-billion-in-2012-withfacebook-games-maturing-mobile-booming. 34. Disney Club Penguin, “Coins for Change 2011 Results!” www.clubpenguin.com/parents/coins-for-change-2011.htm. 35. Apple iTunes, Paid Apps chart, March 6, 2012, www.apple.com/ itunes/charts/paid-apps. 36. Jason Tanz, “The Curse of Cow Clicker : How a Cheeky Satire Became a Videogame Hit,” Wired, December 20, 2011, www.wired.com/magazine/2011/12/ff_cowclicker/all/1. 37. Mihaly Csikszentmihalyi, Flow: The Psychology of Optimal Experience (New York: Harper & Row, 1990). 38. Robert Lee Hotz, “When Gaming Is Good For You,” Wall Street Journal, March 5, 2012, online.wsj.com/article/SB10001 424052970203458604577263273943183932.html. 39. Anja Van den Broeck, Maarten Vansteenkiste, and Hans De Witte, “Self-Determination Theory: A Theoretical and Empirical Overview in Occupational Health Psychology,” in J. Houdmont and S. Leka (eds.), Occupational Health Psychology: European Perspectives on Research, Education, and Practice (Nottingham, UK: Nottingham University Press, 2008), 63–88. 24 40. E. Deci and R. Ryan, Handbook of Self-Determination Research (Rochester, NY: University of Rochester Press, 2002). 41. Andrew K. Przybylski, Netta Weinstein, Kou Murayama, Martin F. Lynch, and Richard M. Ryan, “The Ideal Self at Play: The Appeal of Video Games That Let You Be All You Can Be,” Psychological Science 23(1; January 2012): 69–76. 42. Kanok Boriboonsomsin, Alexander Vu, and Matthew Barth, “Co Eco-Driving: Pilot Evaluation of Driving Behavior Changes Among U.S. Drivers,” University of California, Riverside, August 2010, www.uctc.net/research/papers/UCTC-FR2010-20.pdf. 43. Susan A. Jebb, Amy L. Ahern, Ashley D. Olson, Louise M. Aston, Christina Holzapfel, Julia Stoll, Ulrike Amann-Gassner, Annie E. Simpson, Nicholas R. Fuller, Suzanne Pearson, Namson S. Lau, Adrian P. Mander, Hans Hauner, and Ian D. Caterson, “Primary Care Referral to a Commercial Provider for Weight Loss Treatment versus Standard Care: A Randomised Controlled Trial,” The Lancet 378 (9801; October 22, 2011): 1485–1492. 44. Gavin Corley, “Zamzee Activity Monitor Rewards & Socializes Teenage Physical Activity,” Medgadget, August 31, 2011, medgadget.com/2011/08/zamzee-activity-monitor-rewardssocializes-teenage-physical-activity.html. 45. Wright-Patt Credit Union, “Refer-a-Friend,” www.wpcu.coop/ patronagedividend/Refer-a-Friend.aspx. 25 Innovation Brief Get in the Game: How Credit Unions Can Engage Members, Solve Problems, and Improve Skills with Game Thinking Matt Davis ideas grow here Innovation Director Filene Research Institute PO Box 2998 Madison, WI 53701-2998 Phone 608-665-8550 www.filene.org PUBLICATION #273 (4/12)