Mindmap
Getting Gamification Right 22 Best Practices
Inhalt der Mindmap
Getting Gamification Right 22 Best Practices
1. Clearly identify goals before diving in
- The definition of success will vary among organizations
- serious consideration to what it wants to accomplish
- it is crucial for stakeholders to agree in advance on how they will evaluate their gamification initiatives
- The definition of success will vary among organizations
2. Tie gamification to business needs
3. Understand the psychology
- gamification is rooted in principles of cognitive psychology
- spaced retrieval or The spacing effect
- retrieval practice or The testing effect
- gamification is rooted in principles of cognitive psychology
4. Keep the game design simple
- Complexity is an enemy when developing gamification platforms
5. Leaderboards play an important role
- Leaderboards bestow a sense of status and allow users to compare themselves to other players
- the leaderboard should be simple
- the leaderboard should refresh immediately
- Leaderboards bestow a sense of status and allow users to compare themselves to other players
6. But beware of leaderboard limitations
- Those who dislike competition may find the concept of a leaderboard off-putting or intimidating
- recommends structuring the leaderboard by department or territory
- assign numbers or allow employees to devise code names
- Those who dislike competition may find the concept of a leaderboard off-putting or intimidating
7. Permit personalization
- Companies are advised to allow workers to develop and embellish digital personas
- It also provides the anonymity that some workers crave
8. Encourage the freedom to fail
- Repeatedly failing at a game allows a player to continually review information and reinforce their knowledge
9. Build in continuous feedback
- When creating a game, instructional designers should provide players with continuous feedback and the message that they are heading in the correct direction
10. Add elements to delight or surprise users
- Players become disengaged when a game gets repetitious
- Prevent boredom
- varying the length
- difficulty
- completion time of the challenges
11. Distinguish between levels and badges
- levels
- Begin with short, easy levels in order to encourage widespread participation and buy-in
- badges
- recognizes non-linear progress
- levels
12. Create an initial buzz
- Grab the attention of users who log in, curious to explore the new offering
13. Monitor the system for abuse
- use the backend dashboards to monitor the system
- Flag and investigate anything that seems out of the ordinary
- such as a learner who advances through levels at an unprecedented pace
- rapidly collects every badge available
14. Extrinsic versus intrinsic
- extrinsic
- generally come in the form of cash or merchandise
- intrisic
- are internal—they drive individuals to take personal pride in their work and accomplishments
- extrinsic
15. Different strokes for different folks
- personalize their designs with game elements most likely to appeal to each player type
- •Socializers
- are motivated by relatedness
- •Free Spirits
- are motivated by autonomy
- •Achievers
- are motivated by mastery
- •Players
- are motivated by extrinsic rewards
- •Philanthropists
- are motivated by purpose
- •Disruptors
- are motivated by change
- •Socializers
- personalize their designs with game elements most likely to appeal to each player type
16. Be on point with points
- is important to assign points in a fair and consistent manner
17. Get social
- Encourage users to exchange thoughts and experiences on a dedicated social platform where they can interact and acknowledge the achievements of their co-workers.
18. Keep it fresh
- regularly update the content of the gamification.
- Add special and limited levels and badges or insignias
19. Require participation
20. Leverage it throughout the employee life cycle
- Thanks to its versatility, gamification can be applied in a wide variety of ways
21. Use it as a management tool
- Gamification makes the challenge of achieving work-related goals more engaging in the same way a fitness tracker makes an exercise program more fun
22. It is just one part of the L&D toolkit
- Don’t gamify everything
- A consultant can help a firm decide what projects might be most appropriate for gamification
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- Mindmap am Getting Gamification Right 22 Best Practices, erstellt von Sandra Fiorela Huánuco Aguirre am 12/10/2018.
- Erstellt von
- Sandra Fiorela Huánuco Aguirre
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