1. The document discusses concepts related to game design and gamification including defining games, game elements, player types, rewards, and creating meaningful gameplay experiences.
2. It provides an overview of factors that contribute to an engaging game experience such as goals, feedback, social elements, and achieving a state of flow.
3. The document proposes using game thinking and mechanics to solve problems and engage users, specifically in the contexts of education, entertainment, and engagement.
An overview on what Gamification is all about, and how to crafting a strategy based on human motivation and engagement styles.
For the most up to date version of this deck, please head over to http://www.slideshare.net/gametize/gamification101.
4 Keys and Psychology of Fun from Awareness to Impact GSummitNicole Lazzaro
Standing on top of a temple in Egypt I had a vision of how to change the world with play. Games and work both require decisions, only games are often more engaging. Today we can use what people are naturally inclined to do to architect systems of engagement to better themselves and their world. We can use these games to succeed where corporations and public service institutions have failed. We can use the psychology of fun to create games of engagement to make us happier and smarter, help us achieve our goals, solve challenging problems like poverty and climate change.
Research shows that people who are in a happy engaged brain states are 50% more productive. We can use the emotions from play to create brain states that drive success in the workplace and in life. Over thirty years games have evolved techniques to create strong emotions that drive play. Ultimately these games can actually deliver public services, such as Tilt World a game to plant 1 million trees. http://bit.ly/TiltWorld
Movies like Al Gore's Inconvenient Truth, viral videos like Kony 2012 raise awareness about important issues. Games, the medium of the 21st century, have the power to turn this awareness into action. In this talk we cover what brain states improve performance, how games create engagement to create these brain states, how to design the specific choices with the Four Keys to Fun, and ultimately how to amplify a game's impact on the player and the real world.
Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011Ryan Haney
Innovation games work and are a great addition to your UX tool-kit. They save time, help to build better products, can help difficult teams to collaborate and generally are more fun. But introducing these games to an unreceptive or even receptive organisation can be a challenge. Knowing which games to use and when to use them, getting stakeholder and team member buy-in, and bringing games out of product definition workshops and in to everyday/weekly meetings can feel like an uphill battle.
In this collaborative session we'll explore ways to overcome these hurdles. We'll look at strategies to get comfortable with playing games as well as ways to get your entire organisation to embrace them.
10 tips for gamifying any experience (including the experience of change) www...Richard Harmer
Change is hard, but playing games is fun - gaming change is all part of the fun. Use the foundational attributes of highly effective and engaging games to amplify your fun in experiencing change.
For a video version of this presentation including a detailed description of each of the 10 attributes for creating highly engaging and affective games, visit: http://tiny.cc/n5qbkx
An overview on what Gamification is all about, and how to crafting a strategy based on human motivation and engagement styles.
For the most up to date version of this deck, please head over to http://www.slideshare.net/gametize/gamification101.
4 Keys and Psychology of Fun from Awareness to Impact GSummitNicole Lazzaro
Standing on top of a temple in Egypt I had a vision of how to change the world with play. Games and work both require decisions, only games are often more engaging. Today we can use what people are naturally inclined to do to architect systems of engagement to better themselves and their world. We can use these games to succeed where corporations and public service institutions have failed. We can use the psychology of fun to create games of engagement to make us happier and smarter, help us achieve our goals, solve challenging problems like poverty and climate change.
Research shows that people who are in a happy engaged brain states are 50% more productive. We can use the emotions from play to create brain states that drive success in the workplace and in life. Over thirty years games have evolved techniques to create strong emotions that drive play. Ultimately these games can actually deliver public services, such as Tilt World a game to plant 1 million trees. http://bit.ly/TiltWorld
Movies like Al Gore's Inconvenient Truth, viral videos like Kony 2012 raise awareness about important issues. Games, the medium of the 21st century, have the power to turn this awareness into action. In this talk we cover what brain states improve performance, how games create engagement to create these brain states, how to design the specific choices with the Four Keys to Fun, and ultimately how to amplify a game's impact on the player and the real world.
Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011Ryan Haney
Innovation games work and are a great addition to your UX tool-kit. They save time, help to build better products, can help difficult teams to collaborate and generally are more fun. But introducing these games to an unreceptive or even receptive organisation can be a challenge. Knowing which games to use and when to use them, getting stakeholder and team member buy-in, and bringing games out of product definition workshops and in to everyday/weekly meetings can feel like an uphill battle.
