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Gamification of Collaborative
Consumption
Define business objectives:
• Increase generation of Shares
• Increase trade of Shares
• Increase spend of Shares
Delineate target behaviors:
• Increase amount of shared product & services (special everyweek, everymonth, etc quest with motivation to share products & services)
• Increase the usage of shares (todo lists service and special type of activity)
• Ensure of self-reproduction of audience (system will create social media awareness with special type of gamification activity -
recomendation system)
• N points in different types of activity, proposal to complete another quest in different "skill tree".
• Collaborative Consumption Personal Radar Chart
Describe your players:
• Age: 25-54 (25-34, 34-45, 45-54)
• Married: 64,8%
• Countries: UK, USA, Netherlands, Denmark, Norway, Germany, Sweden, Spain, France, Italy, Brazil, Australia
• Social grade:
• UK - BC1C2E
• USA - Lower middle class, working class
• Household income: $25-50+k
• Behavior: active online consumer, active game player
• Children houshold: 40,2%
• Gender: 53% - men, 47% - women
Devise activity loop
(for different types of players different and/or mix activity loops)
1. Feedback:
• N points in different types of activity, proposal to complete another quest in different "skill tree".
• For diffeernt types of players:
• Points
• Badges
• Leaderboards
• Statuses
• Rewards
Onboarding:
• The gamified system will engaged new players by providing a common task (business objective) in the form of simple quests.
• It will remain interesting for more experienced players by adding a complex quests from different mixtype activities quests and team
work.
2. Engagement loops:
• 1.1. Explorers - quests (accomplishment of different lists/frameworks of recently posted products and services).
• Leisure frameworks (example, make a cycle tour at foreign city - book a flat, book a cycle, go to the somewhere and help another
consumer of the CC.com repair a house)
• TODO frameworks (example, garden todo list - making it clear - player need to book a lawn mower, book a car to go to the grocery
store, get something else)
• 1.2. Killers - collaborative consumption products & services penny auction.
• 1.3. Socializers - products, professionals, services recomendation system ("i knew who can make/have it"), complex services graph
("Max knows 3 different people who can make a film (house, website, etc) if they would be a team).
• 1.4. Achievers - a different and broad types of achievements in different player roles
Progression loops:
We have complex social behavior and games strategies - not only achiever or killer. So for long-run progression we
will use a gamified names for different types of activities related to the business goals.
The gamification idea: Collaborative
Consumption Personal Radar Chart
Don’t forget the fun!
Gamified names for different collaborative
consumption behavior strategies:
• Saint (volunteer
activity)
• Scientist
(volunteer
+ problem solving
activities)
• Inventor (problem
solving activity)
• Entrepreneur
(problem solving +
trading activities)
• Traider (shares
trading activity)
• Tycoon (trading +
peer-to-peer
competitive activit
ies)
• Warrior (direct
peer-to-peer
shares competitive
activity)
• Revolutioner
(volunteer
+ competitive
activities)
Every activity/mixed activities has a tree of skills (like RPG games, which gives
the players a special benefits - special for the achievers, explorers, socializers
and killers types of play)
So when the player get achievements
form different trees of skills he gets
• Benefits from different trees
of skills
• Personal Radar Chart
• Long-run progression to the
mastery gamified status (saint,
inventor, tycoon, etc)
• He discern all other
opportunities to explore
different types of collabortive
consumption
• He can compare the graphs of
different people
Deploy the appropriate tools
Mechanics (from the text above):
• we have virtual currency, so we have a Resource Acquisition - amount of earn, trade, spent Shares.
• Challenges - quests
• Chance - different todo lists, explorer leisure quests on recently posted products & services (some sort of random)
• Cooperation & Competition - collaborative task solving, team work, auction activity.
• Feedback - radar chart, points, successfully finished quests, changes in radar graph
• Rewards - badges, statuses, benefits from high-level achievements, ect
• Transactions - auction, collaborative and team work
• Win states - leaderboards, auction points.
