What gamification is and is not, and how understanding and leveraging game mechanics can affect all aspects of a business, from marketing to management all the way through recruitment and sales.
Gamification uses game mechanics and elements to engage users and encourage desired behaviors. The gaming industry generates $75 billion annually, with 65% of people playing games. Gamification can motivate people to do things they may not want to do by making them fun through challenges and a points-based system. Anything can be gamified through elements like levels, badges, leaderboards, and social networks. Gamification in language learning involves using points, virtual items, levels and social interactions to motivate students to practice English. Websites like English Attack use gamification to reward student activity and effort through accumulating experience points from completing lessons and playing games.
How to develop a successful casual social game by Rajat agarwallaNASSCOM
If you want to make your social game go viral it is important to understand the nature of the social platform you are using. Viral channels on Facebook change frequently. Therefore, every viral feature needs to be socially acceptable through interaction between users in a game needs.
The document discusses metagame design and reward systems that drive engagement. It defines a metagame as layering a rewards system onto an existing activity to motivate certain behaviors. Examples of metagames include collecting items, earning ranks in karate or scouting, and frequent flyer programs. The document provides a framework for metagame design including assigning points to actions, adding feedback and rewards systems using levels, leaderboards, and achievements, and facilitating viral outreach through social sharing. It concludes with tips for compelling metagame design such as creating a coherent experience, defining appropriate point systems, motivating different player types, designing shareable rewards, and using game pacing.
The document discusses sustainable social systems design for gamification. It recommends 1) understanding player social styles, 2) designing for key lifecycle stages of newbies, regulars and enthusiasts, 3) incorporating elements that satisfy psychological needs like relationships and meaning, 4) using progress mechanics to guide mastery, and 5) motivating with intrinsic rather than extrinsic rewards. An example of ModCloth's social shopping model is provided.
Gamification 101: Design the Player JourneyAmy Jo Kim
The document discusses designing player journeys in gamification. It defines key concepts like player, journey, dynamics, mechanics and aesthetics. Dynamics refer to time-based patterns and systems, mechanics make progress visible, and aesthetics evoke emotion. The document also discusses designing for different player types and stages, including novices, experts and masters. It provides examples of social actions players can take and notes different player motivations like competition, cooperation and self-expression.
players journey: 5-step design framework for longterm engagementAmy Jo Kim
The document outlines a 5-step framework for designing engaging player experiences:
1) Understand players through player types and motivations.
2) Identify unmet needs and intrinsically motivating activities.
3) Design for different player lifecycle stages like onboarding, habit-building, and mastery.
4) Guide skill development through progress markers and feedback systems like points, levels, and rewards.
5) Build sustained engagement through gameplay loops that trigger activities, provide outcomes, and elicit emotions.
The Player's Journey: drive sustained engagement with Onboarding, Habit-Build...Amy Jo Kim
1. The document discusses how to design game-like experiences by understanding player motivations and creating compelling core loops with onboarding, habit-building, and mastery phases.
2. It provides examples like Duolingo, Minecraft, Kickstarter, and Twitter that use activities, feedback, and triggers to form engaging core loops.
3. The key is tapping into intrinsic motivations like autonomy, competence and purpose rather than solely relying on extrinsic rewards, and accommodating different player types' preferences for competition, collaboration, exploration and achievement.
Gamification uses game mechanics and elements to engage users and encourage desired behaviors. The gaming industry generates $75 billion annually, with 65% of people playing games. Gamification can motivate people to do things they may not want to do by making them fun through challenges and a points-based system. Anything can be gamified through elements like levels, badges, leaderboards, and social networks. Gamification in language learning involves using points, virtual items, levels and social interactions to motivate students to practice English. Websites like English Attack use gamification to reward student activity and effort through accumulating experience points from completing lessons and playing games.
How to develop a successful casual social game by Rajat agarwallaNASSCOM
If you want to make your social game go viral it is important to understand the nature of the social platform you are using. Viral channels on Facebook change frequently. Therefore, every viral feature needs to be socially acceptable through interaction between users in a game needs.
The document discusses metagame design and reward systems that drive engagement. It defines a metagame as layering a rewards system onto an existing activity to motivate certain behaviors. Examples of metagames include collecting items, earning ranks in karate or scouting, and frequent flyer programs. The document provides a framework for metagame design including assigning points to actions, adding feedback and rewards systems using levels, leaderboards, and achievements, and facilitating viral outreach through social sharing. It concludes with tips for compelling metagame design such as creating a coherent experience, defining appropriate point systems, motivating different player types, designing shareable rewards, and using game pacing.
The document discusses sustainable social systems design for gamification. It recommends 1) understanding player social styles, 2) designing for key lifecycle stages of newbies, regulars and enthusiasts, 3) incorporating elements that satisfy psychological needs like relationships and meaning, 4) using progress mechanics to guide mastery, and 5) motivating with intrinsic rather than extrinsic rewards. An example of ModCloth's social shopping model is provided.