In this collaborative session we'll explore ways to overcome these hurdles. We'll look at strategies to get comfortable with playing games as well as ways to get your entire organisation to embrace them.
10 tips for gamifying any experience (including the experience of change) www...Richard Harmer
Change is hard, but playing games is fun - gaming change is all part of the fun. Use the foundational attributes of highly effective and engaging games to amplify your fun in experiencing change.
For a video version of this presentation including a detailed description of each of the 10 attributes for creating highly engaging and affective games, visit: http://tiny.cc/n5qbkx
David Vermeir talked about one of the cornerstones of user engagement on online platforms: Gamification. How can you engage your users to participate in e-learning, collaboration, ...
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
Crafting digital stories. 6 tips for creating meaningful experiences through ...Valentijn Destoop
Little Miss Robot is a digital creative studio. We collaborate as a creative innovation partner, providing concept & interface design, cutting-edge development and creative direction & strategy.
Valentijn is the founder and creative director of Little Miss Robot. With Little Miss Robot, Valentijn is now focused on digital creation and storytelling. Passionate about design, user experience and innovation, he helps clients with their digital communication and strategy.
Get ready to roll your sleeves to learn and experience the fundamentals of game design. We have heard about the explosive use of game techniques to engage users in new and different ways. However, game design is more than sticking points, leaderboards, and badges on your application to engage your users. In this workshop, you will learn the most important elements of game thinking and mechanics, apply them through creative exercises, and get examples of successful implementations. Be ready to participate and have fun! (modev East 2013. McClean, Virginia)
Beyond The Badge: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Let’s face it, the buzz surrounding Gamification has reached critical mass in the marketing industry with the bulk of attention directed to points & badges as a panacea for customer engagement and loyalty. While these tools certainly have their place in drafting an engagement plan, there’s more to unlock - much more. By examining the tools game designers use to incentivize and motivate players and mapping these tools to their psychological underpinnings we can arm ourselves with a model for architecting user engagement, directing behavior and satisfying business goals.
This presentation is appropriate for anyone looking to level up their understanding of game design thinking, the current state of gamification and how to move it Beyond the Badge.
The mountain SOULspace is a self-organized, open learning and co-working and co-living space. A melting pot for global social innovators and entrepreneurs and educational initiatives of the region.
How would you describe education? What is your interest in education? How can you contribute to the change.
A engaged group of entrepreneurs, public servants and represantatives of various Latin American cultures met and developed a vibrant experience. They developed concepts for alternative education approaches and why they are important for Out-Of-The-Box-Solutions.
David Vermeir talked about one of the cornerstones of user engagement on online platforms: Gamification. How can you engage your users to participate in e-learning, collaboration, ...
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
Crafting digital stories. 6 tips for creating meaningful experiences through ...Valentijn Destoop
Little Miss Robot is a digital creative studio. We collaborate as a creative innovation partner, providing concept & interface design, cutting-edge development and creative direction & strategy.
Valentijn is the founder and creative director of Little Miss Robot. With Little Miss Robot, Valentijn is now focused on digital creation and storytelling. Passionate about design, user experience and innovation, he helps clients with their digital communication and strategy.
Get ready to roll your sleeves to learn and experience the fundamentals of game design. We have heard about the explosive use of game techniques to engage users in new and different ways. However, game design is more than sticking points, leaderboards, and badges on your application to engage your users. In this workshop, you will learn the most important elements of game thinking and mechanics, apply them through creative exercises, and get examples of successful implementations. Be ready to participate and have fun! (modev East 2013. McClean, Virginia)
Beyond The Badge: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Let’s face it, the buzz surrounding Gamification has reached critical mass in the marketing industry with the bulk of attention directed to points & badges as a panacea for customer engagement and loyalty. While these tools certainly have their place in drafting an engagement plan, there’s more to unlock - much more. By examining the tools game designers use to incentivize and motivate players and mapping these tools to their psychological underpinnings we can arm ourselves with a model for architecting user engagement, directing behavior and satisfying business goals.
This presentation is appropriate for anyone looking to level up their understanding of game design thinking, the current state of gamification and how to move it Beyond the Badge.
The mountain SOULspace is a self-organized, open learning and co-working and co-living space. A melting pot for global social innovators and entrepreneurs and educational initiatives of the region.
