Gamification (1)
Upcoming SlideShare
Loading in...5

Gamification (1)






Total Views
Views on SlideShare
Embed Views



0 Embeds 0

No embeds



Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
Post Comment
Edit your comment

Gamification (1) Gamification (1) Presentation Transcript

  • GAMIFICATION the use of game-thinking and game mechanics in non-game contexts in order to engage users and solve problems USERS GAME Looks interesting  Changing contents according to player’s activity I wanna share it  Using share Social media’s function I wanna croporate with other players to clear a game  Providing co-operative contents I wanna make my play history visible  Providing badge, which shows your level I wanna know my level  Ranking
  • A game-thinking applyGAMIFICATION User’s activity
  • Scope virtual To acquire loyal customers real To solve actual issues (e.g.) speed lot
  • Structure 1A change of user’s mind desire The motivation to participate a game incentives Incentives which they can get in a game challenges Tasks to get incentives Gamification can circulate achievement/reward Reward is based on achivement this cycle perennially feedback Feedback for activities mastery
  • Structure 2 MotivationTo make strong engagement, To get incentive,visualize activities users are absorbed into a game Rewards Challenges action
  • User’s behaviour(⇒Flow Theory, Csikszentmihalyi, 1975)high Play& feedback master Play& feedback regular challenge anxcious Cf) The Pattern ‘AS!AAS!R(I)’ newbie ⇒1.Action 2.Success 3.Action 4.Action 5.Success 6.Register 7.inner friend Feedback and Rewards can contribute to enhance user’s engagement in a game boring low skills highcf 7 tips of Flow theory ◆a purpose is clear(can predict and find rule) ◆it can make participants concentrate on a content ◆it can make participants completely absorbed in a content ◆participants lost a sense of time ◆content should be responded quickly and directly ◆contents are not too easy, neither too difficult ◆every single activity has innate meaning
  • A Category of users Aggressive KILLER :offensive to another players ACTIVERS (e.g. prevent player from :prefer visible rewards/incentives getting new item (e.g. point, collection, or badges) even if he/she already have it) Play by individual Play with another SOCIALIZER EXPLORERS :prefer cooperate with other player :prefer new way/thing) Interactive
  • Technique8 tips of gamification achievement badge/level Using Endowment effect (psycologically ditermined to cherish own possess) Leader boads Stimulate competitive mind Progress bar User thinks “If carry on, it can be achieved”, Using this emotion, it can encourage to keep doing Virtual currency Stimulate desire to collect something system ofawarding, redeeming, trading, gifting, and Feedback to activities exchanging activities challenges between users Urge to conspire, stimulate a sense of competitionembedding small casual games within other breather activities Loss aversion (prospect theory) digital contents (peoples tendency to strongly prefer avoiding losses to acquiring gains. )
  • Elements of game agressive stages achievement/FEEDBACK CHALLENGES rewards score issues boss battle individual coporative status/ progress points/ levels bar virtual currencyMASTERY badges exchanging INCENTIVES ranking interactive
  • Evaluation tips 5 barometers RECENCY How long have passed since a last visit FREAQUENCY How freaquently access SPRNDING TIME How long stay VIRALITY How much share with others ANSWER Feedback of contents
  • There are a lot of definition of gamification… Etc etc etc…