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Alireza Ranjbar Shourabi
 Gamification can love people and businesses
at the same time!
 Gamification
 Using game design thinking in non-game context.
 Using game mechanics and dynamics.
 Tap into people natural desire to compete and
play, and it results in high levels of engagement.
 Is a tool.
 And a very powerful one!
 6D framework
 MDA game design framework
 System-Thinking
 Game Mechanic
 Point System
 Point types
 Level Design
 Scaffolding
 Leaderboard
 Share
 Comment
 Review
 Register
 revisit
 Buy
 Unfold
 Donate
 ………
 Act of bringing a novice into your system
 The very First minute!
 Do not explain anything.
 Let the player experience.
 Give a value to your player in the first minute
 Don’t ask for registration.
 Don’t give to much information.
 Help player becomes a winner in the 1st
minute
 Challenging andComplex
 Reveal the complexity of the system slowly
 Reinforce the user positively
 Remove opportunities to fail
 Learn something about the players
 The History
 Automotive Industry / Boy Scouts / Military
 Status (Remember SAPS)
 Collecting
 Surprise
 Visual quality
 Social promotion
 Can show progress
 Badgenfreude happens!
 Pointless
 Aimless
 Meaningless
 Badging System
 Achievers / Explorers / Socializers
 Direction and Meaning
 Cooperation
 Designer must see
 The engagement of player and system
 How and Why he leaves the system
 What and how can bring him back
 Commitment
 Engagement
 Tyranny of Choice
 Two groups of choosers :
 Maximizers
 Satisficers (Satisfy + Suffice)
 Which one is happier?
 Enough choice  Good
 Too much choice  Bad
 Apple vs. Dell
 Well-placed customization
 One by one
 Redeem of currency inVirtual economy
 Disruptors
 Policing the design
 Administrator
 System Operator
 Use P in the SAPS
 Solid term of service
 Can we depend on chance?
 Multi-player to Single-player ?
 Foursquare badge and mayorship
 Groupon SOS mechanic
 Clear Goals
 Reliable and meaningful testing
 Having vision for future development
 Data Driven Analysis
 Data gathering and mining
 Data visualization
 Know your user
 Identify your mission
 Apply game mechanics
 3M
 Manage
 Monitor
 Measure
 Remember : Gamification is data driven
 Mistake: Focus on Competition
 Mistake: No Clear Gamification Goals
 Mistake:Too Many Rewards
 Mistake: No Motivation
 Mistake: Misusing Points and Badges
 Mistake: Short-TermThinking
 Do : Choose a behavior built for long term
 Do : Use variable interval rewards (operant
conditioning)
 Do : Add new elements over time
Alireza Ranjbar Shourabi

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Gamification 101 session 4

  • 2.
  • 3.  Gamification can love people and businesses at the same time!  Gamification  Using game design thinking in non-game context.  Using game mechanics and dynamics.  Tap into people natural desire to compete and play, and it results in high levels of engagement.  Is a tool.  And a very powerful one!
  • 4.
  • 5.  6D framework  MDA game design framework  System-Thinking  Game Mechanic  Point System  Point types  Level Design  Scaffolding  Leaderboard
  • 6.
  • 7.
  • 8.  Share  Comment  Review  Register  revisit  Buy  Unfold  Donate  ………
  • 9.
  • 10.  Act of bringing a novice into your system
  • 11.  The very First minute!  Do not explain anything.  Let the player experience.  Give a value to your player in the first minute  Don’t ask for registration.  Don’t give to much information.  Help player becomes a winner in the 1st minute
  • 12.
  • 13.  Challenging andComplex  Reveal the complexity of the system slowly  Reinforce the user positively  Remove opportunities to fail  Learn something about the players
  • 14.  The History  Automotive Industry / Boy Scouts / Military  Status (Remember SAPS)  Collecting  Surprise  Visual quality  Social promotion
  • 15.  Can show progress  Badgenfreude happens!  Pointless  Aimless  Meaningless  Badging System  Achievers / Explorers / Socializers
  • 16.  Direction and Meaning  Cooperation
  • 17.
  • 18.  Designer must see  The engagement of player and system  How and Why he leaves the system  What and how can bring him back
  • 19.
  • 20.
  • 21.  Commitment  Engagement  Tyranny of Choice  Two groups of choosers :  Maximizers  Satisficers (Satisfy + Suffice)  Which one is happier?  Enough choice  Good  Too much choice  Bad
  • 22.  Apple vs. Dell  Well-placed customization  One by one  Redeem of currency inVirtual economy
  • 23.  Disruptors  Policing the design  Administrator  System Operator  Use P in the SAPS  Solid term of service
  • 24.
  • 25.  Can we depend on chance?  Multi-player to Single-player ?  Foursquare badge and mayorship  Groupon SOS mechanic  Clear Goals  Reliable and meaningful testing  Having vision for future development
  • 26.  Data Driven Analysis  Data gathering and mining  Data visualization
  • 27.
  • 28.  Know your user  Identify your mission  Apply game mechanics  3M  Manage  Monitor  Measure  Remember : Gamification is data driven
  • 29.
  • 30.  Mistake: Focus on Competition  Mistake: No Clear Gamification Goals  Mistake:Too Many Rewards  Mistake: No Motivation  Mistake: Misusing Points and Badges  Mistake: Short-TermThinking  Do : Choose a behavior built for long term  Do : Use variable interval rewards (operant conditioning)  Do : Add new elements over time