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The principle objective of gamification strategies is to influence the behaviours, attitudes, opinions, awareness, understanding of and relationships with other human beings. This is clearly a very complex and personalised process that varies with the individual and the context. However, I believe it is useful to identify and explore generic factors which can affect the outcomes of any Gamification process.
I have compiled a glossary of what I can “A-List” Influencers with a brief outline of how and why they should be considered in not only developing appropriate skills and strategies but also for understanding the potential of enabling technologies to leverage or affect these influences.
This document is best read in conjunction with the Gamification Elements Glossary available for download at http://www.slideshare.net/dwortley/the-gamification-elements-glossary. Where the Gamification Elements Glossary is intended to be a guide to support Gamification strategies for both everyday activities and the development of new games of any kind, the Gamification A List Glossary of Influencers is intended to identify some of those human and situational factors which affect outcomes. This is because every individual and every context is different and where a Gamification strategy might be effective for one individual or group in a set of circumstances, these “human factor influencers” could produce diametrically opposite outcomes depending on the individual and the relevance of the particular influencing factor on that individual.