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Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior
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Mapa Mental sobre Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior, creado por PILAR FERNÁNDEZ QUISPE el 22/05/2020.
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Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior
INTRODUCTION
Gamification — applying the mechanics of gaming to nongame activities
to change people’s behavior.
It is an important and powerful new strategy
for influencing and motivating groups of people.
And the concept has the potential to solve a variety of problems, in areas such as:
Health & Wellness
Education & Training
Public Policy & Government
I. GAMIFICATION DEFINED
Participation and Engagement
The overall goal of gamification is
to engage with consumers
and get them to participate, share and interact in some activity or community.
Game Mechanics & Game Dynamics
Game mechanics
They are the various actions, behaviors, and control mechanisms
tha are usted to “gamify” an activity.
Game dynamics
They are the result of desires and motivations
of the compelling, motivational nature of this experience.
Games Are Everywhere
People have become more open to game mechanics in other parts of their lives.
Let’s examine a few.
Frequent Flyer Programs
They are complex games, with customers earning miles for every segment flown.
Starbucks and Foursquare
Starbucks is using a fun tool to get people to visit their stores.
Nike+ and the iPod
It has “gamified” exercise with the launch of Nike+ in 2008.
Gamification
At its root
It applies the mechanics of gaming to nongame activities
to change people’s behavior.
In a business context
It is the process of integrating game dynamics (and game mechanics) into a
in order to drive participation and engagement.
website
business service
online community
marketing campaign
content portal
II. THE BUSINESS VALUE OF GAMIFICATION
Tracking Statistics Drives Participation
At its core, gamification is all about statistics.
These statistics create another level to the game and motivate people to play more.
In essence, the statistics become the game.
By capturing statistics, communicating standings, and rewarding accomplishments,
we create a new method to drive participation.
Who Is Participating?
Gamification is a strategy for influencing and motivating the behavior of people
customers,
employees
students,
fans
constituents,
patients
Use Cases of Gamification
Motivating behavior
Wherever there are people, there are people to be motivated.
Example: HopeLab
Building and activating a community of members or fans
Organizations can take back control of the brand experience by engaging users.
Example: Global Technology Company
Building your brand
Marketers can help increase brand awareness, affinity, and purchase intent.
Example: Global Consumer Product
Driving engagement and loyalty
Loyalty programs can significantly increase their effectiveness by adding more intrinsic motivators
Example: Major Entertainment Company
Participation Drives Business Value
Gamification can drive any kind of participation, including:
Watching videos
Listening to audio
Viewing photos
Opting in to email communication
Participation builds lasting relationships
and impacts business objectives.
III. THE BUILDING BLOCKS OF GAMIFICATION
To repeat our definitions from the beginning
Gamification drives participation and engagement
by integrating game mechanics and game dynamics.
Game mechanics are the rules and rewards that make up game play
These emotions, in turn, are the result of desires and motivations we call game dynamics.
Game Mechanics Motivate Behaviors
Addition it to a site allows you to layer compelling user experiences.
Game mechanics are tools that are used as building blocks
for gamifying a website or application.
Some of the most common game mechanics include the following:
Levels
It is an indication that you’ve reached a milestone and a level of accomplishment.
Challenges, Trophies, Badges, Achievements
Challenges give people missions to accomplish and then reward them.
Virtual Goods
They are a great vector for creativity, competition, and self-expression.
Leaderboards
They are used in the competition to drive valuable behavior.
Points
People love to earn them and to achieve them.
Competitions
They enable your users to challenge each other to get the high score.
Game Dynamics Satisfy Desires
People have fundamental needs and desires.
Gamification allows to meet the needs of people.
These are some human needs:
Reward
The primary reward mechanism is through earning points.
Status
People need to engage themselves in activities to gain this esteem.
Achievement
People motivated by achievement tend to seek out challenges.
Self-expression
Many people want and need opportunities to express their autonomy.
Competition
Individuals can also be motivated by competition.
Altruism
Gifting is an incredibly powerful acquisition and retention mechanic.
V. ABOUT BUNCHBALL AND NITRO
Bunchball: The Industry Leader in Gamification
Nitro – The Participation Engine
It enables you to track and reward participation across the Internet by adding game mechanics.
The Nitro solution includes the following:
Proven Gamification Platform
Expert Program Design Services
Comprehensive Program Management Services
Advanced Analytics Services
Bunchball is the leading provider of online gamification solutions.
It is used for some of the world’s leading brands and media.
Customers use it to create meaningful experiences.
Customers
Warner Bros
Comcast
Victoria's Secret PINK
USA Network
LiveOps
Hasbro
IV. SUMMARY AND NEXT STEPS
Questions to Ask
What is the Context?
Consider how to extend the reach of the gamification process into other avenues.
What Is the Timeframe?
Gamification should be thought of as an extended process.
Gamification is a long-term strategy, not a launch-and -forget-it one.
Time to Market?
How soon do you need to gamify your site or application?
Do you have the resources to do it?
All of these questions will impact your ability to gamify.
What Is Success?
Most important is to have a clear sense of what your business goals are
and how you’ll go about determining if you’ve achieved them.
Is the Product Compelling?
Gamification works best when turning an exciting product into a richer one.
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