From Gamasutra, an article on Compulsion Loops, that I intend to learn more about.
That dopamine release chart above, shows that if the reward is given 100% of the time, dopamine release is mild. If the reward is given randomly 50% of the time, the dopamine release is much higher, and the dopamine is released during anticipation, before doing work, before receiving the reward.
It’s given me a nice idea. I simply want ‘pleasure’ to occur in association with my Moose, particularly for boosting a users first impressions of it. So using techniques to boost dopamine with a signal, then an easy action leading to a reward to boost endorphin, is the goal.
I imagine using a vertical mouse wiggle gesture as the “work” (deliberately easy), and hearing a joke and seeing the moose smile, as the variable reward. A refinement would be to occasionally give a much bigger reward than just a joke. (gifts of new plugin features for example).
I need a trigger of some kind, visual or audible that will create the anticipation that leads to dopamine that leads to the mouse wiggle. Further refinement, is to only generate the trigger signal when we know the users hand is on the mouse, but the mouse isn’t being very active and no buttons clicked recently.
Here’s Michael katkoff on needing a dual loop, to have a metagame with a goal to optimize the users progress and give a sense of control. Then from pcollier is the suggestion to have a third loop for long-term legacy creation.
A page about desire engine also suggests that after the primary look, when the pleasure has happened, is a chance for sometimes do a secondary loop, perhaps involving inviting friends, stating preferences, building virtual assets, learning new features. These secondary things, besides benefiting the user, could also alter- and make easier- the trigger of the primary loop. (I need more thought on this.)
More about the ‘Commitment’ opportunity that reinforces the primary loop: The user is asked to do a bit of work. Apparently, it increases the odds that the user will make another pass through the loop at the next trigger. And, the work they do, should be useful to improve the service for the next go-around. Brainstorming: ‘sending a joke to a friend’, re-tweeting a joke. Voting ‘like’, (or ‘disappointing’), A chance that the joke reminded them of a different joke to share, Configure more about themselves (enter age, gender, address.. bit by bit). Each time they do a commitment work, visibly earn points or shorten joke trigger signal delay.
Might be ‘fun’ if the rhythm needed for the vertical mouse wiggle gesture, was determined by mimicking the rhythm of a visual or audible trigger.
Katkoff (above) suggested a metagame… fiddling with the controls to optimize something. That’ll have to be my control panel, and accumulating points that unlock features, where the user chooses which features to unlock first with their points. That’s all I can do. I’m thinking… some features just unlock because enough time has passed or enough jokes were heard. Other features unlock from earning by doing the Commitment stuff. Others are definately pay-for plugin ability.
The graphic below, has A LOT of words related to gamification. Most of them I don’t know what they signify. It’ll be my homework to think about whether their concepts have any applicability to the Moose.
This is from yukaichou.com, regarding 8 core things: Epic Meaning & Calling, Developing & Accomplishing, Empowering Creativity plus feedback, Wanting ownership, Social drives, Scarcity & impatience, Curiosity & unpredictablity, Loss avoidance.
March 31, 2015. An article on gamification. http://www.gamasutra.com/blogs/IevgenLeonov/20150331/240089/Gamification_milestones_for_mobile_apps_Infographics.php