Gamification 101: Design the Player JourneyAmy Jo Kim
The document discusses designing player journeys in gamification. It defines key concepts like player, journey, dynamics, mechanics and aesthetics. Dynamics refer to time-based patterns and systems, mechanics make progress visible, and aesthetics evoke emotion. The document also discusses designing for different player types and stages, including novices, experts and masters. It provides examples of social actions players can take and notes different player motivations like competition, cooperation and self-expression.
players journey: 5-step design framework for longterm engagementAmy Jo Kim
The document outlines a 5-step framework for designing engaging player experiences:
1) Understand players through player types and motivations.
2) Identify unmet needs and intrinsically motivating activities.
3) Design for different player lifecycle stages like onboarding, habit-building, and mastery.
4) Guide skill development through progress markers and feedback systems like points, levels, and rewards.
5) Build sustained engagement through gameplay loops that trigger activities, provide outcomes, and elicit emotions.
The Player's Journey: drive sustained engagement with Onboarding, Habit-Build...Amy Jo Kim
1. The document discusses how to design game-like experiences by understanding player motivations and creating compelling core loops with onboarding, habit-building, and mastery phases.
2. It provides examples like Duolingo, Minecraft, Kickstarter, and Twitter that use activities, feedback, and triggers to form engaging core loops.
3. The key is tapping into intrinsic motivations like autonomy, competence and purpose rather than solely relying on extrinsic rewards, and accommodating different player types' preferences for competition, collaboration, exploration and achievement.
Beyond Gamification: 7 Core Concepts for Creating Compelling Products Amy Jo Kim
This document discusses 7 core concepts for designing compelling products using game techniques without gamification. It argues that intrinsic motivators like power, autonomy and belonging are more effective than extrinsic rewards. The 7 concepts are: 1) Know your players and design for their needs, 2) Build fun into the core activity loop, 3) Design for novice, regular and enthusiast players, 4) Make the system easy to learn but hard to master, 5) Guide players towards mastery with mechanics, 6) Increase challenge as players progress, and 7) Embrace intrinsic motivators over extrinsic rewards like points and badges. The goal is to engage players through the "flow channel" as challenges increase.
Improve your product design with Game Thinking (UIE Webinar)Amy Jo Kim
The document provides an overview of how to improve product design using game thinking. It discusses finding super fans to provide early feedback by asking them 5 discovery questions about their existing habits. This helps identify their customer's journey from discovery to mastery. The document also presents a case study of how game thinking was used to create a successful fashion game by finding fashionista super fans to understand what they wanted in a mobile game.
The document discusses the key concepts of gamification including defining gamification, the player journey, dynamics, mechanics, aesthetics, and social actions. It provides examples of how game techniques can be applied to increase engagement in real-world activities and services. The document also outlines key questions to consider when designing a gamified system, such as defining the vision, understanding player motivations, how players can master skills and see progress, and ongoing engagement throughout the player journey.
Universal Design Lessons - Boston Games ForumDave Bisceglia
The document provides design lessons for various stages of game development including ideation, prototyping, building, testing, polishing, and growing. It emphasizes keeping ideas simple, finding the fun through prototyping, getting early feedback, showing progress, optimizing monetization, balancing games, and giving players a story to share. Key lessons include focusing on engagement, retention, monetization and virality metrics.
The document discusses using games to solve business problems through collaborative play. It describes two main types of games - Innovation Games® developed by Luke Hohmann which are aimed at a variety of business problems, and Gamestorming games which were initiated by Sunny Brown and David Gray and include a wider collection of traditional games. The document then outlines several specific games that can be used, including 20/20 Vision to prioritize features, Speed Boat to identify customer dislikes, Product Box to identify exciting sellable features, and Buy a Feature to prioritize features through negotiation. Tips are provided for how to effectively facilitate each game.
Big Brother: Ninja Edition is a game based on the TV show Big Brother, but with ninjas competing instead of celebrities. Players create a ninja character and participate in challenges to earn points from viewers. Ninjas can level up their skills and defeat other ninjas in arena battles to avoid elimination. Players can also explore the dojo, find bonuses, and vote for their favorite ninjas to help them earn more points. The goal is to acquire the most points to win the Big Ninja Trophy.
Patrick Curry has been developing mobile games since 2001. While mobile game development tools and distribution have improved dramatically, the industry has also become much more competitive. Developing mobile games is easier than ever before due to advanced game engines and tools, but it is also harder to succeed financially due to vast choice and short fad cycles. Curry focuses on rapid iterative development with small teams, outsourcing non-core work, and automating processes to stay efficient. He aims to help other developers by open-sourcing the tools and knowledge his company has gained.
