Gamification is a powerful tool but can fail if not designed properly. The document outlines 10 common mistakes in gamification design: 1) Implementing gamification just because it is popular without analyzing fit, 2) Having goals that are not specific, measurable, attainable, relevant and time-based, 3) Gamifying a non-functional process, 4) Thinking gamification is only about points, badges and leaderboards, 5) Overly relying on material rewards, 6) Not evolving the design over time, 7) Viewing it only as a technology solution rather than a psychological one, 8) Not getting support from stakeholders, 9) Not analyzing player types, and 10) Viewing it as a one-size
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Conoce el curso de desarrollo de apps para iOS 9 en:
https://www.udemy.com/curso-de-desarrollo-de-apps-para-ios-9/?couponCode=SLIDE_SHARE
We'll learn a few basic rules to drive a good game design and engage, retain and entertain our costumers. We'll see some of the basic steps a good Game Designer muy think about when creating a good game, learn from the mistakes of the old companies and become a new trend on the video games market places. We'll focus on the gameplay and game mechanics, buy we will for sure give a little overview about the art, the audio, look & feel, storyline and characters
Suscríbete al canal de youtube para estar al día de nuevos contenidos:
https://www.youtube.com/channel/UCMUxXNYrVCv6-bQakhomvBg
Callum Underwood, Chief Ranger, Raw Fury
In his role as Chief Scout at Raw Fury, Callum looks at dozens of game pitches a week. In this talk, he will be discussing two main subjects: how to give yourself the best chance of a positive outcome when approaching publishers, and how to not worry if it’s negative. Sneak preview: you often don’t need a pitch, and you often don’t need a publisher.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Conoce el curso de desarrollo de apps para iOS 9 en:
https://www.udemy.com/curso-de-desarrollo-de-apps-para-ios-9/?couponCode=SLIDE_SHARE
We'll learn a few basic rules to drive a good game design and engage, retain and entertain our costumers. We'll see some of the basic steps a good Game Designer muy think about when creating a good game, learn from the mistakes of the old companies and become a new trend on the video games market places. We'll focus on the gameplay and game mechanics, buy we will for sure give a little overview about the art, the audio, look & feel, storyline and characters
Suscríbete al canal de youtube para estar al día de nuevos contenidos:
https://www.youtube.com/channel/UCMUxXNYrVCv6-bQakhomvBg
Callum Underwood, Chief Ranger, Raw Fury
In his role as Chief Scout at Raw Fury, Callum looks at dozens of game pitches a week. In this talk, he will be discussing two main subjects: how to give yourself the best chance of a positive outcome when approaching publishers, and how to not worry if it’s negative. Sneak preview: you often don’t need a pitch, and you often don’t need a publisher.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
Introduction to gamification for Gamification Europe 2019Pete Baikins
Slides from the pre-conference workshop delivered at Gamification Europe 2019 in Berlin. Delivered by Pete Jenkins and Vasilis Gkogkidis. Get up to speed fast with this introduction to Gamification. Covering the trends behind gamification, the science, some great examples and your first tools to start applying gamification.
Casual Game Design: Designing Play for the Gamer in All of UsGreg Trefry
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well.
In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
Leading a gameful work from home culturePete Baikins
Leading a gameful work from home culture - simple approaches a leader can take to motivate and engage employees remotely.
* Key benefits of a gameful remote working culture
* How to transition from workplace fun to remote fun
* Why you should be a selfless game playing leader
* Choosing synchronous or asynchronous play with your teams
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
10 Reasons Why Every UX/Product/Designer Must Play GamesDori Adar
Are you a UX/Product/Tech Designer?
Do you play games?
If not, here are 10 good reasons why you oughta.
If you do, share this with your non-playing friends!
Read more : www.doriadar.com
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
Introduction to gamification for Gamification Europe 2019Pete Baikins
Slides from the pre-conference workshop delivered at Gamification Europe 2019 in Berlin. Delivered by Pete Jenkins and Vasilis Gkogkidis. Get up to speed fast with this introduction to Gamification. Covering the trends behind gamification, the science, some great examples and your first tools to start applying gamification.
Casual Game Design: Designing Play for the Gamer in All of UsGreg Trefry
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well.
In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
Leading a gameful work from home culturePete Baikins
Leading a gameful work from home culture - simple approaches a leader can take to motivate and engage employees remotely.
