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Gamification
55%
Comparison
The
Incentive
Theory
Self-
determination
Theory
Flow State
High focus
Feeling of challenge
The joy of
achievement internally
Flow State
Flow State Factors:
THE DEGREE OF INDIVIDUAL
COMPETENCE
THE DEGREE OF DIFFICULTY
OR CHALLENGE
Difficult challenge +
low skill = Tension
Difficult challenge +
high skill = Flow State
Easy challenge +
high skill = Boredom
Pyramid of
Gamification
Elements
Professor Kevin Webach’s
book“For the Win!”
Gamification Dynamics
Achievement Altruism Competition Rewards
Self-
Expression
Status Restrictions Emotions
Story Progress Relationships
3)
Narrative
2)
Emotions
1)
Constraints
Gamification
Mechanics
1) Achievements
2) Appointments
3) Behavioral Momentum
4) Blissful Productivity
5) Bonuses
6) Cascading Information Theory
7) Combos
8) Community Collaboration
9) Countdown
10) Discovery
11) Epic Meaning
12) Free Lunch
13) Infinite Game play
14) Levels
15) Loss Aversion
16) Lottery
17) Ownership
18) Points
19) Progression
20) Quests
21) Reward Schedules
22) Status
23) Urgent Optimism
24) Virality
Simple actions or rules with defined outcomes
Game Mechanics
=
Gamification Components
Achievements avatar Badges Leaderboard Levels
Quests Points
Virtual Economy
(interchangeable
points)
Experience and
Quality Points
Time pressure
Rare contents
The critical
challenge
Teams
progress
indicator
Win State
Awards
Performance
awards
Selected
awards
awards are
limited in
time
Random or
hidden
awards
Awards
Yu-Kai
Chou
EXTRINSIC MOTIVATION INTRINSIC MOTIVATION
Logic
Calculation
Ownership
Logic
Calculation
Ownership
EPIC MEANING &
CALLING:
DEVELOPMENT &
ACCOMPLISHMENT
EMPOWERMENT OF
CREATIVITY & FEEDBACK
OWNERSHIP &
POSSESSION
SOCIAL INFLUENCE &
RELATEDNESS
SCARCITY & IMPATIENCE UNPREDICTABILITY &
CURIOSITY
LOSS & AVOIDANCE
EPIC MEANING & CALLING:
DEVELOPMENT &
ACCOMPLISHMENT:
PROGRESSINDICATOR
EMPOWERMENT OF
CREATIVITY & FEEDBACK :
OWNERSHIP &
POSSESSION:
SOCIAL
INFLUENCE &
RELATEDNESS:
Social acceptance Social norm
Social treasure
SCARCITY & IMPATIENCE:
Torture breaks:
UNPREDICTABILITY &
CURIOSITY:
LOSS & AVOIDANCE :
STEPS FOR CREATING A
GAMIFICATION SYSTEM
PLACE
Work
Education
Marketing
Lifestyle
THE ACHIEVERS_10%
THE EXPLORERS_10%
THE SOCIALIZER_80%
THE KILLER_1%
BARTLE TEST
RICHARD
BARTLE
How to build
a system
Determine the
objectives of
the work
Identify
targeted
behaviors
Distribution of
players
Activities
designing
loops
Inserting Fun
and
entertainment
Choosing the
right elements
and techniques
Types of
Fun
Nicole Lazzaro
Microsoft Dynamics 365 - Gamification
References
• Kevin Werbach and Dan Hunter,(2012). For the Win: How Game Thinking Can Revolutionize Your
Business.
• Yu-kai Chou,(2015). Gamification Book: Actionable Gamification – Beyond PBLs.
• Jane McGonigal,(2011). Reality is Broken: Why Games Make Us Better and how They Can Change
the world.
• Budiu, R (2014). The Reciprocity Principle: Give Before You Take in Web Design. March 10th from
https://www.nngroup.com/articles/reciprocity-principle/
• Chichester, H., Burges-Short, G. (1970). Records and Badges of the British Army. London: Muller.
• Chou, Y. K. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis
Media
• Deterding, S., Dixon, D., Khaled, R. & Nacke, L. (2011). From game design elements to gamefulness:
defining gamification. In Proceedings of the 15th International Academic MindTrek Conference (pp.
9–15)
• Huotari, K., & Hamari, J. (2012). Defining Gamification — A Service Marketing Perspective. In
Proceedings of the 16th International Academic MindTrek Conference (pp. 17–22)
• Knudson, P. (2017). Gamification in 2017: Top 5 Key Principles. Retrieved March 12th, 2018, from
https://uxplanet.org/gamification-in-2017-top-5-key-principles-cef948254dad
• Maturo, A., Mori, L., & Moretti, V. (2016). An Ambiguous Health Education: The Quantified Self and
the Medicalization of the Mental Sphere. Italian Journal of Sociology of Education, 8(3), 248–268.
doi: 10.14658/pupj-ijse-2016–3–12
• Newzoo (2017) The Global Games Market Will Reach $108.9 Billion in 2017 With Mobile Taking 42%.
Retrieved 16th of March from https://newzoo.com/insights/articles/the-global-games-market-will-
reach-108-9-billion-in-2017-with-mobile-taking-42/
• Rimon, G. (2014). Checking in and checking out: what Foursquare’s evolution can teach us about
Enterprise Gamification. Retrieved March 12th, 2018, from https://www.gameffective.com/what-
foursquares-evolution-can-teach-us-about-enterprise-gamification/
• About the Bartle Test http://en.wikipedia.org/wiki/Bartle_Test
Presented by:
Ahmed
Hesham
Feedback:
https://forms.gle/QBf7KN
z3Sm8a5RUg6
https://www.linkedin.co
m/in/ahmed-hesham-
47383317b
+20 109 504 4604

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Gamification System _ How to motivate Your Employees, Your Customers, Or Our Students?