Amy Jo Kim discusses how game mechanics like collecting, points, feedback, exchanges, and customization can be applied to functional software and services to make them more fun, compelling, and addictive. She provides examples of how these mechanics are used in games and social networks like MySpace to engage users. Kim also analyzes how "serious" games like Brain Age for Nintendo DS and review sites employ these mechanics to motivate repeat play and participation.
Do you want to learn how to attract the right people into your community - and get input from the RIGHT hot-core Superfans? This talk will teach you how.
Game monetization: Overview of monetization methods for free-to-play gamesAndrew Dotsenko
This document provides an overview of monetization methods for free-to-play games. It discusses the monetization loop of action, incentive, and expansion blocked by paywalls that can be overcome through grinding, spamming friends for help, or paying. It also covers key elements of player engagement like mechanics, progress/goals, social factors, and game evolution. Finally, it discusses what players typically pay for in games like identity expression, vanity, competition, and progress, as well as how to sell virtual items through creating awareness, understanding of an item's functionality, and desirability.
The document discusses applying game mechanics and principles to social media to make it more fun and engaging. It defines key terms like social media, games, and game mechanics. It then provides examples of how mechanics like collecting, points systems, feedback, exchanges, and customization can motivate user behaviors on social platforms. The document also analyzes how YouTube, Twitter, and PhotoGrab incorporate various game mechanics and concludes by asking the reader for their thoughts on blending games and social media.
The document provides tips for increasing the virility and user count of social games on Facebook. It recommends utilizing all available Facebook platform features, incentivizing user cooperation and sharing through publish2stream posts and incentives, and tracking metrics from publish2stream posts to optimize performance. Key aspects are using publish2stream posts to encourage users to "procreate and copulate" by completing actions, incentivizing clicks on different areas of posts to determine what works best, and tracking metrics like publish2stream ratios and click-through rates to improve strategies. The goal is to make the social game the "alfa male" with maximum user count.
An overview on what Gamification is all about, and how to crafting a strategy based on human motivation and engagement styles.
For the most up to date version of this deck, please head over to http://www.slideshare.net/gametize/gamification101.
Alex Mandryka is a game consultant who previously worked at Ubisoft and Relic. He provides tips on developing strategy for games. Some key points include: having a business strategy focused on satisfying others rather than yourself; a creative strategy such as having a MOBA that is fun and chill; and an implementation strategy of asking questions before having answers by prototyping to find what is not fun. Analysis of games should look closely at differences in systems. The training strategy suggests rational ways to learn different design skills like system design, interaction design, and narrative design.
LAFS Marketing and Monetization Lecture 1: Marketing FundamentalsDavid Mullich
This document provides an overview of a marketing and monetization class being taught at the Los Angeles Film School. The class will cover topics such as marketing fundamentals, game publishing, funding, social media, advertising, sales and distribution, and monetization strategies. Students will complete labs, assignments, and tests over the course of the semester. The instructor emphasizes professionalism, meeting deadlines, and treating your education like a job in order to succeed in the game industry.
This document discusses how promotional video games can be used by tourist attractions, theme parks, resorts, and other destinations to attract more visitors. It outlines how games can encourage people to visit websites for longer, provide incentives to visit in person, and help destinations connect with customers through social media sharing of gaming experiences. The document provides examples of possible game ideas and describes Fast Motion Games' process for developing customized promotional video games and 3D tours for their clients.
The document provides 5 tips for designing collaboration, presented by Amy Jo Kim. The tips are: 1) Compete with the system instead of against each other, 2) Share resources, outcomes, and goals, 3) Include interdependent roles for players, 4) Encourage cooperative social gestures, and 5) Leverage non-zero stats and spotlights that highlight collaboration. The document argues that collaboration can provide a "blue ocean" opportunity within the shifting gaming landscape, and stresses the importance of considering collaboration first when designing games and experiences.
This document discusses various topics related to game design, including game concepts, gameplay mechanics, world/story/characters, levels, interfaces, and the development process. It covers player types and interaction patterns. It also discusses game pioneers like Chris Crawford, Sid Meier, and Will Wright, and provides references for further reading on game design literature.
Three Powerful Ideas to help investors make smart decisionsAmy Jo Kim
Have you ever been confused by conflicting advice from your stakeholders & colleagues? Do you fall for the siren song of seductive mockups? Learn how to navigate these challenges and spot the signs of a team that's headed for product/market fit.
More Than Points: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
The buzz surrounding gamification as an engagement platform is reaching critical mass in our industry with the bulk of attention directed to shallow, superficial layers of points & badges but there’s more to unlock. Lot’s more.
By considering the psychological underpinnings of engagement driven by intrinsic player motivation, meaningful interactions and yes - mechanics, dynamics and aesthetics we can create a framework for architecting passionate user engagement, guiding behavior and ethically satisfying business goals.