* Key benefits of a gameful remote working culture
* How to transition from workplace fun to remote fun
* Why you should be a selfless game playing leader
* Choosing synchronous or asynchronous play with your teams
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
10 Reasons Why Every UX/Product/Designer Must Play GamesDori Adar
Are you a UX/Product/Tech Designer?
Do you play games?
If not, here are 10 good reasons why you oughta.
If you do, share this with your non-playing friends!
Read more : www.doriadar.com
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
BAUSEM-Indense Organizasyonel Öğrenme Psikolojisinin Performans ve ROI'ye Etk...Ercan Altuğ YILMAZ
BAUSEM-Indense Organizasyonel Öğrenme Psikolojisinin Performans ve ROI'ye Etkisi SemineriOrganizasyonel Öğrenme Psikolojisinin Performans ve ROI'ye Etkisi Semineri
Sanjeev NC: 5 Game Techniques to Immediately Apply in Your Service DeskitSMF UK
Gamification in service management is nothing new, but all too often it only focuses on points, badges, and leaderboards. In this presentation, Sanjeev goes beyond this, and shows you how you can apply gaming techniques to drive the right behaviours amongst end users and agents. Plus he shares examples of specific game techniques that can be applied to your service desk, based on Yukai Chou's Octalysis framework for gamification and behavioural design.
Take a look at this presentation to gain actionable insights based on game techniques when applied to the service desk; to take away advice on how to improve end user adoption (of the likes of self-service) and agent motivation. Plus learn a new behavioural design framework (Octalysis).
This script is from a webcast that I prepared for a Fortune 500 company earlier this year. Because of a prior booking, I was unable to be at their event live, so we decided on an interactive webcast. I added soft-core gamification elements to the webcast to demonstrate the power of even these simple techniques, and also to help keep the audience engaged with the information.
Annual Sales Meeting June, 2014
Webcast for Sales Directors and their teams
You can access the presentation Gamification 101: Are You Ready for the Gamers? at: http://www.slideshare.net/monicacornettientreprenow/monica-cornetti-gamification-101-2020-workforce-presentation-for-private-client
About The Presenter: A gamification keynote speaker and curriculum designer, Monica Cornetti is rated as the #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification used in the corporate environment.
Contact Monica for information about hiring her to work with your group and learn how to apply gamification strategies that produce measurable, value-added ROI to your employee or client engagement strategies. monica@monicacornetti.com
Connect with Monica (@monicacornetti) www.monicacornetti.com
Gamification for Growth Hackers -theflyyFlyyx Tech
You have to ask some of these important questions before you start implementing gamification in your product —
Why is a user doing a particular action in the product?
Why do users return to use your product?
What do they care about?
Digging into intrinsic motivation will help in designing compelling experiences and avoid some common pitfalls of gamification.
You have to connect Points, Badges, Levels, Leaderboards, and other reputation/reward systems that you decide with the intrinsic motivation of your user.
Keep these learnings in mind and you will be able to create a powerful gamification system for your product.
In our 3-hour workshop, "Gametization 101", we at Gametize (http://gametize.com) gave a walkthrough of our very own 5D Framework, which we have extensively used to design gamification strategies for many of our customers.
Learn more about how to implement a gamification strategy to your use case with Gametization 101.
Gamify your e learning! 6 Ways to Incorporate Gamification into eLearningLambda Solutions
Gamification has emerged as a significant trend in the field of learning and development in the past few years. By gamifying learning, you can harness the power of what people inherently love to do—have fun. But what is gamification and how can it be used effectively to motivate and engage learners?
Co-hosted by Paula Yunker, with 30+ years of instructional design experience—this webinar will explore what gamification is and how gamification can be used to create more meaningful, engaging and interactive eLearning experiences. We’ll discuss how you can create eLearning courses using principles of gamification that fit with your budget and we’ll also share examples of how organizations have successfully used gamification.
Topics covered are as follows. To listen to the recorded webinar, please visit: http://www.lambdasolutions.net/?p=6874
-What gamification really is
-The difference between learning games and gamification
-Using gamification to engage learners
-Getting started with gamification – what you need to know
-Six ways to incorporate elements of gamification regardless of your budget
-Successful examples of gamification in learning
Speakers: Paula Yunker, Managing Partner and instructional designer, Limestone Learning; Sean Hougan, Marketing Coordinator, Lambda Solutions
Jiff Inc. founder, James Currier, discusses how game mechanics, consumer psychology, and design thinking are revolutionizing health benefits engagement.
