Professional Documents
Culture Documents
Gamification Concepts Etc
Gamification Concepts Etc
Monopoly!!!
* Points
* Resource Collection
* Quests
* Avatars
* Social Graph
* Progression
* Levels
* adopting some of the (game) aesthetics as well as the elements
(visual stuff)
[keas]
Also: * badges
gamified services
A way to approach the challenges that you have: think like a game
designer
Some objective other than success in the game [other than the
game for its own sake]: business, school, social impact, personal
improvement, etc.
2003- Conundra
Uses of Gamification:
— External: (to the firm or organisation you’re in) (e.g.:
customers)
Marketing
Sales
Customer engagement
— Behaviour change:
- Health and wellness
Sustainability
Personal finance
[challenges or quests]
Lessons learned:
Gamification is not…
WHAT IT IS:
- Appreciating fun.
- pre-lusory goal
- constitutive rules
- lusory attitude
Physical or virtual boundary diving the game’s world from the real
world
——
44% of US/UK adults have played a mobile game in the last
month (PopCap/Information Solutions)
——
* Sandbox
Minecraft
* Building
Civilization, SimCity
* Social Building
The Sims, FarmVille
*MMOGs
world of Warcraft
* Puzzle
Portal 2, Angry Birds
— e-business 2.0
— Loyalty programs
Onboarding
Scaffolding
Pathways to mastery
Games have to be balanced: not too hard, not too easy, not too
many choices, not too few choices.
“In every job that must be done, there is an element of fun. You
find the fun and snap! The job’s a game.” - Mary Poppins
Winning
Exploring
Teamwork
Recognition
Triumphing
Collecting
Surprise
Sharing
Customisation
Goofing off