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بازی گونه سازی 
استفاده )از Gamification( تفکر و مکانیک بازی در زمینه غیر بازی به 
منظور تعامل با کاربران و حل مشکلات است که 
نتایج آن عبارتند از 
 
کارایی Cybernetics 
 
وفاداری نظریه کنترل 
تعامل اقتصاد رفتاری 
نظریه بازی ها 
 
علوم تغییرات رفتاری علوم رفتار شناسی 
علوم اجتماعی 
روانشناسی
Source - Engine Yard, Inc. / http://www.engineyard.com/infographics/gamification 
3
research 
Gamification 
Top Ten Trend for 2012 
70% of Global 2000 
organizations will have at 
least one gamified 
application by 2014. 
50% of companies that 
manage innovation and 
research will use gamification to 
drive innovation, by 2015. 
50% of all social business initiatives 
will include an enterprise gamification 
component. 
Source - Deloitte: Tech Trends 2012: Elevate IT for Digital Business. 
Gamification. Doug Palmer, Aaron Patton. Gartner: Press Release 
Barcelona, Spain, November 9, 2011; Press Release Egham, UK, April 12, 
2011. Constellation Research: Demystifying Enterprise Gamification for 
Business. R "Ray" Wang.
 53% male and 47% female 
 women 18 or older represent a 
greater portion of the game-playing 
population (30%) than 
boys 17 or younger (18%) 
 average player age is: 30 
 25% of population is over 50 
 social games outpace 
competitive games by 3:1 
 500% increase in 
comments 
 140% increase in time 
spent on site 
 60% increase in 
employee engagement 
Source: Badgeville: http://badgeville.com/solutions/employee-facing
GAME 
MECHANICS 
SOCIAL 
MECHANICS 
REPUTATION 
MECHANICS 
Drive, measure, & reward 
high value behaviors 
with smart gamification 
Socialize, recommend, 
and notify users about 
contextually rich behaviors 
Elevate user status across 
all your communities 
of engagement
 Ross Smith, The Future of Work is Play, 2011 (How 
Microsoft's testing group uses gamification and more 
broadly applies concepts of play in the workplace.) 
 JP Rangaswami, Talk at 2Way Summit 2011 (Video by 
the Chief Scientist of Salesforce.com on how 
gamification relates to leading-edge trends in the digital 
enterprise.) 
 Rypple, Work Better. Play Together? On Enterprise 
Gamification, March 11, 2011 (Presentation on how to 
apply gamification concepts effectively in the enterprise.)
Omidaminzadeh gamification [autosaved]
Omidaminzadeh gamification [autosaved]
Omidaminzadeh gamification [autosaved]
Omidaminzadeh gamification [autosaved]
Omidaminzadeh gamification [autosaved]
Omidaminzadeh gamification [autosaved]
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Omidaminzadeh gamification [autosaved]

  • 1.
  • 2. بازی گونه سازی استفاده )از Gamification( تفکر و مکانیک بازی در زمینه غیر بازی به منظور تعامل با کاربران و حل مشکلات است که نتایج آن عبارتند از  کارایی Cybernetics  وفاداری نظریه کنترل تعامل اقتصاد رفتاری نظریه بازی ها  علوم تغییرات رفتاری علوم رفتار شناسی علوم اجتماعی روانشناسی
  • 3. Source - Engine Yard, Inc. / http://www.engineyard.com/infographics/gamification 3
  • 4. research Gamification Top Ten Trend for 2012 70% of Global 2000 organizations will have at least one gamified application by 2014. 50% of companies that manage innovation and research will use gamification to drive innovation, by 2015. 50% of all social business initiatives will include an enterprise gamification component. Source - Deloitte: Tech Trends 2012: Elevate IT for Digital Business. Gamification. Doug Palmer, Aaron Patton. Gartner: Press Release Barcelona, Spain, November 9, 2011; Press Release Egham, UK, April 12, 2011. Constellation Research: Demystifying Enterprise Gamification for Business. R "Ray" Wang.
  • 5.  53% male and 47% female  women 18 or older represent a greater portion of the game-playing population (30%) than boys 17 or younger (18%)  average player age is: 30  25% of population is over 50  social games outpace competitive games by 3:1  500% increase in comments  140% increase in time spent on site  60% increase in employee engagement Source: Badgeville: http://badgeville.com/solutions/employee-facing
  • 6. GAME MECHANICS SOCIAL MECHANICS REPUTATION MECHANICS Drive, measure, & reward high value behaviors with smart gamification Socialize, recommend, and notify users about contextually rich behaviors Elevate user status across all your communities of engagement
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.  Ross Smith, The Future of Work is Play, 2011 (How Microsoft's testing group uses gamification and more broadly applies concepts of play in the workplace.)  JP Rangaswami, Talk at 2Way Summit 2011 (Video by the Chief Scientist of Salesforce.com on how gamification relates to leading-edge trends in the digital enterprise.)  Rypple, Work Better. Play Together? On Enterprise Gamification, March 11, 2011 (Presentation on how to apply gamification concepts effectively in the enterprise.)

