This document provides an overview of a gamification workshop. It includes instructions for downloading the Gametize app and accessing a workshop game. The agenda covers introducing gamification concepts like motivation frameworks and the 5D gamification framework. It demonstrates how to use the Gametize platform to create games, provides resources for game design, and warns against common gamification pitfalls. The goal is to help participants understand gamification and practice designing their own games.
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.
The Lens of Intrinsic Skill Atoms: A Method for Gameful DesignSebastian Deterding
Presentation at CHI 2016. The idea that game design can inspire the design of motivating, enjoyable interactive systems has a long history in human-computer interaction. It currently experiences a renaissance as gameful design, often implemented through gamification, the use of game design elements in nongame contexts. Yet there is little research-based guidance on designing gameful systems. This article therefore reviews existing methods and identifies challenges and requirements for gameful design. It introduces a gameful design method that uses skill atoms and design lenses to identify challenges inherent in a user’s goal pursuit and restructure them to afford gameplay-characteristic motivating, enjoyable experiences.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
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.
The Lens of Intrinsic Skill Atoms: A Method for Gameful DesignSebastian Deterding
Presentation at CHI 2016. The idea that game design can inspire the design of motivating, enjoyable interactive systems has a long history in human-computer interaction. It currently experiences a renaissance as gameful design, often implemented through gamification, the use of game design elements in nongame contexts. Yet there is little research-based guidance on designing gameful systems. This article therefore reviews existing methods and identifies challenges and requirements for gameful design. It introduces a gameful design method that uses skill atoms and design lenses to identify challenges inherent in a user’s goal pursuit and restructure them to afford gameplay-characteristic motivating, enjoyable experiences.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
Game Thinking - The Business of Gaming (Gamification)Stephen Gay
Companies can leverage game thinking (gamification) to delight customers, increase usage and achieve business goals. The following deck is an overview of my research on the topic of gamification and game thinking. Enjoy!
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
Successful innovations reach a mainstream audience—but they never start off that way. That’s the paradox of innovation that most entrepreneurs fail to embrace - at their peril.
That’s where Game Thinking comes in. Game Thinking is a step-by-step system for accelerating innovation and crafting products that people love…and keep loving. In Game Thinking, you empower your customers to get better at something they care about — like playing an instrument or leading a team. Come to this fast-paced training and equip yourself with the tools you need to create your next breakout hit.
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.
How to drive user engagement like Slack, Snapchat & KickstarterAmy Jo Kim
How do breakthrough products keep pulling new customers in - while re-engaging the ones they already have? It’s not with tricks & external rewards, that’s for sure. Discover how Slack, Kickstarter, and Snapchat reduce churn and drive deep, game-like engagement by creating a coherent path to mastery and deploying engaged triggers to light the way.
Slack is a runaway hit — and everyone wants to figure out why. Slack lacks the outer trappings of a game — instead it pulls you along by unfolding new opportunities as your skills grow stronger. Learn how Slack’s Core Learning Loop drives a simple, compelling daily habit; why a single-player on-boarding bot creates a game-like experience; and why Slack’s early development practices created a strong foundation for rapid growth.
The Game Thinking Roadmap: a PMs path to masteryAmy Jo Kim
Have you ever wondered if you're building the right MVP, and testing it on the right customers? Are you eager to avoid "leaky bucket syndrome" and drive long-term engagement? Would you like a roadmap for what to build, what to test, and who to test it on throughout your product development process? Level-up your PM skills with Game Thinking -- a design system and product roadmap for building products your customers will return to, again and again. You'll get a powerful framework, actionable tips, and a chance to apply these ideas to your own project.
Quick introduction to gamification terminology and concepts, in the context of marketing. Includes next steps for deeper dive and gamification implementation.
There’s something incredibly powerful about the deep long-lasting engagement that Kickstarter built into their platform. You find yourself coming back again and again - and getting better at something you care about. You’re deeply engaged.
