Digital Blur
Version 1.0 beta
By Christian Schaefer

Create the future of packaging
with the Digital Blur playdeck.

@dwarv on Twitter

All Cards

Deck
Browse through the different game mechanics and technology cards that can be mixed and matched to create the foundation for next-generation packaging concepts.

All Cards

Deck
Browse through the different game mechanics and technology cards that can be mixed and matched to create the foundation for next-generation packaging concepts.

All Cards

Deck
Browse through the different game mechanics and technology cards that can be mixed and matched to create the foundation for next-generation packaging concepts.

Mechanics

Deck
Browse through the different game mechanics and technology cards that can be mixed and matched to create the foundation for next-generation packaging concepts.

Mechanics

Deck
Browse through the different game mechanics and technology cards that can be mixed and matched to create the foundation for next-generation packaging concepts.

Technology

Deck
Browse through the different game mechanics and technology cards that can be mixed and matched to create the foundation for next-generation packaging concepts.

Card Deck

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Digital Blur


Would you like to use media content, personalization and gaming elements as part of your branding strategy? The Digital Blur card deck is the ultimate packaging design creativity toolkit! Companion to the video “Digital Blur - The future of packaging”, this convenient app contains 45 different game mechanics and technology cards that can be mixed and matched to create the foundation for next-generation packaging concepts.

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Appointment Dynamic


Definition: A dynamic in which to succeed one must return at a predefined time and location to take some action. Appointment dynamics are often closely related to interval based reward schedules or avoidance dyanmics.


Example: Farmville - players are required to return to harvest their crops or they rot

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Cascading Information Theory


Definition: The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative.


Example: basic actions first › unlocking more as you progress through levels

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Chain Schedules


Definition: The practice of linking a reward to a series of contingencies. Players tend to simply treat these as individual contingencies. Unlocking one step in the contingency is often viewed as an individual reward by the player.


Example: find all 3 keys to open the dragons cave, every 30 minutes the dragon appears

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Communal Discovery And Collaboration


Definition: The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very entertaining.


Example: cottage industries that appear around McDonalds monopoly ›Boardwalk‹

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Companion Gaming


Definition: Games that can be played across multiple platforms with completely seamless cross platform gameplay.


Example: games that can be played on iPhone, Facebook, Xbox, Pc & Mac

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Countdown


Definition: The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out which is a forced extinction.


Examples: bonus rounds, timed levels

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Epic Meaning


Definition: Players will be highly motivated if they believe they are working to achieve something great, something awe-inspiring, something bigger than themselves. Players' motivation increases with the aspiration level of the set goal/objective.


Example: Jane McGonical’s Ted talk

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Extinction


Definition: Term used to refer to the action of stoppinp to provide a reward. This tends to create anger in players as they feel betrayed by no longer receiving the reward they have come to expect.


Example: receiving a reward or prize for doing something the first time

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Fixed Ratio Reward Schedule


Definition: A fixed ratio schedule provides rewards after a fixed number of actions. This creates cyclical nadirs of engagement (first action will not create any reward, bursts of activity as the reward gets closer).


Examples: buy ten get one free punch cards, visit five locations to get a badge

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Free Lunch


Definition: A dynamic in which a player feels that he is getting something for free due to someone else having done work. It is critical that the players are aware of the work which has been done in order to avoid breaching trust in this scenario.


Example: Groupon - 100 other people have bought the deal › you get it for cheap

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Fun Once, Fun Always


Definition: The concept that an action is perceived enjoyable to the extent that it is continuously repeated. This generally refers to simple actions. The level of enjoyment is often limited.


Examples: local check-ins, product scans

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IntervalReward Schedules


Definition: Interval based reward schedules provide a reward after a certain amount of time. There are two flavors: variable and fixed.


Example: wait 30 minutes › collect rent

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Lottery


Definition: A game dynamic in which the winner is determined solely by chance and not a fairness-based concept. This creates a high level of anticipation and winners are found to continue playing indefinitely while losers quickly abandon the game.


Examples: gambling, scratch tickets

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Loyalty


Definition: The concept of feeling a positively sustained connection to an entity leading to a feeling of partial ownership. Often reinforced with a visual representation.


Example: achieving status at physical places, wall of favorite customers

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Micro Leaderboards


Definition: The rankings of all individuals in a micro-set. Often great for distributed game dynamics where one prefers many micro- competitions or desire to induce loyalty.


Example: be the top scorers at Joe’s bar this week and get a free appetizer

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Modifiers


Definition: An item that when used affects other actions. Generally modifiers are earned after having completed a task or a series of challenges.


Example: a modifier that gives you five times the points on the next action

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Privacy


Definition: The concept that certain information is private and not for public distribution. This can be a demotivator (I won’t take an action because I don’t want to share this) or a motivator (by sharing this I reinforce my own actions).


