7. Man The Player
In his 1938 book Homo Ludens,
Dutch historian Johan Huizinga
discusses the importance of play
and society.
Huizinga suggests that play may be
the primary formative element of
human culture. Johan Huizinga
1872-1945
11. The Experience That Gamers Get
Urgent Optimism: An immediate need to
overcome an obstacle in our path, with a
decent amount of certainty and faith that we
can accomplish the task
Social Fabric: Gaming can be a social
activity, where gamers can meet new people
and new bonds are formed
Blissful Productivity: Willing to work long
and hard at something if they find good
purpose and reason behind it
Epic Meaning: A grand purpose for going
on the quest or adventure we have chosen
13. Gamification
The integration of game design techniques into non-
game environments (e.g., work, advertising,
education, etc.) to improve engagement, loyalty, and
learning.
Coined in 2002 by Nick Pelling but didn’t gain popularity until 2010
32. Gather
What
What are you
gamifying?
Describe the
problem.
Why
Why are you
doing it?
Describe the
desired
outcome.
Who
Who is the
target audience?
Describe who
they are and
why they might
engage.
Gather
Record the
reasons for what
you are doing and
who will be
involved.
34. Act, Measure and Enrich
Act
Describe how you will gamify the
user’s journey.
Measure
Describe what your metrics are and
measures of success.
User Types
What user types are you expecting or
trying to encourage at each phase.
Enrol
Describe what the first phase of the
user’s journey looks like. Describe what
they first experience and what elements
and mechanics will help them get
started.
Enthuse
Now that the user is on board, give
them encouragement to keep going and
using the system. This phase may see
accelerated use.
Engage
After the initial excitement has died
down, what are you going to use to
keep the user engaged? You have to
reduce any reliance on points and
badges at this phase.
Endear/Enrich
What will your users stay for, and how
long will you encourage the longevity of
the system?
35. A Checklist for Gamification
I know WHAT I am going to gamify
I know WHY I am going to gamify it
I know HOW I am going to gamify it
I have discussed this with potential users
I have implemented a beta of the solution
I have run user testing with a group
The users have provided feedback
I have made changed based on the feedback
I have launched the solution
I am collecting quantifiable feedback and
success/failure metrics
Cooperation and competition reflect two ends of a spectrum. Individual players often have a preference for where they fall along this spectrum. For them, a game’s fun factor is higher the closer it comes to their personal preference. Cooperative games make players work together to complete objectives. Massively multiplayer online games often include lots of cooperative gameplay.In other games, the objective is to outperform and opponent. Competition motivates people to practice their skills and think of different ways to succeed. Whether playing with friends, family or even rivals, multiplayer games help build and strengthen ties.
The magic circle is a place of dreams and fantasy. It's an escape for everyday problems and chores. And the most important: everything inside the magic circle is, in some way, transformative. Each time a person leaves the magic circle they bring meaning and experience.
Extra Credits, Season 2, Episode 10 – Gamification