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Mapa mental

GAMIFICATION

Mundo Feliz Español

Contenido del mapa

GAMIFICATION

  1. USING

    • GAME ELEMENTS
    • GAME THINKING
    • NON-GAME ENVIRONMENT
    • TO INCREASE TARGET BEHAVIOUR AND ENGAGEMEN
  2. DEFINITION

    • IS THE USE OF GAME ELEMENTS
      • GAME THINKING IN NON-GAME ENVIRONMENTS
  3. GAME OR GAMIFICATION

    • GAME
      • CHARACTERIZED
        • RULES, RESTRICTIONS ,MEANINGFUL
        • WORKING TOWARDS A GOAL
    • GAMIFICATION
      • OFFERS A CLEAR AND SPECIFIC GOAL
      • HAS RULES AND RESTRICTIONS THAT MAKE IT GAME LIKE
  4. EXAMPLES FOR GAMIFICATION

    • FOURSQUARE
      • USERS SHARE THEIR LOCATION WITH THEIR FRIENDS
        • THIS ACTION CREATED
          • VALUE FOR EVERYONE IN THEIR SOCIAL NETWORK
    • LINKEDLN
      • THIS MAKES IT IMPORTANT
        • KNOW THEIR USERS VERY WELL
          • FOR EXAMPLE
            • FOR USERS TO FILL IN THEIR PROFILES EXTENSIVELY
    • AMAZON
      • IMPROVE ITS WEBSITE
        • THE OPINION S OF OTHER CUSTOMERS
          • HAVE A GREAT INFLUENCE
            • ON THE BUYING DECISION OF CUSTOMERS
              • CONSIDERED THE QUEALITY OPINION
  5. WEBSITE OPTIMIZATION

    • IMPROVING WEBSTITES TO
      • BETTER INFLUENCE THE BEHAVIOUR OF VISITOS
        • TARGET BEHAVIOURS
          • PROFILE COMPLETION
            • USE PERSUASION TECHNIQUES
          • IMPROVE REVIEW QUANTITY
          • IMPROVE REVIEW QUALITY
          • INCREASE USAGE FREQUENCY
  6. USED FOR

    • PROMOTION
      • PREZI USES GAMIFICATION TO
        • GET STUDENTS FROM ALL OVER THE WORLD
          • TO PROMOTE THE SERVICE AND RECRUIT NEW USERS
    • EMPLOYEE PRODUCTIVITY
      • EMPLOYEES CAN BE ENCOURAGED
        • TO SHARE KNOWLEDGE
        • INVEST IN PERSONAL DEVELOPMENT
          • DO THEIR WORK IN A CERTAIN WAY
    • BEHAVIOUR CHANGE
      • STIMULATE BEHAVIOUR THAT PEOPLE ALREADY PURSUE OR FIND WORTHWHILE
    • LOYALTY
      • MOST MARKETERS ARE LOOKING FOR THEIR CUSTOMERS
        • Word of mouth
        • Product ownership
        • Brand knowledge and brand preference
        • Engagement
    • EDUCATION
      • Because of the parallels between learning and gaming
        • Feedback
        • Gaining s kills and experience
        • Rewards
  7. KIND OF PLAYERS

    • KILLERS
      • WINNING , RANK AND DIRECT PEER TO PEER COMPETITION
    • ACHIEVERS
      • ATTAINING STATUS AND ACHIEVING PRESENT GOALS
    • SOCIALITES
      • SOCIALIZING AND A DRIVE TO DEVELOP A NETWORK OF FRIENDS
    • EXPLORES
      • EXPLORING AND A DRIVE TO DISCOVER THE UNKNOWN
  8. Engagement loops

    • MOTIVATION
    • FEEDBACK
    • ACTION
  9. 4 SORTS OF FUN

    • HARD FUN
    • EASY FUN
    • SERIOUS FUN
    • THE PEOPLE FACTOR
  10. GAME ELEMETS

    • DYNAMICS
    • MECHANICS
    • COMPONENTS

Información

Descripción
Mapa Mental sobre GAMIFICATION, creado por Mundo Feliz el 13/10/2018.
Creado por
Mundo Feliz
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