This document discusses gamification and its application to sales impact case studies. It defines gamification as using game elements in non-game contexts. It outlines four main player types - achievers, killers, explorers, and socializers - based on Bartle's player type taxonomy. It then provides four examples of applying gamification design principles centered around each player type to a midnight sale promotion case study. Specifically, it focuses on using achiever, killer, explorer, and socializer motivations to increase functional value, make the experience fun, and give it meaningful purpose in a way that is usable and aesthetically pleasing.
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
Clearing Creative Road Blocks to Keep the Creative Juices Flowingmochimedia
Years spent constantly producing creative work causes nearly every game developer to hit the occasional (or perhaps frequent) creative roadblock. The question is how teams and individual developers get past these frustrating periods and productively move forward with creative ideas and products. In this session, Alexander Shen from Mochi Media will discuss tips and tricks to overcoming these periods of creative drought.
Presented by Alexander Shen of Mochi Media
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.
Masterclass in Self-Publishing by Nicholas Lovell (part 2)Inner Ear
At Interactive Scotland's Digital 2011 conference in Glasgow, Nicholas Lovell from Games Brief presented a workshop about self-publishing computer games, which has relevance for all digital media content creators. This is part one of three.
Crafting Interesting Worlds Inspirations from Gaming User ExperiencesAmit Pande
My presentation on Gaming Experiences at USID 2008, Bangalore conference. I spoke about inspirations that consumer and enterprise software User Experience designers can gain from Gaming Experiences and Game Design
It began as a 2 hr workshop,as a means to introduce students to game design practically & in quick time. The more i did these workshops, the more i realized that it not only allowed people to understand , but also apply design in a simple & easy manner.Every workshop ended with groups of participants coming up with small games, which an hour back was literally impossible. all that was needed, a few bits of paper, pen or pencil, dice & game bits and a whole lot of interaction, brainstorming, design thinking, creating game rules & testing playable game prototypes.
The realisation of having designed something as unthinkable as a game, with literally nothing & having enjoyed playing it with freinds all of this & more within 2 hours, is an unbeleivable expereince to have.
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...Flavia Stoian
Inspired by the continual transition and controversial nature of the gaming culture, this study is a comparative inquiry into the online and the tabletop gaming culture from the perspective of women gamers to find out how critical differences between the two spaces mark their experience while they practice the games they love. It is written as a comparative narrative between online and tabletop data collected from Dungeons & Dragons and World of Warcraft. Both games are part of overlapping genres, have similar mechanics, and the player base have common characteristics. The thesis is structured in two sections. The first section reviews the literature necessary to scaffold the research approach. The second section is a three-fold, ethnographic exploration of the Dungeons & Dragons and World of Warcraft gaming spaces, from the perspective of women gamers.
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 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
Clearing Creative Road Blocks to Keep the Creative Juices Flowingmochimedia
Years spent constantly producing creative work causes nearly every game developer to hit the occasional (or perhaps frequent) creative roadblock. The question is how teams and individual developers get past these frustrating periods and productively move forward with creative ideas and products. In this session, Alexander Shen from Mochi Media will discuss tips and tricks to overcoming these periods of creative drought.
Presented by Alexander Shen of Mochi Media
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.
Masterclass in Self-Publishing by Nicholas Lovell (part 2)Inner Ear
At Interactive Scotland's Digital 2011 conference in Glasgow, Nicholas Lovell from Games Brief presented a workshop about self-publishing computer games, which has relevance for all digital media content creators. This is part one of three.
Crafting Interesting Worlds Inspirations from Gaming User ExperiencesAmit Pande
My presentation on Gaming Experiences at USID 2008, Bangalore conference. I spoke about inspirations that consumer and enterprise software User Experience designers can gain from Gaming Experiences and Game Design
It began as a 2 hr workshop,as a means to introduce students to game design practically & in quick time. The more i did these workshops, the more i realized that it not only allowed people to understand , but also apply design in a simple & easy manner.Every workshop ended with groups of participants coming up with small games, which an hour back was literally impossible. all that was needed, a few bits of paper, pen or pencil, dice & game bits and a whole lot of interaction, brainstorming, design thinking, creating game rules & testing playable game prototypes.
The realisation of having designed something as unthinkable as a game, with literally nothing & having enjoyed playing it with freinds all of this & more within 2 hours, is an unbeleivable expereince to have.
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...Flavia Stoian
Inspired by the continual transition and controversial nature of the gaming culture, this study is a comparative inquiry into the online and the tabletop gaming culture from the perspective of women gamers to find out how critical differences between the two spaces mark their experience while they practice the games they love. It is written as a comparative narrative between online and tabletop data collected from Dungeons & Dragons and World of Warcraft. Both games are part of overlapping genres, have similar mechanics, and the player base have common characteristics. The thesis is structured in two sections. The first section reviews the literature necessary to scaffold the research approach. The second section is a three-fold, ethnographic exploration of the Dungeons & Dragons and World of Warcraft gaming spaces, from the perspective of women gamers.
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.
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.
From basement to boardroom, fantasy role playing game Dungeons & Dragons has become a cultural icon for the millions who play, and big business in the publishing world. This talk takes you on a journey into the world of D&D and how playing it can help you strategize like a level 20 wizard.
The role of ai in social games eladhari2011 uppsalauniMirjam Eladhari
Keynote at PhD course at Uppsala University in August 2011.
Outline:
•What does ”AI” and ”social” mean anyway?
•Social actions in terms of operational logics
•AI based game design
•Research prototype(s)
•A recipe
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
We were very excited to be presenting FigureRunning at the Eighth Annual Games for Health Conference in Boston. This was our presentation. Enjoy!
What conference?
On June 12-14 the Games for Health conference brought hundreds of researchers, health professionals, and game developers together to discuss a wide range of topics involving health and videogames.
Presentation to the San Francisco transmedia meetup group - Transmedia SF. Thanks to everyone who came out and for the passionate discussion afterwards. It was a huge pleasure!
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Bagaimana pencitraan berperan penting untuk kesuksesan calon pemimpin. Memahami perilaku manusia menjadi kunci awal keberhasilan sebuah kampanye massa yang terintegrasi.
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In a digital society in common is the keyword for a relationship between individuals and groups.
There is no age limit and gender, segmentation has been lost.
tribe it’s fundamental
9. internal
acting
killers achiever
people player world environment
socializer explorer
help, like,
comment, give,
share, greeting,
express
interacting
external
11. internal
acting
killers achiever
people player world environment
socializer explorer
explore, vote, view,
review, rate, curate
interacting
external