This is the full downloadable "Marczewski" or Gamified UK method workshop. It is the same workshop I delivered at gamification world congress 2014. It has now been changed for a new version, but this should still provide some interesting opportunities in gamification workshops you may wish to run.
http://gamified.uk
Learning today has changed, people feel the need to learn by doing, by trying... and - why not? - by having fun. For this reason, to more and more companies tools such as simulators, business games and serious games are fundamental. What are they? Find it out with us!
Netex Seminar LT2016 | Gamification: How to excite and engage your learners i...Netex Learning
"Gamification: How to excite and engage your learners in 2016".
Netex Seminar presented by Mike Byrne, UK Country Manager, at Learning Technologies 2016.
Gamification of User Engagement ProcessTouseef Ikram
This presentation is about understanding Gamification. I presented this in 3rd Annual Digital Marketing conference DigiMark2014. It explains how games engage audience in doing repetitive tasks and take pleasure out of it. It also share some stats and example projects of giant companies using gamification. It also explains different concepts associated with gamification like extrinsic and intrinsic motivation, dopamine cycle, SAPS framework, Octaylsis framework.
BTW I also have left the slide notes intacts. Hope it helps you some way.
ProductTank Amsterdam - IceMobile Karlijn van den Bergicemobile
Product management means different things in different environments, but there is always some common ground. ProductTank Amsterdam organised a session to hear from 3 PMs in different types of companies, to understand their responsibilities, daily tasks and daily struggles.
IceMobile's Experience Director Karlijn van den Berg focussed on the similarities and differences between product management in agencies and companies.
Marketing for Creators - Fact From Myth (script)Game Republic
Leonie Manshanden, ex-Irrational Games Studio Director discusses the similarities and differences between triple-A and indie games marketing - from the GameHorizon Marketing Summit 2014, 26th September 2014. There are accompanying slides to these notes.
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
Qualitas Global Solutions specializes in Software testing services, Game testing services & Mobile Application testing services in Pune, India.
http://www.qualitasglobal.com/
TOY - Gamification Decards - Oyunlastirma Kart Örnekleri.pdfErcan Altuğ YILMAZ
Türkiye'nin ilk Oyunlaştırma Kartları
Geleceğin iş modeli oyunların motivasyonlarını iş süreçlerine entegre etmek olan oyunlaştırma için tümüyle bizzat ülkemizin dünyadaki oyunlaştırma lideri Ercan Altuğ Yılmaz ve Gamfed Türkiye ekibi ile geliştirilen ve tümüyle ücretsiz olan oyunlaştırma modeli TOY ve oyunlaştırma kartları Gamification Decards ile siz de keşfedin ve işinize uygulayın.Oyun başlasın!
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
10 Deadly Mistakes at Gamification Design by oyunlastirma.co
1. 10 Common Mistakes at
Gamification Design
Ercan Altuğ Yılmaz / twitter@ercanaltug
2. 10 Common Mistakes at Gamification Design
Meaning (Anlam), Empowerment (Güçlendirme), Social İnfluence (Sosyal Etki),Unpredictability (Tahmin
edilemezlik), Avoidance (Kaçınma) , Scarcity(Azlık), Ownership (Sahiplik) ve Accomplishment (Başarı)
3. 10 Deadly Mistakes of Gamification!
‘’ Gamification is a very powerfull tool and solution for every area. But mostly because of poor design
and some other mistakes gamify process can be stop or player of games are not motivate like before.
Lets try to list them with count of 10 and when we start to gamify a process carefully remember
them. ‘’
4. 1 : Just because of gamification sounds cool
Gamification has a big curiosity over people these days,and every big project has a plan for gamification
somehow. But althought it’s a very powerfull tool at people, it maybe not right solution for your business and
it’s problems.It because your player types or business models or else. You have to analyze all of these
gamification frameworks with step by step and decide to use gamification.
5. 2 : Business targets are not SMART!
Gamification is a problem solving and process focusing solution. You have to defined your business
target, and people’s behavior on your business,where is the challange and how you can create a behavior
model for problem solution. These are has to be clear, understandable and reachable like SMART model.
6. What is SMART Target?
What was the SMART model? Smart target’s has 5 subject to have. First is Specific.It didint change by people.