Components:
• Achievements
• Avatars
• Badges
• Boss Fights (complex activity types like complex "todo" lists, quests)
• Combat - auction
• Content Unlocking (different complexes of engagement leisure quests for high-level players)
• Gifting (volunteer activity)
• Leaderboards
• Levels - pathway to mastery to achieve high-ranked states (saint, revolutioner, tycoon, etc)
• Teams
• Points
• Quests
Platforms:
• PC
• Mac
• Android
• iOS

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Gamification of collaborative consumption

  • 2. Define business objectives: • Increase generation of Shares • Increase trade of Shares • Increase spend of Shares Delineate target behaviors: • Increase amount of shared product & services (special everyweek, everymonth, etc quest with motivation to share products & services) • Increase the usage of shares (todo lists service and special type of activity) • Ensure of self-reproduction of audience (system will create social media awareness with special type of gamification activity - recomendation system) • N points in different types of activity, proposal to complete another quest in different "skill tree". • Collaborative Consumption Personal Radar Chart Describe your players: • Age: 25-54 (25-34, 34-45, 45-54) • Married: 64,8% • Countries: UK, USA, Netherlands, Denmark, Norway, Germany, Sweden, Spain, France, Italy, Brazil, Australia • Social grade: • UK - BC1C2E • USA - Lower middle class, working class • Household income: $25-50+k • Behavior: active online consumer, active game player • Children houshold: 40,2% • Gender: 53% - men, 47% - women
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8. Devise activity loop (for different types of players different and/or mix activity loops) 1. Feedback: • N points in different types of activity, proposal to complete another quest in different "skill tree". • For diffeernt types of players: • Points • Badges • Leaderboards • Statuses • Rewards Onboarding: • The gamified system will engaged new players by providing a common task (business objective) in the form of simple quests. • It will remain interesting for more experienced players by adding a complex quests from different mixtype activities quests and team work. 2. Engagement loops: • 1.1. Explorers - quests (accomplishment of different lists/frameworks of recently posted products and services). • Leisure frameworks (example, make a cycle tour at foreign city - book a flat, book a cycle, go to the somewhere and help another consumer of the CC.com repair a house) • TODO frameworks (example, garden todo list - making it clear - player need to book a lawn mower, book a car to go to the grocery store, get something else) • 1.2. Killers - collaborative consumption products & services penny auction. • 1.3. Socializers - products, professionals, services recomendation system ("i knew who can make/have it"), complex services graph ("Max knows 3 different people who can make a film (house, website, etc) if they would be a team). • 1.4. Achievers - a different and broad types of achievements in different player roles
  • 9. Progression loops: We have complex social behavior and games strategies - not only achiever or killer. So for long-run progression we will use a gamified names for different types of activities related to the business goals.
  • 10. The gamification idea: Collaborative Consumption Personal Radar Chart Don’t forget the fun!
  • 11. Gamified names for different collaborative consumption behavior strategies: • Saint (volunteer activity) • Scientist (volunteer + problem solving activities) • Inventor (problem solving activity) • Entrepreneur (problem solving + trading activities) • Traider (shares trading activity) • Tycoon (trading + peer-to-peer competitive activit ies) • Warrior (direct peer-to-peer shares competitive activity) • Revolutioner (volunteer + competitive activities)
  • 12. Every activity/mixed activities has a tree of skills (like RPG games, which gives the players a special benefits - special for the achievers, explorers, socializers and killers types of play)
  • 13. So when the player get achievements form different trees of skills he gets • Benefits from different trees of skills • Personal Radar Chart • Long-run progression to the mastery gamified status (saint, inventor, tycoon, etc) • He discern all other opportunities to explore different types of collabortive consumption • He can compare the graphs of different people
  • 14. Deploy the appropriate tools Mechanics (from the text above): • we have virtual currency, so we have a Resource Acquisition - amount of earn, trade, spent Shares. • Challenges - quests • Chance - different todo lists, explorer leisure quests on recently posted products & services (some sort of random) • Cooperation & Competition - collaborative task solving, team work, auction activity. • Feedback - radar chart, points, successfully finished quests, changes in radar graph • Rewards - badges, statuses, benefits from high-level achievements, ect • Transactions - auction, collaborative and team work • Win states - leaderboards, auction points. Components: • Achievements • Avatars • Badges • Boss Fights (complex activity types like complex "todo" lists, quests) • Combat - auction • Content Unlocking (different complexes of engagement leisure quests for high-level players) • Gifting (volunteer activity) • Leaderboards • Levels - pathway to mastery to achieve high-ranked states (saint, revolutioner, tycoon, etc) • Teams • Points • Quests Platforms: • PC • Mac • Android • iOS