Hi friends, hola amigos (Sorry, just training
for this year Gamification Design MOOC).
As you may know, after an awesome chat with
Toby Beresford about metrics and gamification, he let me propose a new
weighting of the gamification gurus ranking for next month, justifying my
proposal. Not because I’m more objective or wise than other gamification
professionals, but because I was just there talking with him (and because this
way the next nominee will surely bright when compared with my redesign :D)
I eagerly accepted the challenge (of course!)
and here is my exploration on the topic.
First, a purpose
What defines a “guru” within a community? Lots
of things, I know. But taking into account that gamification community is not
so huge and that one of the main milestones I think we need to achieve is proactive
interaction (not among members, but with the generated content), here it is my
definition.
Gamification guru’s ranking should identify the
members creating the content that motivates other people to engage with it the
most, generating in turn their own contents and making community knowledge grow.
It’s not a tweet size purpose, but almost. Of
course is not a forever and ever all-solving purpose. But it will serve for this month.
And now, the reasons...
Having a written purpose (even if incomplete)
facilitates A LOT the design of the rules that later I’ll apply to the KPI. Let’s create some rules, then:
Members that create and share content
should achieve higher positions in the ranking
Content that generates active behavior
from audience should have
higher value than other content
The more engaged the audience behaviour,
the more valuable is the content for the
community. We understood that a behaviour is more “engaged” as it costs the
user more effort. For example. Clicking “Like” is a less engaged behaviour than
comment something entirely new, but it’s more engaged behaviour than simply “view”
the content.
Content could be equally valuable for
its novelty, for reframing old content in new ways or for presenting it in a
aesthetically attractive format, as long as it motivates members proactive
engagement
I think these four
game constraints will be enough to begin our game. Applying them, I weight from the most valuable
activities to the less ones as it follows:
Content evoking audience’s High
effort behaviors (ie. Audience creates new content, comments…)
Content evoking audience’s Medium
effort behaviors (One click actions)
Content evoking audience’s Low
effort behaviors (Views)
The Content by itself (isolated from
audience)
I’m not sure how influence generated
due to other rankings position (Klout, Alexa…) affects the main purpose as I stated it, so I have
zeroed Alexa and Klout
And the final (imperfect) weighting is…
@Mentions
|
10%
|
Blog
Comments
|
10%
|
G+
Mentions
|
10%
|
Slideshare Comments
|
10%
|
Post Plusones
|
8%
|
Retweets
|
8%
|
Slideshare Downloads
|
8%
|
Slideshare Favorites
|
8%
|
Youtube
views
|
6.5%
|
Slideshare
Views
|
6.5%
|
Instagram
uploads
|
5%
|
#gamification
tweets
|
5%
|
Blog
Posts
|
5%
|
Klout
score
|
0%
|
Alexa
Rank
|
0%
|
Further discussion & iterations
I’m aware that this initial approach (philosophical,
almost) has many flaws that need to be addressed. This is only the beginning
and I hope next nominees will find other solutions and will ask other questions
towards new achievements.
Some unaddressed questions:
Is the defined purpose useful at this moment for the gamification community? Why or why not? Any alternatives? Iterations?
Are the proposed KPI representative enough of the purpose? Why or why not? Alternatives? New KPIs?
How can we reinforce the mathematical sustainability of the whole system, given different metrics with different scales (how do you compare the number of youtube views vs the number of retweets?), taking into account the possibility spaces given for each activity design (some widgets usually give more opportunities for one click answers than for complex ones, for example and others could facilitate sharing or not due to its intrinsic design and not the content itself, like blogs).
In addition, to balance the tool a bit, I think if we’re counting slideshare views, downloads, comments and favs, we should equally count youtube views, comments and likes, at least. Same thing applies to other channels who share widgets with almost the same features. If not, one channel may be biased.
But all those are tales that will be told by
others. Now, as Davy Jones said…
Release the critics!!
And the next nominee is…
As I said in other post, let’s make this more
social and playful, ice-bucket style. I challenge one among the top 20
gamification gurus to do this same weighting game for next month’s ranking.
Who?
Pokemon mode on
My dear Andrzej, I choose you! (You say
interesting things about a non leaderboard system, and I would want to know
more).
Pokemon mode off
It is a FUN way to discuss gamification and
metrics, isn’t it?
1 comentario:
Isidorio, The slideshare weighting presentation, viewings and downloads over books listed on Amazon.com?
And each month for all standing ought to reset to zero to measure on a month by month basis. Perhaps a league of gamification gurus for an accumulated total/year that would of course reset every year.
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