Second is Measurable. You can point with numbers not words. Third is Attainable. Yes throwing a stone to moon
is a good target for productivity but not attainable,also it has to be relevant and time based.
7. 3 : Try to gamify a not working process
Gamification is not a standalone process for a any kind of process. It is focus on a challange or problem on a
real and working a process. If your process not working with some reason if you gamify people will experience
not working process for points,badges or awards,which is another mistakes we will talk under the Award.
8. 3 : Try to gamify a not working process
For example :
- Your website’s login number is low because of some cross platform UX problem or want too much
information to fill up. Let’s gamify it. Give every login a new badges. People will still faces with UX problems or
long forms but they love to have these badgesiso they will do these but love it.
9. 3 : Try to gamify a not working process
Another example :
- Our training videos has very low complete percentage. If you will start to give points to complete and a
dayoff for 10 points,they will definitly complete these trainings. But you have to ask what is the problem? What
if your videos are not playing streamly with every platform,or they are just boring! You have to focus
problems and after better experience for player you can gamify the process.
10. 4 :Gamification is not just PBL
In 2011 when the gamification word has became buzzword everyone saw examples with Point, Badges and
Leaderboard. People thing it’s a set and has to be include every gamify process. Which is wrong. This wrong
approuch now called ‘PBL’ is mostly prefer for gamify solution. Yes these PBL game mechanics are very
powerfull to integrate your model but they are not only mechanics or even more.
11. 4 :Gamification is not just PBL – Duolingo’s Badges
For examle Duolingo website also use PBL. But Duolingo’s Badges has power status which discrese by time. So
you have to come back and take some quiz to full them up and keep your badges. Great solution for revisiting
site and retention for knowlegde. Use and think with your needs on PBL mechanics.
12. 4 :Gamification is not just PBL – Create a new!
Another example you can create your own mechanics,dont use only existing like PBL. For example a game
company call «Pixofun» has a quiz based game and it has a ‘Quarantine’ mechanics that every wrong answer goes
to Quarantine with how many it had answered wrong it has got that much points,and if you answer these
questions correctly you can eanr those points. Great game thinking!
13. 5 :Carefully use Awards
Awards has high potential to create a motivation on people and take action. But if you put too much
awards with material based, people’s motivation will not to do an action on your solution just for winning
an award. Don’t forget even Mario Bros had a motivation to saving Princess!
14. 5 :Gamification Awards : SAPS Model
Remember that not every awards has to be a stuff like ipad or money related things. You can use Gabe
Zichermann’s SAPS model for that. After staff you can use Power,power to people has some power each
other like removing another user’s comment or decided to his avatar ext. Also Access to some secret
documents, or place or someone like CEO. And status that has some power on people and also on system
like majorship at fousquare-swarm.
15. 6 :Gamification is not plug/play thing
Gamification not a one action deployment like plug/play solution. In the game flow you have to follow players
actions and decided to next flow. Even if you just use PBL mechanics it will work on people but after couple
months and earned millions of points , same game design won’t motivate people, you have to add mechanics and
more changes for gameflow.
16. 7 :Gamification is not only technology
Some people thing gamification is intergration with an existing engine,and system has to use these engine’s
mechanics. Gamification mostly people focus and psychological background. You have to define people’s
problem, create a solution on motivational and then choose a game mechanic or design or engine.
17. 7 :Gamification is not only technology
For example ; in these days some smart watches can measure your heart beat instanly.
And some company directly to used this feature at their watch application,and called it
gamified.
18. 7 :Gamification is not only technology
Even it looks like game because there is a play design on it,it’s not real gamification because it is not
challange based and solving a problem with heart beat. It’s just using technology for a playfull
experience.
19. 8 : Take support from target ecosystem
Like all games, at gamification player need to know game rules and they are in a gamified process. Explain
all game flow to target audience, it could be your boss at office, family at your home or else? Gamification
has always some surprise,sometimes good,sometimes bad because of games own nature, take support from
your management team and target ecosystem.
20. 9 : Analyze and talk with your player types
Like every project,if you gamify something it has to be for player’s. We can call it Player Centric Design. You
have to analyze your target audince. Or even maybe doing some interview and test with them. Some player
like we metion before at Bartle Player Types loves to achivie some tasks,other loves to socialize but other
just try to eliminate other players. So figure it out and desing your process and choose your game elements
with player motivations.
30. In product design process product managers always use Persona Cards. It is a brief that which users will
use this product and why? Persona is always help desingers to focus on customer. So gamification for
people then it needs a persona cards too.
