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Gamification 101 session 5

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About Gamification
About Gamification
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Gamification 101 session 5

  1. 1. Alireza Ranjbar Shourabi
  2. 2.  Onboarding  Badges  Challenge/Mission/Quest  Activity Loop : Engagement Loop  Viral Loop : Social Engagement  Customization  Gamification Design is Agile Design  Dashboard
  3. 3.  Mechanic  Elements  Tools  For creating the game  Dynamic  Player Interaction with elements  Player Interaction with other players
  4. 4.  Information for player about her/his current situation in the continuum of the progress.  Most essential!  Feedback Loop  Direction of the process
  5. 5.  Pattern Recognition  Intrinsic Reward ▪ Memory Games ▪ Combining Like or unlike objects ▪ Earn and burn (resource management)  Business Intelligence  Detective  War Strategy and …
  6. 6.  Collecting  Knowledge and learning  Relaxation and stress reduction  Personal pleasure (including appreciation of beauty and pride of ownership)  Social interaction with fellow collectors and others (i.e., sharing pleasure and knowledge)  Competitive challenge  Recognition by fellow collectors and perhaps even non collectors  Altruism (since many great collections are ultimately donated to museums and learning institutions)  Desire to control, possess, and bring order to a small (or even a massive) part of the world  Nostalgia and/or a connection to history  Accumulation and diversification of wealth (which can ultimately provide a measure of security and freedom)
  7. 7.  CollectibleVirtual goods  Scarcity  Trading mechanisms
  8. 8.  Surprise  Slot machines  Easter eggs  Hidden objects  Geocaching
  9. 9.  Organizing and Creating Order  Gifting  Flirtation and Romance  Recognition for Achievement  LeadingOthers  Fame, GettingAttention  Being the Hero  Nurturing, Growing  Gaining Status
  10. 10. Alireza Ranjbar Shourabi

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