This document provides an overview of gamification concepts and techniques for making activities more engaging. It discusses using game techniques like rewards, status, and turning tasks into games to motivate behavior. Core concepts covered include intrinsic and extrinsic motivation, player types, progression systems, social engagement loops, and designing gamified experiences for novices, experts and masters. The document also provides examples from existing gamified systems like Foursquare and outlines exercises for designing player journeys, progression mechanics, and social engagement loops.
Beyond Gamification: 7 Core Concepts for Creating Compelling Products Amy Jo Kim
This document discusses 7 core concepts for designing compelling products using game techniques without gamification. It argues that intrinsic motivators like power, autonomy and belonging are more effective than extrinsic rewards. The 7 concepts are: 1) Know your players and design for their needs, 2) Build fun into the core activity loop, 3) Design for novice, regular and enthusiast players, 4) Make the system easy to learn but hard to master, 5) Guide players towards mastery with mechanics, 6) Increase challenge as players progress, and 7) Embrace intrinsic motivators over extrinsic rewards like points and badges. The goal is to engage players through the "flow channel" as challenges increase.
Improve your product design with Game Thinking (UIE Webinar)Amy Jo Kim
The document provides an overview of how to improve product design using game thinking. It discusses finding super fans to provide early feedback by asking them 5 discovery questions about their existing habits. This helps identify their customer's journey from discovery to mastery. The document also presents a case study of how game thinking was used to create a successful fashion game by finding fashionista super fans to understand what they wanted in a mobile game.
The document discusses the key concepts of gamification including defining gamification, the player journey, dynamics, mechanics, aesthetics, and social actions. It provides examples of how game techniques can be applied to increase engagement in real-world activities and services. The document also outlines key questions to consider when designing a gamified system, such as defining the vision, understanding player motivations, how players can master skills and see progress, and ongoing engagement throughout the player journey.
Universal Design Lessons - Boston Games ForumDave Bisceglia
The document provides design lessons for various stages of game development including ideation, prototyping, building, testing, polishing, and growing. It emphasizes keeping ideas simple, finding the fun through prototyping, getting early feedback, showing progress, optimizing monetization, balancing games, and giving players a story to share. Key lessons include focusing on engagement, retention, monetization and virality metrics.
The document discusses using games to solve business problems through collaborative play. It describes two main types of games - Innovation Games® developed by Luke Hohmann which are aimed at a variety of business problems, and Gamestorming games which were initiated by Sunny Brown and David Gray and include a wider collection of traditional games. The document then outlines several specific games that can be used, including 20/20 Vision to prioritize features, Speed Boat to identify customer dislikes, Product Box to identify exciting sellable features, and Buy a Feature to prioritize features through negotiation. Tips are provided for how to effectively facilitate each game.
Big Brother: Ninja Edition is a game based on the TV show Big Brother, but with ninjas competing instead of celebrities. Players create a ninja character and participate in challenges to earn points from viewers. Ninjas can level up their skills and defeat other ninjas in arena battles to avoid elimination. Players can also explore the dojo, find bonuses, and vote for their favorite ninjas to help them earn more points. The goal is to acquire the most points to win the Big Ninja Trophy.
Patrick Curry has been developing mobile games since 2001. While mobile game development tools and distribution have improved dramatically, the industry has also become much more competitive. Developing mobile games is easier than ever before due to advanced game engines and tools, but it is also harder to succeed financially due to vast choice and short fad cycles. Curry focuses on rapid iterative development with small teams, outsourcing non-core work, and automating processes to stay efficient. He aims to help other developers by open-sourcing the tools and knowledge his company has gained.
Amy Jo Kim discusses how game mechanics like collecting, points, feedback, exchanges, and customization can be applied to functional software and services to make them more fun, compelling, and addictive. She provides examples of how these mechanics are used in games and social networks like MySpace to engage users. Kim also analyzes how "serious" games like Brain Age for Nintendo DS and review sites employ these mechanics to motivate repeat play and participation.
Do you want to learn how to attract the right people into your community - and get input from the RIGHT hot-core Superfans? This talk will teach you how.
Game monetization: Overview of monetization methods for free-to-play gamesAndrew Dotsenko
This document provides an overview of monetization methods for free-to-play games. It discusses the monetization loop of action, incentive, and expansion blocked by paywalls that can be overcome through grinding, spamming friends for help, or paying. It also covers key elements of player engagement like mechanics, progress/goals, social factors, and game evolution. Finally, it discusses what players typically pay for in games like identity expression, vanity, competition, and progress, as well as how to sell virtual items through creating awareness, understanding of an item's functionality, and desirability.
The document discusses applying game mechanics and principles to social media to make it more fun and engaging. It defines key terms like social media, games, and game mechanics. It then provides examples of how mechanics like collecting, points systems, feedback, exchanges, and customization can motivate user behaviors on social platforms. The document also analyzes how YouTube, Twitter, and PhotoGrab incorporate various game mechanics and concludes by asking the reader for their thoughts on blending games and social media.
