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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
2
Gamification
Gamification
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.”
Gamification and Social Media
Engagement
https://vimeo.com/66240467
Gamification and mixed reality
66%
2 -> 100
32 -> 25
From Real to Virtual and Back
http://www.playbrush.com/en/
8
- Game Mechanics -
GM – Points
• Experience Points (XP)
• Redeemable Points (RP)
• Karma Points (KP)
GM – Badges
• Virtual Representation of Achievements
– Representation
– Collection
– Scarcity
GM – Leaderboards
• Ranking of each participant
in global in-app ranking.
• Continuous / Segmented
• Different results Private /
Public and Per
characteristics
• Driven by goals-results
GM – Challenges
• Calls to action on predefined
/ dynamic goals that present
an attainable challenge.
• Matching Skill – Challenge
• Single player / Collaborative
• Social – Group Comparison
GM – Levels
• Difficulty Levels
• Easy – Medium – Hard – Insane
• Players need to be evolving
• “Flow Zone”
14
Design Considerations
On Participants
amyjokim.com
Design Framework
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)
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
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
20
Open Discussion
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

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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.”
  • 5. Gamification and Social Media Engagement https://vimeo.com/66240467
  • 6. Gamification and mixed reality 66% 2 -> 100 32 -> 25
  • 7. From Real to Virtual and Back http://www.playbrush.com/en/
  • 9. GM – Points • Experience Points (XP) • Redeemable Points (RP) • Karma Points (KP)
  • 10. GM – Badges • Virtual Representation of Achievements – Representation – Collection – Scarcity
  • 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