That’s the power of Game Thinking. Learn how to harness Game Thinking for YOUR product at Game Thinking Live http://gamethinkinglive.com. Learn how leading-edge companies like Slack, AirBnB, Happify, Kickstarter build deep engagement into their products and services.
http://gamethinkinglive.com
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
Game Thinking - The Business of Gaming (Gamification)Stephen Gay
Companies can leverage game thinking (gamification) to delight customers, increase usage and achieve business goals. The following deck is an overview of my research on the topic of gamification and game thinking. Enjoy!
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
Successful innovations reach a mainstream audience—but they never start off that way. That’s the paradox of innovation that most entrepreneurs fail to embrace - at their peril.
That’s where Game Thinking comes in. Game Thinking is a step-by-step system for accelerating innovation and crafting products that people love…and keep loving. In Game Thinking, you empower your customers to get better at something they care about — like playing an instrument or leading a team. Come to this fast-paced training and equip yourself with the tools you need to create your next breakout hit.
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.
How to drive user engagement like Slack, Snapchat & KickstarterAmy Jo Kim
How do breakthrough products keep pulling new customers in - while re-engaging the ones they already have? It’s not with tricks & external rewards, that’s for sure. Discover how Slack, Kickstarter, and Snapchat reduce churn and drive deep, game-like engagement by creating a coherent path to mastery and deploying engaged triggers to light the way.
Slack is a runaway hit — and everyone wants to figure out why. Slack lacks the outer trappings of a game — instead it pulls you along by unfolding new opportunities as your skills grow stronger. Learn how Slack’s Core Learning Loop drives a simple, compelling daily habit; why a single-player on-boarding bot creates a game-like experience; and why Slack’s early development practices created a strong foundation for rapid growth.
The Game Thinking Roadmap: a PMs path to masteryAmy Jo Kim
Have you ever wondered if you're building the right MVP, and testing it on the right customers? Are you eager to avoid "leaky bucket syndrome" and drive long-term engagement? Would you like a roadmap for what to build, what to test, and who to test it on throughout your product development process? Level-up your PM skills with Game Thinking -- a design system and product roadmap for building products your customers will return to, again and again. You'll get a powerful framework, actionable tips, and a chance to apply these ideas to your own project.
Quick introduction to gamification terminology and concepts, in the context of marketing. Includes next steps for deeper dive and gamification implementation.
There’s something incredibly powerful about the deep long-lasting engagement that Kickstarter built into their platform. You find yourself coming back again and again - and getting better at something you care about. You’re deeply engaged.
That’s the power of Game Thinking. Learn how to harness Game Thinking for YOUR product at Game Thinking Live http://gamethinkinglive.com. Learn how leading-edge companies like Slack, AirBnB, Happify, Kickstarter build deep engagement into their products and services.
http://gamethinkinglive.com
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
Detailed presentation covering the fundamentals of gamification, helping business owners understand the process and crucial elements required to gamify their businesses product or service. GamifyConsultant.com offers gamification consultation services.
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 ;)
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
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).
Sales and marketing gamification, Amsterdam, October 2014An Coppens
Gamification - the new buzzword
Workshop slides from the Sales and Marketing in Pharma conference in Amsterdam October 2014. The purpose of the workshop was to give a flavour of what organisations have done with gamification for sales and marketing purposes in the pharmaceutical sector and beyond. #FEeMKT
How to Deliver Low Tech Gamification with Game the System™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..
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.
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
More Than Points: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
The buzz surrounding gamification as an engagement platform is reaching critical mass in our industry with the bulk of attention directed to shallow, superficial layers of points & badges but there’s more to unlock. Lot’s more.
By considering the psychological underpinnings of engagement driven by intrinsic player motivation, meaningful interactions and yes - mechanics, dynamics and aesthetics we can create a framework for architecting passionate user engagement, guiding behavior and ethically satisfying business goals.
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Tata Group Dials Taiwan for Its Chipmaking Ambition in Gujarat’s DholeraAvirahi City Dholera
The Tata Group, a titan of Indian industry, is making waves with its advanced talks with Taiwanese chipmakers Powerchip Semiconductor Manufacturing Corporation (PSMC) and UMC Group. The goal? Establishing a cutting-edge semiconductor fabrication unit (fab) in Dholera, Gujarat. This isn’t just any project; it’s a potential game changer for India’s chipmaking aspirations and a boon for investors seeking promising residential projects in dholera sir.
