Stavros Lounis' presentation for Athens Gamification meetup#9. In this workshop we explored different gamification examples and outcomes and distilled insights on the benefits and drawbacks of game elements in respect to the applied target participants.
POGONATUM : morphology, anatomy, reproduction etc.
Gamification: Preparation for the future with insights from the past
1. Gamification
Preparation for the future with insights from
the past
Stavros Lounis
slounis@aueb.gr
ELTRUN E-Business Research Center
Dept. of Management Science and Technology
Athens University of Economics and Business
4. Gamification
“Gamification refers to the use of game elements and
techniques in non-game contexts, to motivate
engagement, participation and potentially drive
behaviour towards predefined goals.”
11. GM – Leaderboards
• Ranking of each participant
in global in-app ranking.
• Continuous / Segmented
• Different results Private /
Public and Per
characteristics
• Driven by goals-results
12. GM – Challenges
• Calls to action on predefined
/ dynamic goals that present
an attainable challenge.
• Matching Skill – Challenge
• Single player / Collaborative
• Social – Group Comparison
13. GM – Levels
• Difficulty Levels
• Easy – Medium – Hard – Insane
• Players need to be evolving
• “Flow Zone”
17. General Goals
• Support participants’ personal goals and interests
• Introduce the end-users in the design of the process
• Multiple narratives on same process addressing
different participants
• Provide Challenges
• Feedback (visual and written) on all actions (correct
and false)
18. General Goals
• Consider players trying to exploit the rules
• Use of participants’ feeling of autonomy
• In cases of dual economy analyze the cost/benefit of
returned awards.
• Account for Legal Issues
• Account for Ethical Issues (Monitoring)
• Onboard each user
19. Better Be Safe Than Sorry
• Do we all like the same game?
– Study your users / participants and extract valuable
information
– Select and introduce game mechanics per occasion
• Design Thinking approach
21. Gamification
Preparation for the future with insights from
the past
Stavros Lounis
slounis@aueb.gr
ELTRUN E-Business Research Center
Dept. of Management Science and Technology
Athens University of Economics and Business