How would you describe education? What is your interest in education? How can you contribute to the change.
A engaged group of entrepreneurs, public servants and represantatives of various Latin American cultures met and developed a vibrant experience. They developed concepts for alternative education approaches and why they are important for Out-Of-The-Box-Solutions.
Joseph is a key figure in the old testament. His life is very well chronicled in the book of Genesis. This is the first of a series of 6 total sermons. By Brian Birdow. www.cmcoc.org to listen to complete series
Joseph in his life has a chance to repay evil for evil but he forgoes his opportunity knowing that God is the judge and is using him for his ultimate purpose! In this lesson we study vengeance and how Christianity demands so much. This is part 5 of 7 which the audio can be listen to and downloaded ant www.cmcoc.org by Brian Birdow
The Story Session 3 Joseph from Slave to Deputy PharaohChris Reighley
Men's Bible Study at Rolling Hills Community Church in Lago Vista, TX
In Session 3, "Joseph: From Slave to Deputy Pharaoh," you will learn how some of the most difficult times are the God's best time to capture your heart.
The Story: To understand the Bible, says author and pastor Randy Frazee, you need bifocal lenses, because two perspectives are involved. The Lower Story, our story, is actually many stories of men and women interacting with God in the daily course of life. The Upper Story is God’s story, the tale of his great, overarching purpose that puts the individual stories together like panels in one unified mural. Bestselling author Max Lucado also adds some introductory insights. Through these 31 video sessions, The Story small group study opens your eyes to God’s master plan as it unfolds in the lives of the Bible’s characters. Discover the heart of God’s Upper Story and the joy that comes as you align your story with God’s.
From the April 21st Webinar on “Robots are eating the Building: Narrative for Increased Engagement”
Andy Petroski & Charles Palmer
Stories in TV and movies are mainly meant to entertain. A story for learning should be entertaining, but also needs to be functional. The story needs to draw the players into the experience and create a bridge between characters, media elements, digital activities, and the interactive elements. A story is not only important for immediate motivation, engagement, and purpose. It’s also important for long-term learning and behavior change. Stories connect with our emotions, something that is usually lacking from traditional training, performance change, or employee engagement initiatives. Emotional experiences are memorable experiences.
Join this session to explore stories for learning within the context of Alternate Reality Games (ARGs). ARGs combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players, and critical thinking related to the storyline and problem-based activities.
Gamification in marketing and management - MMCom Solvay Business School Vietn...Dominique Mangiatordi
Gamification course for Solvay Business School in Ho Chi Minh. It describes the 8 players profiles, the player's journey, the 8 levers and some specific gaming techniques. #gamification
This it the presentation I delivered at The Face of Finance conference at Bentley University in October, 2012.
This version is missing some animations and a couple special fonts I used, but the meat of it is there. As always it's better when delivered in person ;)
Oplæg fra Netværksdagen "Game On" d. 13.9.11
SÆT DIT BIBLIOTEK PÅ SPIL
Simon Egenfeldt-Nielsen, PhD og Direktør for Serious Games Interactive. Simon Egenfeldt-Nielsen har i mange år beskæftige sig med computerspils læringspotentiel og mulighederne i game-baseret læring.
Hvordan kan vi, som biblioteker, gør brug af principperne i Gamification og få mere ”spil” i vores og brugernes hverdag?
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
Serious Games - How to use the most powerful communication tool of the next g...Nico King
The first step to effective communication is getting people’s attention, but what comes next? Learn from examples in Advergaming, Staff Training, and Games For Change to find out why they are effective at translating ideas into first-person experiences, and how that can be applied to businesses today.
Three Powerful Ideas to help investors make smart decisionsAmy Jo Kim
Have you ever been confused by conflicting advice from your stakeholders & colleagues? Do you fall for the siren song of seductive mockups? Learn how to navigate these challenges and spot the signs of a team that's headed for product/market fit.
Game the System A Proven Method to Level Up Your Training with Gamification 4...Monica Cornetti
Gamification can play a key role in how your organization trains employees when you learn how to think like a game designer.
This eBook introduces you to the Game the System™ Model of #Gamification Instructional Design - a Proven Method for implementing gamification in your training, talent development, and productivity initiatives.
Level 1: Define Business Objectives… The Fundamentals of Fun!
