Professional Documents
Culture Documents
Group-11
Narasimhan
Sai Akhil
Vishnu
Vijayalakshmi
Yogeshwaran
Kaarthika
Overview
1. What is gamification?
2. Why are games valuable in serious business contexts?
3. How can game concepts be employed in your business?
4. When is gamification most effective?
What is Gamification?
1
Google:
The application of typical elements of game playing to other areas
of activity, typically as an online marketing technique to encourage
engagement with a product or service.
Wikipedia:
Gamification is the use of game elements and game design
techniques in non-game contexts.
Importance
1
Google:
An activity that one engages in for amusement.
Wikipedia:
A game is structured playing, usually undertaken
for enjoyment and sometimes used as an
educational tool.
Merriam-Webster:
A physical or mental activity or contest that has
rules and that people do for pleasure.
2 Game thinking means using all the resources you can muster to
create an engaging experience that motivates desired behaviours.
[Ad1, Ad2]
Gamers try to win; game designers try to make gamers play.
Games are a process, not an outcome.
In a game, the sense of autonomy is always somewhat illusory. That’s
true in business as well.
Is Gamification right for my business challenge?
3 •
•
•
Motivation: Where would you derive value from encouraging
behaviour?
Meaningful Choices: Are your target activities sufficiently interesting?
Structure: Can the desired behaviours be modelled through a set of
algorithms?
• Potential Conflicts: Can the game avoid conflicts with existing
motivational structures?
How do I start?
4
Gamification Why Games Work
Overview
1. What does research tell us about psychology and motivation?
out intrinsic
But Ex-Mo helps in boring tasks
Feedback is also a great motivator
Gamification TOOLKIT AND GAME ELEMENTS
INTRODUCTION
3 •
•
•
Representation of some achievement.
Provides a goal to strive forward.
Provide guidance.
• Symbol of what user cares about and has performed.
• Operate as virtual status symbols and affirmations.
• Function as tribal markers.
Leader boards
5 Dynamics
are the big-picture
aspects of the gamified
system that you have to
consider and manage but which can
never directly enter into the game.
Mechanics
are the basic processes that drive the action forward
and generate player engagement.
Components
are the specific instantiations of mechanics and dynamics.
Dynamics
7 • Basic processes that drive the action forward and generate player
engagement.
1. Challenges
2. Chance
3. Competition
4. Cooperation
5. Feedback
6. Rewards
7. Resource
8. Transactions
9. Turns
10. Win states
Components
2
• Giving more importance to the points in the game rather than the
essentials of the game itself.
Legal issues
• Using the personal information of the registered users may cause
legal problems in few cases.
• For e.g.: labor law applies to the employees whereas privacy law
applies to the customers
• The terms and condition agreement that one registers every time is
like a legal binding and takes care of all the legal formalities.
Privacy
•
3
• The personal data of the user can be cross referenced and their prior
transaction history, age, and address can be easily amassed.
• Introducing a privacy policy by the designer helps the user to know for
what all purposes the personal data collected is used for and related
purposes.
• Having data security helps the personal data of the users from being
stolen or leaked.
Intellectual Property
• Intellectual property: copyright, trademarks, patents, and trade
secrets.
• Registering the patent helps it from being copied by others and stops
lots of legal problems.
Property Rights in Virtual Assets Sweepstakes and Gambling
43
• The assets that are owned by • Laws regulating sweepstakes,
the designer and the assets gambling, and related activities.
owned by the user.
• Depending on the circumstances,
• The virtual assets can be owned gamified service might be
by the user which are considered a sweepstakes, a
contractual licenses from the lottery, gambling, or a contest.
game developers.
Deceptive Practices Advertising
• Deceptive practices are where the • Similar to deceptive practices
company frauds the users. ,the users must be made aware
• The users do not have any if the game is for
awareness if the company is advertisement purposes since
financially benefiting at their it benefits the developer.
expanse.
Labor Paid Endorsements
6
• Gamification is a form of motivational techniques that operate through
fear rather than fun for the employees.