Guest post: How could metaverse designers leverage gamification to entice customers?
The future of the internet is here already. It’s called “Metaverse”
these days. After the name change of Mark Zuckerberg’s Facebook to
“Meta” in 2021, the rocket left the surface. Boom!
Although there is no common definition of the metaverse, it is
believed to be the immersive and social experience of the internet with
web 3.0, blockchain, and wearable technologies. The metaverse is set out
to be limitless, continuous, immersive, decentralized and distributed,
social and transparent to everyone.
In the article “7 layers of metaverse” by Jon Radoff on the
Medium platform, he describes the metaverse as having 7 layers. From top
to the bottom layer: Experience, discovery, creator economy, spatial
computing, decentralization, human interface, and infrastructure. As you
can see from the layers, infrastructure is needed first. 5G and 6G
digital communication technologies will be driving the metaverse. The
human interface layer consists of all the wearable technologies like
VR/AR/MR and haptic suits. Decentralization is one of the key components
of the metaverse. Centralized structures are not wanted in the future of
the internet. The spatial computing layer basically means that the
metaverse needs to be developed in 3D engines like Unity or Unreal. When
building the metaverse, multitasking UI’s and mapping the canvas will
also play a huge role. After all the technological layers are created,
now there needs to be a community and an economy inside. Everyone in the
metaverse will be a walking content or media creator. Discovering the
metaverse should be carefully constructed because it will trigger the
effects of the experience layer.
Discovery and Experience layers of the metaverse will need the
mighty “Gamification”
business model for all of its existence. Then we need to answer the next
two questions. What is gamification? And how is gamification related to
metaverse?
Although there are a lot of definitions out there, one of them by
Niels Van Der Linden seems to include all. Gamification is a business
model aiming to achieve a long-term behavior change in real-life’s
motivational problems with the help of game theory and engaging fun
techniques. Also, Gabe Zichermann said 75% of gamification is psychology
and the rest 25% is technology. Therefore, all of the emotions and
hormones are also involved. This is where the “Octalysis” framework by
Yu-kai Chou comes in. Here are all the emotions of the “Octalysis”
framework: Epic meaning, accomplishment, empowerment, ownership, social
influence, scarcity, unpredictability, and avoidance. 8 core drives for
the motivation of mankind. We all need the motivation to do anything in
this life. Self-determination theory conveys that it is intrinsic
(self-motivation) and extrinsic motivation (outsourced). If we have a
high level of intrinsic motivation to do a certain task, it feels easy
and funs while doing it. We all need awards after completing tasks.
Awards are outlined in the SAPS model in gamification. From intrinsic
awards to extrinsic models by order: Status, Access, Power, and
Stuff.
“Flow Theory” by Mihaly Csikszentmihalyi is where gamification
touches base with the metaverse. Flow theory says the player should be
neither bored (having good skills on an easy mission) nor angry (having
fewer skills on a hard mission). One should always be in the flow. We
are all believed to be “Homo-Ludens”. The gamer person. We all play
games in one part of our lives, whether as a child or an adult. We all
felt desperate when our game was about to end, but then a lifeline of a
bonus came to the rescue and give us an extra hand. This happens because
the game wants to keep the player in a flow. How would the designers of
the verse keep the players in the flow in the metaverse?
As gamers, we all have a “player type”. According to Andrzej
Marczewski, all gamers have traits of the 6 player types: Disruptor,
Philanthropist, Socialiser, Player, Achiever, and Free Spirit. Which one
are you going to be in the metaverse? Would you like to socialize or
play to achieve the points or disrupt?
In life, we all have journeys. In gamification, all players have
journeyed as well according to Amy Jo Kim. It starts with discovery.
After that, it’s the onboarding phase where you get to understand the
rules of the game. After learning the game, habit building phase begins
where you get to test yourself. Finally, you enter the mastery phase
where you get the help of others or disrupt. How do you think the
journey of the players will be in the metaverse?
Metaverse creators and designers have much to learn from game and
gamification experts about all of these theories and techniques used.
In the discovery and experience layers, all of the definitions
and theories outlined above should be considered deeply.
We all need the motivation to enter and stay in the metaverse.
We all need to stay in the flow in the metaverse, so we do not leave.
If not, game over. Please insert the coin.