The document provides tips for increasing the virility and user count of social games on Facebook. It recommends utilizing all available Facebook platform features, incentivizing user cooperation and sharing through publish2stream posts and incentives, and tracking metrics from publish2stream posts to optimize performance. Key aspects are using publish2stream posts to encourage users to "procreate and copulate" by completing actions, incentivizing clicks on different areas of posts to determine what works best, and tracking metrics like publish2stream ratios and click-through rates to improve strategies. The goal is to make the social game the "alfa male" with maximum user count.
An overview on what Gamification is all about, and how to crafting a strategy based on human motivation and engagement styles.
For the most up to date version of this deck, please head over to http://www.slideshare.net/gametize/gamification101.
Alex Mandryka is a game consultant who previously worked at Ubisoft and Relic. He provides tips on developing strategy for games. Some key points include: having a business strategy focused on satisfying others rather than yourself; a creative strategy such as having a MOBA that is fun and chill; and an implementation strategy of asking questions before having answers by prototyping to find what is not fun. Analysis of games should look closely at differences in systems. The training strategy suggests rational ways to learn different design skills like system design, interaction design, and narrative design.
LAFS Marketing and Monetization Lecture 1: Marketing FundamentalsDavid Mullich
This document provides an overview of a marketing and monetization class being taught at the Los Angeles Film School. The class will cover topics such as marketing fundamentals, game publishing, funding, social media, advertising, sales and distribution, and monetization strategies. Students will complete labs, assignments, and tests over the course of the semester. The instructor emphasizes professionalism, meeting deadlines, and treating your education like a job in order to succeed in the game industry.
This document discusses how promotional video games can be used by tourist attractions, theme parks, resorts, and other destinations to attract more visitors. It outlines how games can encourage people to visit websites for longer, provide incentives to visit in person, and help destinations connect with customers through social media sharing of gaming experiences. The document provides examples of possible game ideas and describes Fast Motion Games' process for developing customized promotional video games and 3D tours for their clients.
The document provides 5 tips for designing collaboration, presented by Amy Jo Kim. The tips are: 1) Compete with the system instead of against each other, 2) Share resources, outcomes, and goals, 3) Include interdependent roles for players, 4) Encourage cooperative social gestures, and 5) Leverage non-zero stats and spotlights that highlight collaboration. The document argues that collaboration can provide a "blue ocean" opportunity within the shifting gaming landscape, and stresses the importance of considering collaboration first when designing games and experiences.
This document discusses various topics related to game design, including game concepts, gameplay mechanics, world/story/characters, levels, interfaces, and the development process. It covers player types and interaction patterns. It also discusses game pioneers like Chris Crawford, Sid Meier, and Will Wright, and provides references for further reading on game design literature.
Three Powerful Ideas to help investors make smart decisionsAmy Jo Kim
Have you ever been confused by conflicting advice from your stakeholders & colleagues? Do you fall for the siren song of seductive mockups? Learn how to navigate these challenges and spot the signs of a team that's headed for product/market fit.
More Than Points: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
The buzz surrounding gamification as an engagement platform is reaching critical mass in our industry with the bulk of attention directed to shallow, superficial layers of points & badges but there’s more to unlock. Lot’s more.
By considering the psychological underpinnings of engagement driven by intrinsic player motivation, meaningful interactions and yes - mechanics, dynamics and aesthetics we can create a framework for architecting passionate user engagement, guiding behavior and ethically satisfying business goals.
This document provides an overview of gamification concepts and techniques for making activities more engaging. It discusses using game techniques like rewards, status, and turning tasks into games to motivate behavior. Core concepts covered include intrinsic and extrinsic motivation, player types, progression systems, social engagement loops, and designing gamified experiences for novices, experts and masters. The document also provides examples from existing gamified systems like Foursquare and outlines exercises for designing player journeys, progression mechanics, and social engagement loops.
The Idaho Game Developers, Drake Cooper's Back Stage Pass program and Trailhead Boise are teaming up to host this event. We will have a meet and greet, a presentation on mobile game design by Michael Wilson of Ponywolf, and a look at Boise's newest collaboration space.
The talk is about the basics of game design and structure while applying those principles to modern digital design.
This is theory and methodology, not practice, but we may reference design and programming principles, so rudimentary experience in design or development will be useful.
Boston games forum universal design lessons - dave biscegliaElizabeth Cormack
Dave Bisceglia gave a talk on universal design lessons he has learned in his career making mobile games. Some key lessons included focusing on divergent thinking during ideation to generate better ideas, prototyping multiple variations of game mechanics to find what is fun, and using analytics to test games and improve metrics like engagement and retention. He also stressed the importance of polishing games, balancing elements, and giving players a story to tell others to help games grow successfully.