31. Mario Herger create a Player Persona Cards like this. You can ask these questions and analyze your
players and deciden how your gamify process focus to.
32. User Centric Design & User Experience
User centric desing is very important also for gamification. Because gamification focus on people problems on
real world. If you dont put users to centric and if you design for yourself it wont work except yourself. It becomes
some how to User experience. Starbucks is User experience nirvana. You can drink same coffea all over the world
and not only coffea, with smell,with service and store’s quality has complete the user experience.
33. User Centric Design & User Experience
If you have a good user experience design users will use your solution by themselves. Couple best user
experience solution is chair,door and water battery’s hot and cold water sign. If someone see door and if
use handle directly that will be a good user experince,if everyone understand that red is hot and blue is
cold that will be a good design and user experience.
34. 10 : Gamification isnt a ready to use solution
Gamification has lots of elements. You dont have to use them all. It doesnt have to point or badges. You can start
with one elements like avatar and track it then update the game design flow and integrate other elements over
these. For example if you gamify a sell process and if seller doesnt know his target and effect of what he sells,you
can just start witj progress bar and if he sells just 1 shoes how it will effects on progress bar with percentage,that
will be a good start.No need extra points,leaderboard or else for starting to gamify. You can start with one
elements focus on problem then you can continiue with other elements.
35. 10 : Mihaly Csikszentmihalyi Gameflow
Mihaly Csikszentmihalyi show that if you give player quest with challange that they can
achieve,these game flow keep going.
36. 10 : Mihaly Csikszentmihalyi Gameflow
This gameflow theory is very important for long term gamification IF challanges to easy with
the player abilities,player will bored and leave the flow. Or if its too hard to dı they also after
couple try leave. If you can hold them at «Flow Zone» player has a good path to flow.
37. 10 : Mihaly Csikszentmihalyi Gameflow
Then if you have a good game flow the results will be very fantastic.
Gamification is a very powerfull tool and solution for every area. But mostly because of poor design and some other mistakes gamify process can be stop or player of games are not motivate like before. Lets try to list them with count of 10 and when we start to gamify a process carefully remember them.
Gamification has a big curiosity over people these days,and every big project has a plan for gamification somehow. But althought it’s a very powerfull tool at people, it maybe not right solution for your
business and it’s problems.It because your player types or business models or else. You have to analyze all of these gamification frameworks with step by step and decide to use gamification.
Gamification has a big curiosity over people these days,and every big project has a plan for gamification somehow. But althought it’s a very powerfull tool at people, it maybe not right solution for your
business and it’s problems.It because your player types or business models or else. You have to analyze all of these gamification frameworks with step by step and decide to use gamification.
Gamification is a problem solving and process focusing solution. You have to defined your business target, and people’s behavior on your business,where is the challange and how you can create a behavior model for problem solution. These are has to be clear, understandable and reachable like SMART model.
What was the SMART model? Smart target’s has 5 subject to have. First is Specific.It didint change by people. Second is Measurable. You can point with numbers not words. Third is Attainable. Yes throwing a stone to moon is a good target for productivity but not attainable,also it has to be relevant and time based.
Gamification is not a standalone process for a any kind of process. It is focus on a challange or problem on a real and working a process. If your process not working with some reason if you gamify people will experience not working process for points,badges or awards,which is another mistakes we will talk under the Award.
For example :
- Your website’s login number is low because of some cross platform UX problem or want too much information to fill up. Let’s gamify it. Give every login a new badges. People will still faces with UX problems or long forms but they love to have these badgesiso they will do these but love it.
Another example :
- Our training videos has very low complete percentage. If you will start to give points to complete and a dayoff for 10 points,they will definitly complete these trainings. But you have to ask what is the problem? What if your videos are not playing streamly with every platform,or they are just boring! You have to focus problems and after better experience for player you can gamify the process.
In 2011 when the gamification word has became buzzword everyone saw examples with Point, Badges and Leaderboard. People thing it’s a set and has to be include every gamify process. Which is wrong.
This wrong approuch now called ‘PBL’ is mostly prefer for gamify solution. Yes these PBL game mechanics are very powerfull to integrate your model but they are not only mechanics or even more.
For examle Duolingo website also use PBL. But Duolingo’s Badges has power status which discrese by time. So you have to come back and take some quiz to full them up and keep your badges. Great solution for revisiting site and retention for knowlegde. Use and think with your needs on PBL mechanics.
