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Getting Gamification Right: 22 best practices

Freddy Morales Spanish

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Getting Gamification Right: 22 best practices

  1. 1. THINK CAREFULLY ABOUT THE DESIRED OUTCOMES

    • STAKEHOLDERS WILL EVALUATE THEIR GAMIFICATION INITIATIVES
      • HOW MANY PEOPLE WILL BE ATTRACTED WITH THIS INITIATIVE?
        • MUST IT DEMONSTRATE MEASURABLE BUSINESS RESULTS?
  2. 9. BUILD IN CONTINUOUS FEEDBACK

    • OFFERS PLAYERS TO MAKE USEFUL SUGGESTIONS FOR DEVELOPERS
    • ACCOMPLISHING A TASK WITH A COMPLETION INDICATOR
  3. 2. TIED GAMIFICATION TO BUSINESS NEEDS

    • GAMIFICATION SHOULD BE TIED DIRECTLY TO BUSINESS NEEDS
      • INTRODUCING GAMES TO DRIVE POSITIVE CHANGE IN THE WORK PLACE
        • GAMIFICATION YIELDS VALUABLE DATA
  4. 3. Understand the psychology

    • gamification is rooted in principles of cognitive psychology
      • gamification harnesses the power of spacing effects and testing effects
  5. 4. Keep the game design simple

    • all the game mechanics must be simple
      • the score of winning should be transparent
        • ACTIONS LINKED TO AN OUTCOME
          • YOU HAVE TO MAKE SURE THE LEARNERS WILL KNOW WHAT TO DO
            • PREVIOUS TUTORIALS
  6. 5. LEADERBOARDS PLAY AN IMPORTANT ROLE

    • COMPARING YOURSELF WITH THE REST OF PLAYERS
      • TO MADE PLAYERS RECOGNIZING THEIR ACHIEVEMENTS
  7. 6. BEWARE OF LEADERBOARDS LIMITATIONS

    • LEADERBOARDS CAN BE DEMOTIVATING
      • NEW PLAYERS CAN BE INTIMIDATING
      • DEMORALIZED PLAYERS
        • BOTTOM OF LEADER BOARD
  8. 7. PERMIT PERSONALIZATION

    • MANY EMPLOYEES LIKE TO PERSONALIZATE THEIR VIRTUAL PROFILES
      • PERMITTING LEARNERS TO CREATE THEIR OWN AVATAR
        • WILL ENGAGE USERS TO PERSONALIZE THEIR EXPERIENCES
  9. 8. ENCOURAGE THE FREEDOM TO FAIL

    • ALLOWS A PLAYER TO CONTINUALLY REVIEW INFORMATION AND REINFORCE THEIR KNOWLEDGE
  10. 10. ADD ELEMENTS TO DELIGHT OR SURPRISE USERS

    • THE GAME SOULD VARYING
      • LARGE, DIFFICULTY AND ALSO ADD REWARDS
  11. 11. DISTINGUISH BETWEEN LEVELS AND BADGES

    • LEVELS DEFINE THE LEARNING JOURNEY
      • LINKING LEVELS TO SPECIFIC LEARNING OBJECTIVES
  12. 12. CREATE AN INITIAL BUZZ

    • TO IMPROVE OR EXPAND THE PROGRAM
      • PROMOTE THE LAUNCH
  13. 13. MONITOR THE SYSTEM FOR ABUSE

    • TO PREVENT WAYS TO CHEAT THE SYSTEM
      • USING BACK-END DASHBOARD
  14. 14. EXTRINSIC VS INTRINSIC

    • EXTRINSIC REWARDS
      • CASH OR MERCHANDISE
    • INTRINSIC REWARDS
      • INTERNAL
  15. 15. STROKES FOR FOLKS

    • CLASSIFIES GAMERS PERSONALITY
      • PERSONALIZE GAME DESIGN
  16. 16. BE ON POINT WITH POINTS

    • POINTS FOR ACTIONS DONE
  17. 17. GET SOCIAL

    • TO MOTIVATE USER INTERACT WITH OTHER PLAYERS
      • EXCHANGING EXPERIENCES
  18. 18. Keep it fresh

    • UPDATE CONTENT FREQUENTLY
      • ADD EVENTS AND BADGES
  19. 19. REQUIRE PARTICIPATION

    • MAKE INITIATIVES VOLUNTARY
      • NOT MANDATORY
  20. 20. LEVERAGE THROUGHOUT THE EMPLOYEE LIFE CYCLE

    • RECRUITMENT TOOL
      • TO REINFORCE LEARNING AND PERFORMANCE
        • BEING VERSATILE AND EFFECTIVE
  21. 21. USE IT AS A MANAGEMENT TOOL

    • IT DISPLAYS REAL TIME DATA THAT EMPLOYEES AND MANAGEMENT CAN HARNESS
      • GAMIFICATION OFFERS A NEW WAY OF MANAGING EMPLOYEES
  22. 22. IT IS PART OF L&D TOOLKIT

    • ORGANIZATION TO HAVE SUCCESS
      • IS VERY COMPLEX
        • NOT GAMIFY EVERYTHING

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Mind Map on Getting Gamification Right: 22 best practices, created by Freddy Morales on 13/10/2018.
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Freddy Morales
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