Beyond badges and progress bars, award winning game developer Michael Wilson lectures on the basics of game design and structure while applying those principles to modern digital design.
This class caters to both designers and developers currently trying to incorporate gaming features into their company’s products.
This class is theory and methodology, not practice, but we may reference design and programming principles, so rudimentary experience in design or development will be useful.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
This document provides a summary of a presentation on using games and gamification to support learning. It begins with introductions and then outlines the following key points:
1. It defines what constitutes a game and how games can be useful for learning.
2. It discusses using case studies and prototypes to prove the value of games for learning and provides tips for creating effective learning games, such as playing games to learn design, prototyping, choosing elements to support learning goals, and playtesting.
3. It shares examples of learning games created by Bottom-Line Performance and the business and learning goals they aimed to achieve.
1) Gamification involves using game design techniques to engage users and motivate desired behaviors. It can be used to encourage activities like exercise, study, work productivity, and marketing engagement.
2) Effective gamification appeals to core human drives like achievement, social influence, creativity, ownership, and scarcity. Techniques include points, levels, leaderboards, collectibles, gifting, and time-limited opportunities.
3) Gamification is most powerful when it supports intrinsic motivation rather than just extrinsic rewards. It allows people to find meaning, accomplishment, empowerment and social connection through their activities.
Gamification
What is it?
Is it right for your business?
Examples
Social & Casual Gaming in EU
Marketing tactics
Gamification right for business?
Ways to Gamify Your FB Marketing
Gamification involves using game elements in non-game applications to encourage desired behaviors. It works by rewarding users with status, achievements and other incentives to motivate them to continue the desired behaviors. Examples of common game elements used include leaderboards, badges and rewards to recognize progress and encourage further participation. While gamification has been used mainly by startups, the techniques can potentially be applied to many scenarios to make activities more engaging and fun.
This document outlines an agenda for a learning game design workshop. It will include playing existing games to understand game mechanics, a primer on how games can support learning through motivation and feedback, and activities for participants to collaborate in designing their own games. The goal is for participants to learn principles of game design that can be applied to creating games for learning objectives. Breakout sessions are planned for designing games, with time for testing and revising the games.
Designing with Gamification: Tips for Creating Fun & Engaging User Experiencesjsteffgen
This document provides an overview of gamification and tips for applying game mechanics to create engaging user experiences. It discusses understanding gamification, knowing the audience through player types and demographics, thinking like a game designer regarding elements like rules and skills. It also covers planning gamification through defining goals and users, using validation, completion and rewards mechanics, and analyzing data. Examples are given of how mLevel applies these concepts in their game-based learning platform through missions, progression, freedom of choice, challenges, and feedback.
The document discusses issues with common approaches to "gamification". It argues that many gamification efforts focus only on superficial elements like points and badges without incorporating meaningful game design principles. This results in "exploitationware" that uses extrinsic motivators to encourage behaviors but lacks intrinsic challenges that make games engaging. True gamification requires integrating feedback and rewards into systems with engaging core mechanics that provide learning and flow experiences for users.
Combining the presentations of Amy Jo Kim, Any Beio, and my own insights, this shows a perspective on how social networks, systems, and even TV ads use game mechanics to create flow state and bring people through even the most complex processes, like the microsoft office suite.
Plenty of practical examples to ground the higher-level thinking, including xbox avatars, progressive insurance, Twitter, sims, slot machines, legos, doll houses, blackjack, and more.
This document discusses using game design principles and gamification to influence behaviors. It begins with an overview of game history from 1940-2005 and principles of game design like progression, aesthetics, and realism. Core concepts in gamification like points, badges, and leaderboards are introduced. The document then discusses applying game elements to non-gaming contexts with a focus on human motivation. Various frameworks for gamification are presented, including Octalysis, which identifies 8 core motivational drivers. The document emphasizes using games to facilitate subconscious learning in a safe environment. Different types of gamification are explored for behaviors like motivation, training, and awareness.
This document outlines 10 potential pitfalls of gamification:
1. The Crap Crab - Abuse is not a value proposition
2. The Maelstrom of Misplaced Challenge - Getting in the way of efficiency
3. The Trapped Sea of Staleness - No fresh content and challenge
4. The Urobus of Unintended Consequence - Neglecting side effects
5. The Social Signal Sea Serpent - Ignoring context meanings
6. The Autonomy Leech and Value Vampire - Curbing autonomy through control
7. The Ice Shelves of Ignorance - Not knowing your users
8. The Feature Shallows - Neglecting design process
Beyond Gamification: designing the player journeyAmy Jo Kim
This document discusses gamification and designing player journeys. It defines key gamification concepts like core activities, progress mechanics, and dynamics that create patterns over time. These elements guide and motivate a player's journey from novice to master. Case studies are used to illustrate how focusing on intrinsic motivations and social engagement can create successful gamification designs. The document concludes with questions game designers should consider around vision, player styles, mastery, progress metrics and engagement loops.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Gamification involves applying game mechanics and design techniques to non-game contexts to motivate and engage users. Some examples of gamification principles discussed include using points, badges and leaderboards to motivate behaviors like checking in on Foursquare. The document outlines several key points for onboarding users effectively through positive experiences and gradual introduction of information without failure. It also discusses maintaining engagement of beginner and expert users through techniques like visible progress, social interactions and calls to action.