Editor's Notes

  1. If you add an X-box to the office break room, You didn’t gamify work. You gave your employees something else to do, instead of working.
  2. Define business objectives. Why are you gamifying? How do you hope to benefit your business, or achieve some other goal such as motivating people to change their behavior? The first written assignment focused on this step of the process, so you may wish to look back on your earlier submission and the peer assessments for guidance. As you state your objectives, emphasize the end goal or goals of your gamified design rather than detailing the means through which you'll achieve this goal. Basically, if your gamified system does what you intend, what specific positive results will it generate for your organization? Delineate target behaviors. What do you want your players to do? And what are the metrics that will allow you to measure them? These behaviors should promote your business objectives, although the relationship may be indirect. For example, your business goal might be to increase sales, but your target behavior could be for visitors to spend more time on your website. As you describe the behaviors, be sure to explain how they will help your system achieve its objectives. The metrics should in some fashion provide feedback to the players, letting them know when they are successfully engaging in the intended behaviors. Describe your players. Who are the people who will be participating in your gamified activity? What is their relationship to you? For example, are they prospective customers, employees at your organization, or some other community? And what are they like? You can describe your players using demographics (such as age and gender), psychographics (such as their values and personalities), Bartle’s player types, or some other framework. You should show that you understand what sorts of game elements and other structures are likely to be effective for this population. For example, you might discuss whether a more competitive or cooperative system would be better for this player community. Devise your activity loops. Explore in greater detail how you will motivate your players using engagement and progression loops. First, describe the kinds of feedback your system will offer the players to encourage further action, and explain how this feedback will work to motivate the players. (Remember: rewards are only one kind of feedback.) Second, how if at all will players progress in your system? This includes how the system will get new players engaged, and how it will remain interesting for more experienced players. Don't forget the fun. Although more abstract than some of the other elements, ensuring that your gamified system is fun remains as important as the other aspects. In order to fully explore this aspect of the design process, consider how your game would function without any extrinsic rewards. Would you say it was fun? Identify which aspects of the game could continue to motivate players to participate even without rewards. Deploy the appropriate tools. By this point, you've probably identified several of the game elements and other specifics of your gamified system. If you haven’t already, you should explain in detail what your system would look like. What are some of the game elements involved and what will the experience be like for the players? What specific choices would you make in deploying your system? For example, you might discuss whether the gamified system is to be experienced primarily on personal computers, mobile devices, or some other platform. You might also describe what feedback, rewards, and other reinforcements the players could receive. Finally, think about whether you’ve tied your decisions back to the other five steps in the process, especially the business objectives.
  3. EPILOGUE: Acknowledgements Again, we would like to thank the many people who generously gave up their time to answer our questions with their invaluable input, including: Jesse Schell, gamification guru and Chief Executive Officer and Creative Director of Schell Games Sebastian Deterding, gamification guru and PhD researcher in communication science at the Graduate School of the Research Center for Media and Communication, Hamburg University Michael Wu, Principal Scientist of Analytics at Lithium Technologies Danny Day, CEO of QCF Design (IGF award-winning, independent game development house) Rolfe Swinton, Director of Lumi Mobile Jon Puleston, Senior Director of GMI Interactive Francesco D’Orazio, Research Director and Head of Social Media of Face Group Phil Groman, Head of Innovations for Afroes Kevin Spier, Director of Sales, and Dan Maier of Bunchball Bo Nielsen, researcher with TNS Gallup Denmark