Another example you can create your own mechanics,dont use only existing like PBL. For example a game company call «Pixofun» has a quiz based game and it has a ‘Quarantine’ mechanics that every wrong answer goes to Quarantine with how many it had answered wrong it has got that much points,and if you answer these questions correctly you can eanr those points. Great game thinking!
Awards has high potential to create a motivation on people and take action. But if you put too much awards with material based, people’s motivation will not to do an action on your solution just for winning an award. Don’t forget even Mario Bros had a motivation to saving Princess!
Remember that not every awards has to be a stuff like ipad or money related things. You can use Gabe Zichermann’s SAPS model for that. After staff you can use Power,power to people has some power each other like removing another user’s comment or decided to his avatar ext. Also Access to some secret documents, or place or someone like CEO. And status that has some power on people and also on system like majorship at fousquare-swarm.
Gamification not a one action deployment like plug/play solution. In the game flow you have to follow players actions and decided to next flow. Even if you just use PBL mechanics it will work on people but after couple months and earned millions of points , same game design won’t motivate people, you have to add mechanics and more changes for gameflow.
Some people thing gamification is intergration with an existing engine,and system has to use these engine’s mechanics. Gamification mostly people focus and psychological background. You have to define people’s problem, create a solution on motivational and then choose a game mechanic or design or engine.
For example ; in these days some smart watches can measure your heart beat instanly. And some company directly to used this feature at their watch application,and called it gamified.
Even it looks like game because there is a play design on it,it’s not real gamification because it is not challange based and solving a problem with heart beat. It’s just using technology for a playfull experience.
Like all games, at gamification player need to know game rules and they are in a gamified process. Explain all game flow to target audience, it could be your boss at office, family at your home or else? Gamification has always some surprise,sometimes good,sometimes bad because of games own nature, take support from your management team and target ecosystem.
Like every project,if you gamify something it has to be for player’s. We can call it Player Centric Design. You have to analyze your target audince. Or even maybe doing some interview and test with them. Some player like we metion before at Bartle Player Types loves to achivie some tasks,other loves to socialize but other just try to eliminate other players. So figure it out and desing your process and choose your game elements with player motivations.
Phillip Toledano took lots of people while they play a game. And these interesting photos came from.
Even these people played same game with same tasks for couple minutes,
You can easly realise that every people has different reactions.
Some of them having fun, some of them nervous,other just enjoy!
İt show us that every person has a differen motivational background to play a game and it creates player types.
It s very important to analyse and critical for gamification design.
Some player always focusing to achivie some tasks,
Others just enjoying to explorer to game and meeting with other players,
Or just killing other player!
In product design process product managers always use Persona Cards. It is a brief that which users will use this product and why? Persona is always help desingers to focus on customer. So gamification for people then it needs a persona cards too.
Mario Herger create a Player Persona Cards like this. You can ask these questions and analyze your players and deciden how your gamify process focus to.
User centric desing is very important also for gamification. Because gamification focus on people problems on real world. If you dont put users to centric and if you design for yourself it wont work except yourself. It becomes some how to User experience. Starbucks is User experience nirvana. You can drink same coffea all over the world and not only coffea, with smell,with service and store’s quality has complete the user experience.
If you have a good user experience design users will use your solution by themselves. Couple best user experience solution is chair,door and water battery’s hot and cold water sign. If someone see door and if use handle directly that will be a good user experince,if everyone understand that red is hot and blue is cold that will be a good design and user experience.
Gamification has lots of elements. You dont have to use them all. It doesnt have to point or badges. You can start with one elements like avatar and track it then update the game design flow and integrate other elements over these. For example if you gamify a sell process and if seller doesnt know his target and effect of what he sells,you can just start witj progress bar and if he sells just 1 shoes how it will effects on progress bar with percentage,that will be a good start.No need extra points,leaderboard or else for starting to gamify. You can start with one elements focus on problem then you can continiue with other elements.
Mihaly Csikszentmihalyi show that if you give player quest with challange that they can achieve,these game flow keep going.
This gameflow theory is very important for long term gamification IF challanges to easy with the player abilities,player will bored and leave the flow. Or if its too hard to dı they also after couple try leave. If you can hold them at «Flow Zone» player has a good path to flow.
Then if you have a good game flow the results will be very fantastic.