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INTRODUCTION TO GAMIFICATION

Doris Quico English

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INTRODUCTION TO GAMIFICATION

  1. "Gamification is the use of game and game thinking in non-game environments to increase target behaviour and engagement"

    • Not full-games
    • Games designe
    • Idea behind games
    • To target behaviour
  2. Gamification is between the definition of gaming with the use of one or more parts that constitute a game.

    • Gameful design = Gamification
  3. It offers an application that has a clear and specific objective, which for its use presents restrictions and rules.

    • Elements of the game are added to make it more fun to achieve the objectives.
  4. Examples

    • Foursquare
      • It is an application where users share their location.
      • The competition for earning badges motivates users to continue using the application.
    • LinkedIn
      • LinkedIn has profits thanks to the sale of ads.
      • It is important that users complete their profiles extensively.
        • Users are encouraged to update their profiles.
        • One of the tricks is that the profile field can never be filled completely.
    • Amazon.com
      • Review comments about a product influence the purchase decision of customers.
      • Amazon created "Amazon Top Reviewer's program"
        • Where it gives the option to the user to assess the revisions
        • According to the validation, They give rewards.
        • There is also a table of leaders in the reviews.
  5. Use

    • Promotion
      • Prezi, expands the number of its users focusing on students.
      • It created a program called Prezi Ambassador Program.
        • The key elements of the game are the classification table, points and status.
      • One student is an ambassador per campus and promotes the use of Prezi.
        • This activity will give the students points, status and Prezi merchandise.
    • Employee productivity
      • It can motivate the employee to share knowledge, personal development and the accomplishment of their work
      • Examples
        • Nitro for Salesforce
        • Work.com
    • Loyalty
      • Encourage consumer loyalty by providing rewards and extra services.
      • GetGlue
    • Education
      • Keep students motivated in the study, using learning and play.
      • Examples
        • Classroom Game Design by Paul Andersen
        • Codecademy
    • Behaviour change
      • Stimulate the behavior of people in relation to something they consider important or valuable.
      • Examples
        • Foodzy – Healthy living
        • UWV – Finding a job
        • The Speed Camera Lottery
  6. What’s so engaging about games?

    • The users are captivated by the games.
      • Feel the satisfaction of overcoming challenges.
    • Each time you pass a level or you are rewarded people produces dopamine.
    • These substances increase more when you perceive the challenge, achievement and satisfaction.
  7. Gamification Design Framework

    • The implementation of effective Gamification depends on its development and implementation.
    • It has 6 steps
      • 1. Define business objectives
        • Examples
          • Increasing quality of innovations
          • Increasing the knowledge level of students
          • Decreasing customer service costs
        • Establishment of the objective.
      • 2. Delineate target behaviour
        • Delineate the objective behavior.
        • This behavior will be encouraged and will focus on the key to performance.
      • 3. Describe the players
        • Segmentation of the possible players / clients
          • Killers
          • Socialites
          • Achievers
          • Explorers
      • 6. Game elements
        • The analysis of the details of each element of the game is performed
          • Components
            • Specific instances of dynamics and mechanics
          • Mechanics
            • Processes that bring the game forward
          • Dynamics
            • The big picture
      • 5. Don’t forget the fun
        • Ensuring fun
          • 4 sorts of fun
            • Hard fun
            • Easy fun
            • Serious fun (Altered states)
            • People fun
          • Encouraging fun
            • Design
            • Language
            • Social interactions
            • Humour
      • 4. Devise the activity loops
        • Design the engagement based on the objectives.
        • Onboarding and progression loops
          • Onboarding
            • Explain how to play from the beginning, step by step.
          • Progression loops
            • Increase the difficulty in small proportions in progression.
        • Engagement loops
          • Motivation
          • Action
          • Feedback

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Mind Map on INTRODUCTION TO GAMIFICATION, created by Doris Quico on 17/05/2019.
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Doris Quico
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