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Game Mechanics in Auction

Hoil
Introduction : MDA Framework
- Used in game design.

- Mechanics : Functional element in game.
- Dynamics : Interaction of mechanics on the player.
- Aesthetics : Player’s feeling in the game.
Body : Elements of Game Mechanics
- Score : goal, point, cash. etc.
- Level : expresses growth indicator.
- Ranking Board : my position in game.

- Badge : expresses the rating. (similar level.)
- Quest : suggested goal.
- Onboarding : guide for beginners.
- Engagement Loop : Addiction and Enthusiasm.
Examples : Auction
- Site for goods sales.

- Buying / Selling is possible.
- Auction is possible.
Score
- Total purchase price and accumulated time within a year.
- Refreshed every one year.

Level / Badge / Quest
- Grade. According to the total purchase price.

- Progress Bar : Amount of money and time for the next grade.
Ranking Board
- Application of seller perspective.
- Decision of seller reliability, kindness and buyer satisfaction.
Onboarding
- Provide E-Money for first time user.
- Provide discount coupon for first time user.
- Provide free return ticket for first time user.
Engagement Loop
- Provide points and give E-money in return for rating activity.
- Provide discount coupons for mobile purchases.
- Provide discount coupon every month. (depending on grade.)
- Provide affiliation benefits. (credit card. etc.)
Conclusion
- Much of the real life is related to Gamification.
- Real life is needed for engagement and enthusiasm.
Reference
- Gamification by Design, Zichermann Gabe, 2011.
- Auction. (http://www.auction.co.kr/)

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Midterm

  • 1. Game Mechanics in Auction Hoil
  • 2. Introduction : MDA Framework - Used in game design. - Mechanics : Functional element in game. - Dynamics : Interaction of mechanics on the player. - Aesthetics : Player’s feeling in the game.
  • 3. Body : Elements of Game Mechanics - Score : goal, point, cash. etc. - Level : expresses growth indicator. - Ranking Board : my position in game. - Badge : expresses the rating. (similar level.) - Quest : suggested goal. - Onboarding : guide for beginners. - Engagement Loop : Addiction and Enthusiasm.
  • 4. Examples : Auction - Site for goods sales. - Buying / Selling is possible. - Auction is possible.
  • 5. Score - Total purchase price and accumulated time within a year. - Refreshed every one year. Level / Badge / Quest - Grade. According to the total purchase price. - Progress Bar : Amount of money and time for the next grade.
  • 6. Ranking Board - Application of seller perspective. - Decision of seller reliability, kindness and buyer satisfaction.
  • 7. Onboarding - Provide E-Money for first time user. - Provide discount coupon for first time user. - Provide free return ticket for first time user.
  • 8. Engagement Loop - Provide points and give E-money in return for rating activity. - Provide discount coupons for mobile purchases. - Provide discount coupon every month. (depending on grade.) - Provide affiliation benefits. (credit card. etc.)
  • 9. Conclusion - Much of the real life is related to Gamification. - Real life is needed for engagement and enthusiasm.
  • 10. Reference - Gamification by Design, Zichermann Gabe, 2011. - Auction. (http://www.auction.co.kr/)