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Playful  Design, Fun   Products &Gamification for             Matthias Sala       Startups   Gbanga         matthias@gbang...
«Ive played      many videogames, but never    thought that Iwould run aroundin heavy rain just      for a mobile         ...
«Gamification» Trendhttp://www.google.com/trends/explore#q=Gamification&cmpt=q
Convergence to mobile and social ~   1880   1968   1977   1991    2005    2005                           1989    2006    2...
Media Consumptionhttp://online.wsj.com/article/SB10001424052748704590704576092460302990884.html
Definition                           Psychology                                           Product              Behaviour  ...
Gamification Criticism     «excluding elements like storytelling and     experiences and using simple reward systems in   ...
Focus today                           Psychology                                           Product              Behaviour ...
http://mashable.com/2010/07/13/game-mechanics-business/
The «Compulsion Loop»                         For instance in a simulation game like «Sim City»                           ...
Self-                       actuali-                        sation                                 Fun                    ...
Intrinsic motivations (psychology)    •   Acceptance, the need for approval    •   Curiosity, the need to learn    •   Eat...
Game mechanics card gameBuy the PlayGen cards here: http://gamification.playgen.com/
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Playful Design, Fun Products & Gamification for Startups

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This is a short workshop about how to turn your startup service into a playful and fun experience.
It was set up in a few minutes to be hold at the Startupcamp.ch 2013 in Basel, Switzerland.
Gbanga creates mixed-reality games to entertain players in a new and fun way.

Published in: Self Improvement
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  • The quote on Slide 2 is by a player of our ongoing game Gbanga Famiglia that you can download here: https://itunes.apple.com/app/gbanga-famiglia/id355692882?mt=8
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Transcript of "Playful Design, Fun Products & Gamification for Startups"

  1. 1. Playful Design, Fun Products &Gamification for Matthias Sala Startups Gbanga matthias@gbanga.com StartupCamp.ch, Basel February 23, 2013
  2. 2. «Ive played many videogames, but never thought that Iwould run aroundin heavy rain just for a mobile game…»
  3. 3. «Gamification» Trendhttp://www.google.com/trends/explore#q=Gamification&cmpt=q
  4. 4. Convergence to mobile and social ~ 1880 1968 1977 1991 2005 2005 1989 2006 2007History of Games
  5. 5. Media Consumptionhttp://online.wsj.com/article/SB10001424052748704590704576092460302990884.html
  6. 6. Definition Psychology Product Behaviour designAdvertising Gamification Edutainment Entertainment Retention (frustration management) Loyaltyprogrammes Motivation Serious Health Games Games
  7. 7. Gamification Criticism «excluding elements like storytelling and experiences and using simple reward systems in place of true game mechanics» «not being fun and creating an artificial sense of achievement» «"exploitationware" as a more suitable name for the games used in marketing»  «Gamification is to games as jingles are to music.»http://en.wikipedia.org/wiki/Gamification#Criticism, http://radar.oreilly.com/2011/06/gamification-criticism-overjustification-ownership-addiction.html
  8. 8. Focus today Psychology Product Behaviour designAdvertising Gamification Edutainment Entertainment Retention (frustration management) Loyaltyprogrammes Motivation Serious Health Games Games
  9. 9. http://mashable.com/2010/07/13/game-mechanics-business/
  10. 10. The «Compulsion Loop» For instance in a simulation game like «Sim City» Challenges: Create Environmental changes buildings Wait for outcome, i.e.: (population growth), Population growth incidents andDecide what to build, what to replace, … Side-effects: pollution, taxes catastrophes Present Adapt effects strategy Happen randomly or triggered through Analyze effect in world tendentious /extreme user activity Rewards: Player decisions and actions Unlock new plants and Visual feedback (visualization) Happen based on research technologies, happy activity and on time (historic/ citizens Parts of the simulation system chronological unlocks) Computer-controlled “hidden” game rules (black box)
  11. 11. Self- actuali- sation Fun Esteem Usability Love/belonging Reliability Safety Functionality Physiologicalhttp://en.wikipedia.org/wiki/Maslows_hierarchy_of_needs
  12. 12. Intrinsic motivations (psychology) • Acceptance, the need for approval • Curiosity, the need to learn • Eating, the need for food • Family, the need to raise children • Honor, the need to be loyal to the traditional values of ones clan/ethnic group • Idealism, the need for social justice • Independence, the need for individuality • Order, the need for organized, stable, predictable environments • Physical activity, the need for exercise • Power, the need for influence of will • Romance, the need for sex and for beauty • Saving, the need to collect • Social contact, the need for friends (peer relationships) • Social status, the need for social standing/importance • Tranquility, the need to be safe • Vengeance, the need to strike back and to competehttp://en.wikipedia.org/wiki/Motivation#Intrinsic_motivation_and_the_16_basic_desires_theory
  13. 13. Game mechanics card gameBuy the PlayGen cards here: http://gamification.playgen.com/
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