Professional Documents
Culture Documents
CHAPTER-5
Gamification -
Definition
• What is a Game?
• A game is an activity that is
physical or mental, has rules and
that people do for pleasure.
• What is Gamification?
• Gamification is a simple concept
to understand. Imagine how a game
works. Now imagine all the
principles, elements and techniques
of a game being employed in a
business (non- game situation), by a
business to solve a business
problem.
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Gaming and Gamification
GAME GAMIFICATION
Fixes rules and goals
Has a winner and a loser Can simply be a group of tasks
Sometimes it may just be played for a May not have a winner or loser
reward Rewards may not be available upfront
Involve heavy production time and It is simpler and easier to build and launch
complexity
The content doesn't need to change to add
External content may be modified to fit any new features
into the story and scenes 3
Principles of Gamification
Designers Players
Ones who develop the gaming Ones who take part in the game
experience and play it
Participants
Spectators Observers
Ones who watch the game and Ones who watch the game but
can influence it cannot influence it
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Gamification
framework
• Mechanics: Includes all the rules,
goals and the environment created
for the gamification experience
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Gamification used
by brands
Allied International Credit
This company encourages and
motivates its customer service
team by using gamification.
Employees can earn points,
badges and rewards for doing
regular tasks.
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Gamification used by
brands
Samsung
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Gamification
strategy
A good gamification strategy needs to focus on the
below:
Motivators and drivers: The unique motivations and
emotions related to their participation in the game
Design of the game: This includes understanding
the game basis the users expectations
Experience: This is one of the key aspects at the
centre of the gamification strategy and the
experience of the game results in how users feel
about the game.
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Elements governing gamification
Progress journey
Different constituents form a part of the
Feedback and reward experience:
Network Leaderboards | Point system |
User experience Countdown | Levels | Goal-setting |
User interface Prizes/Badges | Scheduling of rewards |
Bonuses and lotteries
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Applications of Gamification
Vietnam Idol
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Applications of
Gamification
Hunt the Bear
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Applications of Gamification
Description:
Create an imaginary concept of gamification for a
consumer brand, Heinz, that wants to engage teens for its
new range of tomato ketchups. While conceptualising the
game, describe the four gamification elements using the
game as an example. List down these elements and explain
how your imaginary game will bring alive the concerned
element and help the brand deepen its engagement with
the target audience.
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ACTIVITY:4
Description:
Assume a coffee brand with several dozen cafes spread across the country aimed at
youngsters and young corporates who want to spend time sharing and discussing experiences
at leisure. With a keen desire to create top of mind recall amongst their target audience, the
brand wants to embark on a digital only communication plan.
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ACTIVITY:5
Description:
A famous mosquito repellent brand aimed at middle income home makers in
urban cities, believes in the promise of ‘good habits lead to good times’ is
faced with the challenge of creating good content.
Imagine a) the target group’s interests, b) the brand’s promise and c) the
digital channels you think the target group is most receptive to.
Description:
Go to Virgin Atlantic Airlines blog, here http://blog.virgin-atlantic.com/t5/Blog-
Home-Page/ct-p/Cat1#.VwS7NMfwxZ0 and select a story.
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ACTIVITY:7
Description:
Go to www.nytimes.com
a) Look at the Home page and glance at random 10 inside pages (try to
choose different sections). Search for different forms of ad formats on
those pages. Make a list of these formats and describe their type.
b) Now go to the advertising section of the same website (Hint: click on
the ‘Advertise’ link at the bottom navigation on their Home page). Study
the different advertising options offered and prepare a chart of these
options categorising them basis type of Ad format.
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ACTIVITY:8
Description:
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Summary
✓ Gamification is a concept where gaming principles are used in a non-gaming situation
✓ Good gamification strategy needs to have strong motivators, good design and a
superior user experience
✓ Indian Idol is a good example of an application of gamification
✓ Gamification differs from education learning games and online gaming in many ways,
the biggest being that the latter two are not related to brands and businesses
✓ The following comprise the elements of gamification: Progress paths,
Feedback/reward, Social connection and Interface/user experience
✓ Business value is achieved by gamification, not by attracting repeat users, but by
helping change behaviour, develop skills and innovate
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