Level 2: It’s Story Time – Create an Epic Adventure
Level 3: Design Variety into Your Learning Activities
Level 4: Add the Game Design and Mechanics
Level 5: Tally up the Aesthetics so They Wanna Play!
Schedule a Workshop in your city or attend our next scheduled Regional Workshop. Find more information at http://www.sententiagames.com/certifications.html
HRCI, SHRM, and ATD Recertification Credits Available
Created by Monica Cornetti, CEO Sententia Gamification
www.monicacornetti.com
www.sententiagames.com
guru@sententiagames.com
Das Mountain SOUL Space ist ein selbstorganisierter und offener Lernraum und Arbeitsraum. Ein Schmelztiegel für innovative Initiativen der Region und Treffpunkt internationaler Bildungspioniere.
// Ständiger Lebensraum für 3-5 Personen und Herberge internationaler Vordenker. Wertschöpfung durch Wissensvermittlung
// Monatliche Veranstaltungen für die einheimische Bevölkerung mit Problemstellungen für die Bewohner und Nutzer des Mountain SOULspaces
// Aufbau von lokalen Lernzirkeln (zB Lawinenkunde, Kräuterlehre, Unternehmertum)
// Kooperationen und Experimentierort für Universitäten
A short reflection on what has happened during our Edu on Tour 2013: Brazil.
Personal impressions and a short overview of our tangible results. An in-depth reflection will follow soon
Edu on Tour 2012: Action Research about Alternatives in EducationPhilippe Greier
Out of our experience in Austria a 1-week program Edu on Tour:2012 was coming out as a dynamic group learning process with concrete results and a social impact. In November 2012 12 social entrepreneurs and education activists from all around the world met up to a social media campaign for making alternatives in education visible.
The participants realized the tour within a self-organizing process from and met the first time in person at the start in Amsterdam.
Among those were also the responsible stuff and founders of Nuestra Escuela (Puerto Rico; Stated funded school with democratic principles; http://www.nuestraescuela.org/) that is one of the driving forces in the education transition in South America. During the Edu on Tour Styria we visited 5 alterna-tive education institutions.
A traveling report of the EoT2012 can be found at: http://www.knowmads.nl/the-educational-revolution/
• Knowmads Business School (Netherlands; Alternative Business School; 1 Year Full – Time Pro-gram) http://www.knowmads.nl/
• Neue Schule Hamburg (Germany; Democratic School) http://www.neue-schule-hamburg.org/, Kinder entscheiden total frei über Lerninhalte werden von Erwachsenen nur beraten) http://www.neue-schule-hamburg.org/
• D&F Academy (Germany; 1 Year Change Maker Program, 6 weeks fulltime) http://dfacademy.org/
• KaosPilots (Denmark; Business school; official Bachelor degree possible) http://www.kaospilot.dk/
• YIP - International Youth Program (Sweden; 1 year Change Maker Program, Social Entrepreneurship) http://yip.se/
• Nuestra Escuela (Regelschule mit demokratischen Prinzipien, Schüler entscheiden selbst über ihre persönliche Lernstrategie) http://www.nuestraescuela.org/
In this presentation you find 5 different proposals about how to mobilize kids to take action in changing our education systems.
It was created by participants of the gamification workshop at StartUP Europe Week 2011.
Spread it, use it and make a change happening.
Putting the SPARK into Virtual Training.pptxCynthia Clay
This 60-minute webinar, sponsored by Adobe, was delivered for the Training Mag Network. It explored the five elements of SPARK: Storytelling, Purpose, Action, Relationships, and Kudos. Knowing how to tell a well-structured story is key to building long-term memory. Stating a clear purpose that doesn't take away from the discovery learning process is critical. Ensuring that people move from theory to practical application is imperative. Creating strong social learning is the key to commitment and engagement. Validating and affirming participants' comments is the way to create a positive learning environment.
Building Your Employer Brand with Social MediaLuanWise
Presented at The Global HR Summit, 6th June 2024
In this keynote, Luan Wise will provide invaluable insights to elevate your employer brand on social media platforms including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok. You'll learn how compelling content can authentically showcase your company culture, values, and employee experiences to support your talent acquisition and retention objectives. Additionally, you'll understand the power of employee advocacy to amplify reach and engagement – helping to position your organization as an employer of choice in today's competitive talent landscape.