Visit : https://www.avirahi.com/blog/tata-group-dials-taiwan-for-its-chipmaking-ambition-in-gujarats-dholera/
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Farman Ayaz Khattak and Ehtesham Matloob are government officials in CTW Counter terrorism wing Islamabad, in Federal Investigation Agency FIA Headquarters. CTW and FIA kidnapped crypto currency owner from Islamabad and snatched 200 Bitcoins those worth of 4 billion rupees in Pakistan currency. There is not Cryptocurrency Regulations in Pakistan & CTW is official dacoit and stealing digital assets from the innocent crypto holders and making fake cases of terrorism to keep them silent.
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).
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Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
We will dig deeper into:
1. How to capture video testimonials that convert from your audience 🎥
2. How to leverage your testimonials to boost your sales 💲
3. How you can capture more CRM data to understand your audience better through video testimonials. 📊
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A personal brand exploration presentation summarizes an individual's unique qualities and goals, covering strengths, values, passions, and target audience. It helps individuals understand what makes them stand out, their desired image, and how they aim to achieve it.
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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.
B2B payments are rapidly changing. Find out the 5 key questions you need to be asking yourself to be sure you are mastering B2B payments today. Learn more at www.BlueSnap.com.
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1. Gametization 101: Before we begin
1. Download the Gametize App from
App Store / Google Play Store
2. Register for an account
3. Check out our workshop game
by entering the code gamification
in the search bar
4. Try out the Challenges
and get a feel of the
Gametize platform!
John Doe
gamification
2. About us
Al-Fairuz
● Studied Big Data & Analytics
● Used to be a Trainer/Planner in
BMTC (Basic Military Training
Centre)
● Loves working with Python.
● Wants to be a Python
Programmer one day
fairuz@gametize.com
Prapim
● Trained as a graphic designer
● Stumbled into instructional
design
● Used to teach art to children (and
adults)
● Loves Photoshop, Illustrator and
cats.
prapim@gametize.com
3. The Game Plan for today
● Getting to know you
(and you, us)
● Learn what gamification is
● Motivation Frameworks
● 5D Gamification Framework
● Case Studies of Gamification
Implementations
● Learn how to use Gametize’s
platform with platform training
● Practice creating your own Game
● Debrief and Q&A
● Feedback and survey
4. How to maximize this session
● Feel free to ask questions at the end of each section
● Let us know at any time if you’re lost and need us to slow
down
● This will NOT be a fun session, but keep an open and creative
mind, relax, and we will our best to make
it enjoyable :)
● Don’t be afraid to get hands-on and try out the Gametize
platform, both as a creator and a player
● We’ll be taking a look at the final product you create during
the workshop, so keep your own use case in mind during the
session
7. What is gamification?
gamification =
??????????????????????????????
??????????????????????????????
??????????????????????????????
??????????????????????????????
??????????????????????????????
??????????????????????????????
??????????????????????????????
8. What is gamification?
gamification =
Use of game design and game
psychology in non-game settings to
engage and motivate target audience
for target behaviors.
It is a process, and not an end point.
9. Gamification in Consumer Engagement
gamification =
A design-thinking focused process to engage
and motivate your consumers into behaviors
that directly or indirectly increase sales.
It DOES NOT need to be transactional.
10. Gamification in Learning & Employee Engagement
gamification =
A design-thinking focused process to engage
and motivate your audience into desired
behaviors, with a balance of intrinsic and
extrinsic rewards, to make learning more
enjoyable.
It MUST NOT be transactional.
16. Is this gamification?
Source: Pizza Hero by Domino’s Pizza, by agency CP+B, https://youtu.be/QzWEeOoFMfU
Read more about it here:
https://kotaku.com/5901817/the-dominos-ipad-game-could-transform-the-way-we-order-pizza-and-get-jobs
23. Why do people like to play games?
DOPAMINE. OH YEAH!
24. Why do people like to play games?
Source: Phillip Toledano, http://www.mrtoledanowillseeyounow.com, 2002
25. “SORRY, I CAN’T GO
TO WORK TODAY.
I FRACTURED MY
MOTIVATION”
What motivates us?
