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gamification, customer journey and moods

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presentation at Delft University about gamification through Space, Time and Matter via Pine and Korn Infinite possibility and game mechanics and more.

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gamification, customer journey and moods

  1. 1. Priebatsch Illustrations in this presentation are via https://thenounproject.com/
  2. 2. Elements for The Universe TIME SPACE MATTER Pine&Korn.PDF
  3. 3. When? TIME NO-TIME Actual events Autonomous events
  4. 4. Where? SPACE NO-SPACE Real places Virtual places
  5. 5. What? MATTER NO-MATTER Material substances Digital substances
  6. 6. Reality • Staging the richest of experiences • Really fully engages the five senses – Enraptures the whole body – Captivates the mind – Involves the physical world – Bonds with fellow members
  7. 7. Reality
  8. 8. Virtuality • Crafting the most imaginative of experiences • Immerses the mind, generally not the body • Frees us from time, matter and space
  9. 9. Virtuality
  10. 10. Augmented Reality • Enhancing the world around us • Overlaying our experience with digital information constructed to enhance, extend, edit or amend the way we experience the real world
  11. 11. Augmented Reality
  12. 12. Augmented Virtuality • Bringing the material into the virtual • We are able to alter, control, enhance or amend how we experience the virtual world
  13. 13. Augmented Virtuality
  14. 14. Alternate Reality • Creating an alternate view of the real world • Uses reality as a digital playground via a superimposed, virtual narrative feed – ARG (alternate reality games) – GPS games – Geocaching
  15. 15. Alternate Reality
  16. 16. Physical Virtuality • Takes an experience in a virtual place and then realizes it in the real world • Online design experience (3D-printing) • First you dream it, then you build it (or execute it)
  17. 17. Physical Virtuality
  18. 18. Warped Reality • Playing with time • Takes an experience in reality and shifts it backwards or forward in time – Re-enactment – Cosplay
  19. 19. Warped Reality
  20. 20. Mirorred Virtuality • Absorbing the real world into the virtual • Creates a virtual expression of reality as it actually happens. • Providing a particular bird’s eye view
  21. 21. Mirorred Virtuality
  22. 22. Examples Eterna Tunnel Tail Gent High Five Scorebord
  23. 23. Aviation empire Waze playfulll
  24. 24. What is your user looking for?
  25. 25. Game mechanics
  26. 26. Enrich Do all activities contribute to reach the communication targets?
  27. 27. Wrap-up: Present new insight Your High Impact Touchpoints Intervention / Consolidation via Time-Space-Matter Added Mechanics to optimize emotional response
  28. 28. Literature • Innovation 101 Design Methods – Vijay Kumar isbn 9781118083468 • Customer journey/touchpoints De conversation manager – S.van Belleghem isbn 9789081516327 • Touchpoints Building the brand driven business – S. Davis & M. Dunn isbn 9780787962555 • Digital realms Infinite possibility – B.J. Pine & K. Korn isbn 9781605095639 • Games Reality is broken – J. McGonigal isbn 9780099540281 • Why ILove Bees:Acase, Study in Collective Intelligence Gaming, Jane McGonigal -> PDF • Motivations for Play in Online Games, Nick Yee -> PDF

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