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
Premium MEAN Stack Development Solutions for Modern BusinessesSynapseIndia
Stay ahead of the curve with our premium MEAN Stack Development Solutions. Our expert developers utilize MongoDB, Express.js, AngularJS, and Node.js to create modern and responsive web applications. Trust us for cutting-edge solutions that drive your business growth and success.
Know more: https://www.synapseindia.com/technology/mean-stack-development-company.html
Personal Brand Statement:
As an Army veteran dedicated to lifelong learning, I bring a disciplined, strategic mindset to my pursuits. I am constantly expanding my knowledge to innovate and lead effectively. My journey is driven by a commitment to excellence, and to make a meaningful impact in the world.
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
9. Source: Social Physicist: http://www.slideshare.net/ervler/gamification-future-or-fail Play 4 real Epic Win Strategy Game mechanics Gaming dynamics Game theory Serious games Badgification Game design Social Games
10.
11.
12. User/gamer types Achievers (10%) Killers (1%) Socializers (80%) Explorers (9%) Source: Bartle: http://en.wikipedia.org/wiki/Bartle_Test Play 4 real Epic Win Strategy
13. Experience systems Short- and long-term goals Rapid, frequent feedback Other people Rewards for effort Uncertainty Source: Social Physicist: http://www.slideshare.net/ervler/gamification-future-or-fail Play 4 real Epic Win Strategy
14. Types of rewards/incentives Status Access Power Stuff Source: Social Physicist: http://www.slideshare.net/ervler/gamification-future-or-fail Play 4 real Epic Win Strategy
What’s in a name? Even within the realm of gamification, there is not a 100% consensus on the term and its definition. According to Jesse Schell, the term “gamification” is just the tip of the iceberg of an idea that has far larger implications for society [Gamespot, 2011]. Other terms that are often associated with the trend, either rightly or wrongly, include: Game mechanics which refers to the actual rules and mechanisms that are employed to create the structured experience. Examples of such mechanics might include: Appointment dynamic: “A dynamic in which to succeed, one must return at a predefined time to take some action.” e.g. happy hour at your local pub [Priebatsch, 2010] Communal Discovery: “wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun.” [Priebatsch, 2010] See Appendix 1 for an extensive list of game mechanics. Gaming dynamics are related to game mechanics but recognise that different people respond to the same incentives and rewards differently. Whereas game mechanics are static rules put in place to define the shape of an experience, game dynamics adjust the rules and mechanics in response to the player’s performance and the current game state. Game theory, which has very little to do with gamification. Game theory is an area of mathematical economics developed in the mid-20 th century in order to predict individual choices within specific real-world and hypothetical scenarios (such as the Prisoner’s Dilemma). Serious games refer to experiences where the outcome has a real-world impact and, thus, is more than just a game played for personal enjoyment. Examples include game researcher, Jane McGonigal’s, Evoke, an alternate reality game (ARG) created for the World Bank Institute wherein participants create social and technological innovation and development. Badgification or pointsification is a pejorative term that describes the implementation of shallow aesthetics and mechanics (e.g. badges, bright colours, progress bars) without giving due attention to the underlying mechanics which are the true driving force behind real engagement. Game design is the process of creating a game, often purely for entertainment purposes.
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Gamer types As touched on in the “game dynamics” section, people behave in different ways. Different people are motivated in different ways. To account for this, Zicherman [2010] suggests thinking through different usage scenarios and designing specific streams into the game structure. According to Bartle [1997], there are four main player types, each of which needs to be catered for when designing a game experience. Achievers (10% of users) focus on the big rewards with the most recognition and status (e.g. an illustrious title or large number of contributions). Socializers (80% of users) make up the undergrowth of the community. They support and nourish the other player types with their recognition and adoration. Socializers are non-confrontational, are looking to engage and will easily reciprocate. Explorers (9% of users) take pride in mapping a system in terms of its features and decision spaces. They thrive on the social credit that they receive for their discoveries. Day suggests building achievements into your game-space that reward users for exploring the platform in novel ways, for example by using an unpopular feature. Killers make up 1% of the community. They are similar to Achievers in that they go for the big rewards, but with a subtle difference. When they win, someone else has to lose publicly so that the community can recognise their actions (e.g. forum trolls and comment killers). Killers are highly active and engaged and can be dealt with by harnessing their energy by putting them onto rails (step-wise progressions that are built into the system) that shape their behaviour by following a path intended by the designer. Jane McGonigal [2008] points out that most communities follow a power law curve in terms of engagement (similar to the 80-20 rule). A few users contribute most of the content while the majority are relatively passive. This syncs up with what we know about Bartle’s Player Types, where the vast amount of Socializers support and nourish the highly active users in the form of Achievers, Explorers and Killers. McGonigal [2008] goes on to point out that emotional goals differ between players, using Lazzaro’s framework to make the distinction between four main emotional categories: Fiero ( an Italian word that describes the rush of emotion that one feels right after the moment of success), Curiosity, Amusement and Relaxation. Figure 6 has a detailed breakdown of the various emotions that fall into each category.