26. Extrinsic Motivation
Behavior that is driven
by external rewards.
...such as money,
grades, and praise, or
negative reinforcement
such as fear of
punishment or failure.
money
grades
praise
deadlines
27. Intrinsic Motivation
Behavior that is driven
by internal (self-driven)
rewards.
...such as striving
towards a goal for
personal satisfaction
or accomplishment.
pride
interest
curiosity
achievement
29. Herzberg’s Two-Factor Theory
Dissatisfaction
and
demotivation
Not dissatisfied
but
not motivated
Positive
satisfaction
and
motivation
Hygiene Factors
● Company policies
● Quality of supervision
● Relation with others
● Personal life
● Rate of pay
● Job security
● Working conditions
Motivational Factors
● Achievement
● Career advancement
● Personal growth
● Job interest
● Recognition
● Responsibility
Hygiene
Factors
Motivational
Factors
30. Mihaly’s Flow Theory
Mihaly Csikszentmihályi
and his fellow researchers
began researching flow after
Csikszentmihályi became
fascinated by artists who
would essentially get lost in
their work.
Artists, especially painters,
got so immersed in their
work that they would
disregard their need for
food, water and even sleep.
What makes
these people so
motivated?
Image source: https://www.ted.com/talks/mihaly_csikszentmihalyi_on_flow
32. Mihaly’s Flow Theory
What motivates us?
Mihaly’s Flow Theory
• One must be involved in an activity
with a clear set of goals and
progress.
This adds direction and structure
to the task.
• The task at hand must have clear
and immediate feedback.
This helps the person negotiate any
changing demands and allows
them to adjust their performance to
maintain the flow state.
33. What is the average age of a video
gamer in US, in 2017?
*According to Entertainment Software Association
Here’s a question for you...
34. Source: Entertainment Software Association 2017, http://www.theesa.com/about-esa/essential-facts-computer-video-game-industry/
More Gamer stats for thought...
37. Learning & Development
● Sales Training
● Leadership Training
Use Cases we’ve applied the 5D Framework to
Employee Engagement
● Onboarding
● Wellness
● Team-Building,
Community-Building
Talent Acquisition
● Recruitment
● Employer Branding
Consumer Engagement
● Content Marketing
● Consumer Loyalty
38. The 5Ds of Gamification
5D Framework
1. Define your problem Identify a problem
you want to solve.
“Our new hires find our orientation
programme cumbersome and don’t
remember what they’re taught during the
onboarding”
“We want to bring engagement of our
team-building and training modules to outside
of just the classroom”
“Our recruitment process is difficult to
manage with our small team”
39. The 5Ds of Gamification
5D Framework
2. Determine your goals What is the outcome
you want to achieve
out of gamification?
“We want to enrich the onboarding
experience by making our programme more
experiential and interactive”
“We want our students to practice their
team-building skills outside of the classroom,
including more interactions & networking”
“We want to automate and standardize the
recruitment process to decrease the time it
takes to screen potential candidates”
40. The 5Ds of Gamification
5D Framework
3. Decide your target
behaviors
What are your target
behaviours and
emotions?
“Your organization’s orientation
programme is fun!”
“I understand how to put what I’ve
learned during this module to use now!”
“This organization’s recruitment process
is innovative; I want to join!”
41. The 5Ds of Gamification
5D Framework
4. Describe and Profile
your Players
Make a list of
characteristics of
your target group.
Clue: Create a persona and
tell us a story.
“Kylie is 20 and is in the Business
Development Course. She’s very active on
social media, especially Instagram – she’s
used to sharing stories with her friends and
followers, and likes to try new things.”
42. Bartle’s 4 Player Types
Killer
Defined by:
A focus on winning, rank,
and direct peer-to-peer
competition.
Engaged by:
Leaderboards, Ranks
Achievers
Defined by:
A focus on attaining status
and achieving present
goals quickly and/or
completely.
Engaged by:
Achievements
Socialites
Defined by:
A focus on socializing and
a drive to develop a
network of friends and
contacts.
Engaged by:
Community, Interaction
Explorers
Defined by:
A focus on exploring and a
drive to discover the
unknown.
