How do you get individuals involved in new product development to do more of the effective activity? There are many approaches. In this episode, I will explore several concepts from game development. I will describe how to develop the conditions for a core compulsion loop to drive positive Development Experiences (DX) in new product development.
Game Thinking and Game Mechanics
Often, playing a game is associated with the concept of fun. During game development, individuals are involved in tasks such as designing, coding, and composing, their deliverables. In addition, they strive to make playing the game fun.
According to John Earner of Space Ape Games, a great game has the following characteristics:
You are not forced to play the game. If you are forced to play, you are likely to resist.
In itself, playing the game may seem unproductive but it allows learning. A game probably has a purpose.
The outcome is uncertain.
You understand the rules
The game may be set in artful, virtual worlds. These worlds can capture an experience in a fictitious environment.
Games have easily understandable goals such as ‘save the Princess.’ Throughout a game, you may avoid obstacles, win tokens, and advance to the next level so that you are closer to saving the Princess.
It is not a surprise that some of these game characteristics have been applied in other contexts. The term for this is gamification. According to Wikipedia:
“Gamification is the use of game thinking and game mechanics in a non-game context in order to engage users and solve problems”
According to Stephanie Morgan, (@notSMorgan) “game mechanics are constructs of rules intended to produce a game. Common game mechanics include:
Scores and points accumulated through experimentation, interaction, and learning
Achievements such as badges and rewards
Avatars that provide a sense of identity”
Unfortunately, the concepts of gamification are frequently misinterpreted. One needs more than a tally of scores or a presentation of leader boards to maximize fun or interest or engagement. It requires more than dazzling graphics and carefully composed music.
Note: Some individuals may try to manipulate the system for a desired outcome. This is also known as “gaming the system” (http://en.wikipedia.org/wiki/Gaming_the_system) . This is different than gamification.
Core Compulsion Loops in Game Development
To understand what makes a game fun, some have explored a concept called the core compulsion loop. Some say that the proper development of a core compulsion loop is the essential ingredient for a successful game.
The word compulsion has definitions that range from:
The state of being forced
A difficult to resist urge to behave in a certain way
In the game context, the ‘difficult to resist urge’ conveys the desired intention for a core compulsion loop. A properly developed compulsion loop feeds the mechanics of the game.
A simple, primary compulsion loop is kill monsters, obtain rewards, buy items to kill more monsters.
A simple compulsion loop from a game
Secondary compulsion loops can be layered and fed into one primary compulsion loop. A secondary compulsion loop may have an element that may be characterized as instant gratification. The primary compulsion loop has a long-term impact. The primary compulsion loop may be characterized in terms of accomplishment.
A properly functioning primary compulsion loop is a virtuous circle that keeps players engaged.
Note: In this post, I am presenting compulsion loops from a positive perspective. Compulsion loops can designed to amplify destructive, additive behavior. I am not addressing those aspects in this post.
Common Gamification Approaches in New Product Development
Common approaches to new product development activities include:
Document explicit processes
Compliance enforcement. Establish milestones and demand accountability to deadlines.
Financial incentives related to salaries and bonuses of individual contributors
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