The document provides guidance on how to give and receive feedback effectively. It discusses why feedback is important, how to structure feedback conversations, and tips for both giving and receiving feedback in a constructive manner. The key points covered include using examples, expressing clear requests, listening without interrupting, thanking the other person, and focusing feedback on behaviors and issues rather than personal attacks.
Our laptop and smartphone contain our life and our livelihood, and yet we expose them to all sorts of threats and risks through traveling. In this skillshare I can show you the basic best practices to take care of your data, finances and gear as you move around.
NLP involves modeling behaviors and thought patterns to improve communication and collaboration. It examines how neurological processes, language, and experiences shape behavior. Key concepts in NLP include metaprograms, which influence how people think and act, and logical levels, which help understand issues at the right complexity level. NLP tools like metaprograms and logical levels can provide insight into recruiting, coaching, and personal development.
Bitcoin offers a new currency called BTC that is issued through an algorithm, resisting corruption and censorship while being efficient, global, and accessible. It uses three key techniques: peer-to-peer transactions, proof-of-work, and blockchain. These techniques allow Bitcoin to function as a network of value that is unstoppable. The document argues that blockchain technologies could help address issues on a global scale without corrupted middlemen by democratizing power, though more diverse people would need to get involved for its full potential to be realized.
Slides of a workshop I gave in May and June in Brussels. The code is on Github: http://github.com/chainskills/ethereum-cv
For more content, see http://www.chainskills.com
Une présentation contextuelle que j'ai donnée à l'occasion du meetup du Coworking Namur sur le sujet le 7 décembre 2016 (http://coworkingnamur.be/event/blockchain-impact-belgique/)
Si vous voulez en apprendre plus sur le développement blockchain et Ethereum, merci de répondre à cette enquête rapide: http://chainskills.com/2017/01/11/we-need-to-know-what-you-need-to-know/
Here are the slides of the Lean Startup for Developers conference talk I gave at Devoxx Poland on June 24th 2016.
To continue the conversation, feel free to register on www.ls4dev.com
The document outlines Sébastien Arbogast's presentation on Lean Startup for Developers. It begins by asking attendees about their experience with startups. It then introduces Arbogast and his background. The bulk of the document contrasts traditional startup approaches like business plans and prototypes with Lean Startup approaches like customer interviews, business model canvases, and validated learning. It emphasizes gathering early feedback and iterating quickly rather than spending a long time planning before testing ideas with customers.
The document discusses the Lean Startup methodology for developers looking to create their own startup. It begins with the presenter introducing himself and his background. It then discusses common misconceptions about starting a startup and proposes using Lean Startup practices like validating hypotheses through customer interviews rather than traditional methods like business plans or prototypes. The document provides examples of how to identify target customers, problems, and potential solutions through iterative customer interviews and lean canvas modeling to test assumptions and guide product development. The overall message is that Lean Startup practices can help developers test ideas and build products customers want more efficiently than traditional methods.
Devoxx 2015 presentation
We will show you the same application, developed for the three most renowned smartwatch platforms, namely the Pebble, Android Wear and Apple Watch. We will show you the tools, languages, APIs and capabilities of each platform so that you can get a feel for the kind of opportunities offered by this new usage paradigm and the investment required to leverage those opportunities. Be advised there will be some C, Java and Swift in this presentation.
Une présentation que j'avais préparé pour expliquer en quoi consiste le métier de développeur pour les futurs stagiaires de la formation de codeurs de Boitront (codeur-rural.fr)
The document discusses the principles of the Lean Startup methodology for starting a technology business. It notes that traditional business plans are too rigid and that startups operate under extreme uncertainty. Following Lean Startup principles, the key goals for startups are to build a Minimum Viable Product, get customer feedback to validate problem-solution fit through the build-measure-learn process, and iterate quickly based on learning rather than relying on assumptions or market studies.
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6. WHAT IT'S NOT!
GAMIFICATION
• Throwing scores and badges around without any consistent
design
• Using game metaphors all over the place
• Using a game to advertise or market a certain product
• A quickfix for a bad system
• A way to make something boring more "fun"
• A gadget gimmick that can only have marginal effects
7. THE PROCESS OF GAME-THINKING AND
GAME MECHANICS TO ENGAGE PEOPLE
AND SOLVE PROBLEMS
WHAT IS GAMIFICATION?