Example: scales which publish your daily weight onto twitter

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Progression Dynamic


Definition: A dynamic in which success is granularly displayed and measured through the process of completing itemized tasks.


Examples: progress bars, character level

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Rolling Physical Goods


Definition: A physical good of real value that can be won by anyone on an ongoing basis as long as a certain characteristic is met which rolls rolls from player to player.


Examples: top scorer deals, mayor deals

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Status


Definition: The rank or level of a player. Players are motivated by trying to reach a higher level or status.


Examples: Star Alliance Gold Status, VIP Shopper, Level 20 Paladin

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Viral Engagement


Definition: A game element that requires multiple people to play (or that can be played better with multiple people)


Example: you are more successful in a game if you invite your friends to join

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Virtual Items


Definition: Digital prizes, rewards and objects found or taken within the course of a game that often can also be traded or given away.


Examples: Gowalla’s items, foursquare badges

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Combos


Definition: Often used in games to reward certain skills by combining them. This can add excitement or incentivize an additional action after already having completed one.


Example: a reward for completing a combination of actions or achievements

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Envy


Definition: The desire to have what others have. Envy can only be generated if the object of desire is visible to other people (voyeurism).


Example: my friend has this item and I want it, too

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Ownership


Definition: The act of controlling something, having it be ›your‹ property. Ownership is interesting on a number of levels, from taking over places, to controlling a slot, to simply owning popularity by having a digital representation of many friends.


Examples: Facebook friends, mayorships

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Pride


Definition: The feeling of ownership of and joy about an accomplishment.


Examples: xbox achievements, badges

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Quests and Challenges


Definition: Challenges usually imply a time limit or competition whereas Quests are meant to be a journey of obstacles a player must overcome.


Examples: complete a set of tasks, find the missing items in five minutes

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Achievements


Definition: Achievements are a virtual or physical representation of having accomp- lished something. Achievements can be easy, difficult, surprising, funny, accomplished alone or as a group.


Examples: Xbox achievements, Apple Game Center achievements, virtual badges

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Behavioral Momentum


Definition: Behavioral Momentum is the tendency of players to keep doing what they have been doing.


Example: Jesse Schell’s Dice talk

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Discovery


Definition: A game dynamic (also called exploration) based on the fact that players love to be surprised and discover something unexpectedly.


Example: a bonus based on how many new locations a player visits within a week

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points


Definition: Points are a running numerical values given for any single action or combination of actions.


Examples: attention tracking, reactive products

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Motion detection


Technology: Motion can be detected by measuring change in speed or vector of an object. This can be achieved either by sensors or cameras that quantify and measure changes in the given environment.


Examples: Wii Remote, Xbox Kinect, iPhone

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temperature TrACKING


Technology: Temperature can be assessed by measuring the physical property of a working material that varies with temperature.


Examples: quality control, temperature tracking

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Proximity tracking


Technology: A proximity sensor is a sensor able to detect the presence of nearby objects without any physical contact.


Examples: scavenger hunts, reactive products

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augmented reality


Technology: The term for a live direct or indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, such as graphics or sound.


Examples: additional product information, virtual lines in sport broadcasts

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Location awareness


Technology: Location awareness allows electronic receivers to determine their location (longitude, latitude, and altitude). Examples are gps, gsm and nlbs localization including bluetooth, wlan, rfid and near field communication technologies.


Examples: location-based services, local recommendations, navigation

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time sensitivity


Technology: Time is used to sequence events, compare the duration of events as well as the intervals between them and to quantify rates of change, such as the motions of objects.


Examples: happy hour deals, holiday specials

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connectivity


Technology: The networked interconnection of everyday objects (›internet of things) refers to the and the internet. Objects can interact as well as receive and send information from and to the internet.


Examples: intelligent fridge, recent news on packaging, personal recommendations

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MEDIA RECORDING


Technology: The process of capturing data for storage and playback.


Examples: video reviews by customers, audio annotations

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DISPLAY TECHNOLOGY


Technology: A visual display is a piece of equipment which acts as an output device for visual reception as well as the presentation of images transmitted electronically without producing a permanent record.


Examples: oled, e ink, video playback

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MEDIa PLAYBACK


Technology: The process of reproducing previously stored information or accessing live media.


Examples: video & audio playback

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WIRELESS COMMUNICATION


Technology: Wireless communication may be used to transfer information over short or long distances.


Examples: wi-fi, rfid, nfc, radio

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two-dimensional codes


Technology: A barcode is an optical machine- readable representation of data that shows data about the object to which it is attached.


Examples: urls, identification of items

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CUSTOMIZATION


Definition: Customization or personalization involves using technology to accommodate the differences between individuals. There are two flavors: automatic (rules-based) customization and manual customization.


Examples: personalized magazine covers, nike id, character customization

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EYE TRACKING


Technology: The point of gaze ›where we are looking‹ can be detected by measuring the motion of the eye relative to the head.


Examples: frequent flyer miles, tetris points

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