SlideShare a Scribd company logo
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
Omidaminzadeh gamification
Omidaminzadeh gamification
Omidaminzadeh gamification
Omidaminzadeh gamification
Omidaminzadeh gamification
Omidaminzadeh gamification

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Omidaminzadeh gamification

  • 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

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. 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