Engaged by:
Obscure Achievements
43. Which Player Type are you?
Find out which Player Type you are by
trying out our Personality quiz at
myplayertype.com
44. The 5Ds of Gamification
5D Framework
5. Design your
Gamification Strategy
Decide on:
● Visual style
● Game storyline
● Tone of voice
● Interactions to use
45. The 5Ds of Gamification: Gametize’s Design Strategy
G
A
M
E
T
I
S
E
Generous, Extrinsic Rewards (With clear paths)
Appealing, Fresh Content (create stickiness)
Maintain it (easy dashboard to manage for iterations)
Easy and Emotional, relevant to audience profiles
Tribalism (create tribes and communities)
Intrinsic motivations (moving from extrinsic rewards)
Social behaviors (create conversations, sharing)
KEY
ELEMENTS
KEY GOALS
Anti-Gaming Mechanics
Iterative Testing
and Changes
DESIGN CONSTANTS
D Data for analysis (create valuable intelligence)
Engaged target behaviors relevant to target goals
46. 5D Framework Demo
We’ve developed a demo card game to help you
understand the 5D Framework better!
47. Activity:
Create your own
5D Framework
(Don’t worry if you get stuck – we’ll have
plenty of case studies for you to get inspired
by in a bit!)
49. is a rewards and motivation platform to engage your
consumers/employees with gamification concepts.
50. To use Gametize, you just have to start a Project,
create a Topic, and start adding in the Content
(Challenges & Flashcards)
PROJECT
Topic 1 Topic 2 Topic 3
Content: Challenge
Content: Flashcard
Content: Challenge
Content: Challenge
Content: Flashcard
Content: Flashcard
Content: Challenge
Content: Challenge
Content: Flashcard
Content: Flashcard
Content: Flashcard
Content: Flashcard
51. Challenges
are content with an action
required.
Flashcards are
static content where no
action is required.
Topics are groups of
Challenges that are
themed, such as a
grammar Topic with
different grammar Quiz
Challenges.
Projects are groups
of Topics.
What are Challenges, Flashcard, Topics, and Projects?
53. Rewards
● Redeem Rewards by
spending points
accumulated throughout
the whole Project
● Utilizes the Rewards
Store
Rewards vs. Achievements
Achievements
● Are like badges
● Earn by special actions
per Topic
● Actions can include:
○ Completing x number of Challenges
○ Completing Challenge A x number of
times
○ Earning x number of points
55. Have a mix of Reward types
so you can motivate for
different purposes
But is SAP always enough?
56. What else can you do as an Admin?
As an Admin, even after
your game has launched,
you can still edit,
moderate, and analyze
your game’s content and
performance.
57. Analytics
Once your game has gathered enough data, you can review your game’s
performance using Analytics
59. Finishing line: Avoiding Pitfalls
gamification =
IS NOT MAGIC.
It is a process, which like many others, must be
well-designed and planned.
There are no rules to fun.
60. 1. create emotions
even better, stories
2.don’t try too hard,
they’ll know
3. bring in heroes
if possible
4. regular fresh
content, please
5. do 1 - 4 again
61. Gamification Toolkit
● Pixabay for royalty-free images
● Google Slides for collaborative content creation
● GoAnimate for videos animation creations
● Canva, Piktochart, Stencil for graphical work
● Gametize for gamification platform
● MyPlayerType.com for basic player type profiling
● Look at some of the best examples out there –
influitive.com’s resource section
● Someone who can do it full-time and do lots of testing
62. ● What is Gamification, Really?
By Michael Wu
http://lithosphere.lithium.com/t5/Building-Community-the-Platform/What-is-Gamification-Really/ba-p/30447
● Why We Play Games: Four Keys to More Emotion
Without Story
By Nicole Lazzaro
http://xeodesign.com/xeodesign_whyweplaygames.pdf
● Smart Gamification: Social Game Design for a
Connected World
By Amy Jokim
http://www.slideshare.net/amyjokim/smart-gamification-social-game-design-for-a-connected-world
● Meaningful Play: Getting Gamification Right
By Sebastian Deterding
http://www.slideshare.net/dings/meaningful-play-getting-gamification-right
References