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GAMIFICATION (Introduction to Gamificatiton (Design Framework (Describe…
GAMIFICATION
Introduction to Gamificatiton
Definition
Gamification is the uses of game thinking in non-game environments to increase target behaviour and engagement
Use
Promotion
Expand the number of clilents
One examle is Prezi
It created the Prezi Ambassador Program
The prgram will give the student points status and Prezi merchandise
The key elements of the game are the classification table, points and status.
Employee productivity
It can motivate the employee to share knowledge, personal development and the accomplishment of their work.
Examples
Work.com
Nitro for Salesforce
Behaviour change
Stimulate the behaviour of people on relation to something they consider important or valuable
Examples
Foodzy-Healthy living
UNW-Finding a job
The speed Camera Lottery
Loyalty
Encourage consumer loyalty by providing rewards and extra services
GetGlue
Education
Keep students motivated in the study, using learning and paly
Examples
Classroom Game Design by Paul Andersen
Codecademy
What's so engaging about games?
Each time you pass a level or you are rewarded people produces depamine
The users are captivated by the games
These substances increase more when you perceive the challenge, achievement and satisfaction
Design Framework
Describe the players
Socialites
They focus on socializing and a drive to develop a network of friends and contacts.
Explorers
They focus on exploring and a drive to discover the unknow.
Achievers
They focus on attaining status and achieving preset goals quickly and/or completely
Killers
They focus on winning, rank, and direct peer to peer competition
Devise the activity loops
Engagement loops
Motivation
Action
Feedback
Onboarding and progression loops
Onboarding
Progression loops
Delineate target behaviour
depends
type of company
type of product
business objective
forms of behaviour are expressed as ratios.
Examples
The level of engagement a customer exhibits.
if a customer actively promotes the company
the buying frequency
Don’t forget the fun
sorts of fun
Easy fun
Serious fun
Hard fun
The people factor
Encouraging fun
Design
Language
Social interactions
Humour
Deploy the appropriate tools
Mechanics
For each dynamic element one or more mechanics can be used.
Examples
Challenges
Cooperation
Points
levels
virtuals goods
Components
These are the specific instances of elements
Examples
Achievements
Avatars
Dynamics
questions need to be answered
Which dynamics will be used
How will they be used?
Examples
Constraints
Emotional reinforcement
Define business objectives
the following question should be answered: How should Gamification benefit the organisation?
business objectives are mostly about increasing or decreasing outcomes like revenue, costs and quality.
Rewards
Overjustification
This is what happens when an
external incentive reduces – or even removes – the intrinsic motivation to do something.
In research which shows this effect, three groups of toddlers - 3 to 5 years – were asked to draw a picture.
This effect has also been shown with adults. A lot of parents
picked up their children late.
SAPS model
Power
Moderator privilages in a community
The possibility to personalize a product
Access
Access to a private bèta
A visit to the factory
Stuff
An iPad
Money / discounts
Status
Expert status in a community
A 'verified' profile
Getting Gamification Right - 22 Best Practices
Keep the game design simple
Instructional designers should consciously keep all game mechanics simple
every action should be clearly linked to an outcome
Be on point with points
Keep this in mind when assigning points to gamification actions
“Always be mindful that points are supposed to mean something”
Although it is important to assign points in a fair and consistent manner, make sure that tasks that require herculean effort receive a compensatory amount of points
Tie gamification to business needs
Kapp believes that, like all training and learning initiatives, gamification should be tied directly to business needs
While games may present entertaining diversions for employees, the primary purpose for introducing them in the workplace should be to drive positive change
to establish clear metrics to help them effectively collect, measure, and analyze the data garnered through their gamification initiatives.
consider the types of behavioral change they want to elicit within their organizations
leverage gamification to help achieve those goals
Different strokes for different folks
Achievers
Players
Philanthropists
Free Spirits
Disruptors
Socializers
Clearly identify goals before diving in
“If success is not defined before the initiative, it is hard to know if, or when, success is achieved”
To agree in advance on how they will evaluate their gamification initiatives