Hijacking the Brain: How does gamification work? Gamification it taps into the deep-seated, primal tendencies and biases that have been sculpted over time by evolution to maximise our chances of survival. 10,000 years ago, we used these deeply ingrained biases and tendencies to effectively navigate our natural environment. Today, games have become adept at pushing these same buttons to create sensations of enjoyment and reward. Tom Chatfield [2010] identifies several ways in which games push our buttons: Experience systems give us a sense of achievement for reaching milestones and keep us working towards them. For example, the LinkedIn progress bar shows how much profile information you still need to provide and outlines the simple steps you need to take to achieve that goal. Short- and long-term goals in parallel allow us to achieve on a micro scale while simultaneously making progression towards the macro goal seem more manageable. Rewards for effort (i.e. positive reinforcement) trigger releases of feel-good chemicals in our brain, which train us towards desired behaviour. For example, Foursquare rewards users with badges for checking in the most times at a specific venue (mayor badge). Rapid, frequent, clear feedback in response to a user’s actions which also sets off the reward centres in our brains. For example, Facebook is addictive partly because it allows its users to receive real-time feedback in response to their comments and Likes. An element of uncertainty is crucial for an effective reward scheme. Gamblers become addicted to slot machines due to the unpredictable nature of the pay-offs [see Montague & Berns, 2002]. It is the element of uncertainty that has people constantly checking to see whether an email has arrived in their Inbox or whether someone has commented on their Facebook status. Other people (i.e. social elements ) probably provide our brains with the greatest rewards. Humans are social creatures by nature. Adding other people into your experience is a no-brainer as evidenced by the rise of social media in the form of Facebook, Twitter, etc. According to Gavin Marshall, Head of Innovation for Mxit, South Africa’s largest social network, MXit users’ rewards are mostly social in nature.
Rewards Effective rewards cost designers relatively little but are highly valued by users. Less effective rewards cost designers more for the same level of user valuation as a more effective reward. Reward types are listed below in order of decreasing effectiveness [CNET, 2010]: Status is probably the most effective reward. It costs designers next to nothing and is highly valued by users as it taps into our social natures. Zicherman [2010] suggests that status has replaced material rewards such as cash, and that the less status rewards a game doles out, the more material rewards it needs to hand out to keep users engaged. Access to restricted features, options and areas e.g. VIP room in a nightclub or member-only analytics on a website. Power is an effective incentive for some e.g. community moderators that can ban users, remove status or shift points around; voting to change contents of front page of a website; etc. Stuff , both material (e.g. cash prizes) and virtual (e.g. game weapons or FarmVille seeds). Material stuff is costly to provide, whereas virtual goods are often free. According to Day, “you can sculpt [a] psychological reward-scape to some degree, but ultimately the best rewards are the ones in the minds of your players”.
Flow The Holy Grail for most game experiences is the creation of a state of “flow” in its users. ‘Flow’ describes the experience of full submersion in a process, which creates a sense of energized focus and 100% engagement [Csíkszentmihályi, 1991]. Being in a state of flow is often referred to as being “in the zone”, “on the ball”, “in the moment” or “in the groove”. It is the moments while performing a task where we feel totally capable and rewarded for the effort we are putting in. A state of flow can often be a reward in itself as humans find the state incredibly fulfilling and motivating. Flow is induced when performing tasks that are challenging but within our capabilities to complete. If a challenge is beyond our skill it becomes frustrating. If a challenge is too easy, it becomes boring. Inducing a state of flow is an important aspect of a successful game-like experience.