14. BARTLE PLAYER TYPES
5% exclusive
20% non-exclusive
10% exclusive
40% non-exclusive
10% exclusive
50% non-exclusive
75% exclusive
80% non-exclusive
You have to identify your own proportions and adapt your game design accordingly
Acting
Interacting
EnvironmentPeople
Killers Achievers
Socializers Explorers
18. THERE ARE A MANY!
POINT SYSTEMS
• Experience points (XP)
• Redeemable points (RP)
• Skill points
• Karma points
• Reputation points
• Life points
19. LEVELS
• Levels indicate progress on the path to mastery
• Sticky because there is no shortcut
• Must be more and more difficult (number of points to get to a
level is not linear)
• Using a progress bar or percentage can be a good idea
• You can use metaphors like colors, precious metals or traveler
types (tourist, explorer, adventurer, roamer, backpacker)
• Make it visual
20. LEADERBOARDS
• Really speaks to killers and achievers
• Show ranking in context (player in the middle)
• Slice it socially (amongst friends), geographically
(by city) or globally, over time (eg last week), or
even by skill score
• Make interactions easier between players at the
same level since they are playing the same game
• If possible give hints as to how the player can
move up one rank
• Be careful about privacy and safety
• Keep it positive: no public shaming for bad scores
• Make it social, easily shareable
22. BADGES
• Used to brag about achievements to other players
• Allow you to create challenges for players
• Can add an element of surprise (Foursquare badges)
• Can be used as milestones for progress
• Encourage social promotion (make it shareable)
• Can be used instead of levels
• Too many badges kill badges
• Can be used as a sign of belonging (eg sticker on a laptop, branded
mug or suitcase, etc.)
23. ONBOARDING
• Insist heavily on the first few minutes
• Give points right away
• Don't force people to register to enter the game
• Give them a taste of what the game will be about from a get go
• Give information and rules progressively, not all at once
• Make your players win directly
• Design a very clear path at the beginning: action, reward, action,
action, reward, register, action, action, share, …
24. CHALLENGES AND QUESTS
• Fluctuations in the game
• Compensate seasonality
• For special events (eg launching a new city)
• Break the monotonous nature, the routine of the game
• Better specific to given group of players at a certain level
• Encourage cooperation and/or competition
• Let players join if they want, or leave them alone if they won't
27. LIST ALL THE ACTIONS YOU WANT TO ENCOURAGE IN
PLAYERS
STEP 1
• Show up to my talk
• Stay awake and vigilant
• Ask questions
• Give me feedback about my presentation
• Post about my talk on social media
• Laugh at my jokes
• Ask me questions later
• Answer my questions
28. RANK THOSE PLAYER ACTIONS
STEP 2
• Place those five top actions on the Bartle quadrant
SHOW UP
AWAKE
ASK QUESTIONS
GIVE FEEDBACK
POST ON SOCIAL MEDIA
29. PLACE YOUR ACTIONS ON THE SCALE OF MASTERY
STEP 3
SHOW UP
AWAKE
ASK QUESTIONS
GIVE FEEDBACK
POST ON SOCIAL MEDIA
30. ASSIGN A VALUE IN POINTS TO EACH ACTION
STEP 4
Experience Redeemable
Skill
eg reliability
Karma Life
Show up 1000 100
Stay awake
3 - 1 à zone
out
Ask
questions
2000 100
Give
feedback
500 500 10
Post on social
media
100 10
Reputation points are usually given by others
31. DESIGN BADGE SYSTEM
STEP 5
• Think of a badge series to guide people to reaching each level
(trainee, apprentice, jedi, jedi master, sith lord)
• Think of a series of badges to show community belonging
• Think of a few surprise badges that people only discover when
they get them
• Identify a logo for each badge
• Make those badges visual, give out personalized laptop stickers
or merch (think Youtube buttons)
32. DESIGN YOUR ONBOARDING EXPERIENCE
STEP 6
• What questions will you ask your players first?
• What actions will they be able to perform even before they
register?
• How many points will you give them right away?
• Which rules are you going to reveal at each step of the
onboarding process?
• Which opportunities to fail can you remove at the beginning?
• Design a first challenge for newbies
33. DEFINE A SOCIAL ENGAGEMENT LOOP FOR EACH LEVEL
STEP 7
• What is the motivating
emotion? (curiosity)
• What's the social call to action?
(show up)
• How do you reengage players?
(ask questions)
• How do you make progress
and rewards visible? (…)
34. STEP 8
• Decouple the game implementation from the business
implementation in order to be able to change them independently
• While making the overall experience as integrated as possible
• Even better if you combine game mechanics and dynamics with
the basic features of a social network:
• User profiles
• Connections between players
• Action feed for each user
IMPLEMENT A BASIC GAME