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Mobile Marketing
Ayca Turhan
Hacettepe University
Department Of Business Administration
Usage Of Mobile Devices
• Communication
• On-the-go actions
– Research
– Shopping
– Banking
• Entertainment
Unique Features Of Mobile
• Mobile devices:
– are personal
– are always carried
– are always on
– are available at the point of creative
inspiration
– have a built-in payment system
Source: http://http://wearesocial.com/uk/special-reports/digital-in-2016/
http://wearesocial.com/uk/special-reports/digital-in-2016
http://wearesocial.com/uk/special-reports/digital-in-2016
http://wearesocial.com/uk/special-reports/digital-in-2016
What is Mobile Marketing?
• Set of practices that enables
organisations to communicate and
engage with their audience in an
interactive and relevant manner
through any mobile device or
network” (Mobile Marketing
Association, 2013).
Mobile Marketing Tactics
• SMS
• Mobile Optimized Sites
• Mobile & Search
• Mobile Apps
• Push Notifications
• Mobile Advertising
• QR Codes
• Location
• Mobile Commerce
• Mobile Payments
• Wearables
• Augmented Reality
SMS
• SMS marketing is similar to email
marketing.
• It has to be permission based because
it is very personal.
• Enables two way communication.
• It doesn’t require a smartphone.
• An SMS service is required for SMS
marketing.
SMS
• SMS can be used
for:
– Promotions
– Competitions
– Two way
communication
Mobile Sites
Responsive Design
Mobile UX
• Limitations:
– Small screens
– Difficult inputs
– Slow connection speeds
– Slow hardware
• Mobile First: Create mobile experience
first, adopt it to web later.
Mobile & Search
• According to Google:
«More Google searches take place
on mobile devices than on computers in
10 countries including the US and
Japan.»
Source:
http://adwords.blogspot.com.tr/2015/05/building-
for-next-moment.html
Mobile & Search
• In 2015, Google released their «mobile
friendly update»
• Mobile friendy pages now have a
boosted ranking on mobile search
results.
Mobile Applications
Push Notifications
Push Notifications
http://andrewchen.co/new-data-on-push-notification-ctrs-shows-the-best-apps-
perform-4x-better-than-the-worst-heres-why-guest-post/
Mobile Advertising
Mobile Advertising
https://www.emarketer.com/Article/Mobile-Ad-Spend-Top-100-Billion-Worldwide-
2016-51-of-Digital-Market/1012299
QR Codes
QR Codes
• The consumer scans the QR code with
phone’s camera and the code tells
the phone what to do.
• However, you need a QR code reader
on your phone.
• QR codes help activating offline
advertising and makes it measurable.
Location
• Mobile devices can track and report a
person’s location in real time with a
reliable degree of accuracy.
• People use their mobile devices to search
for locations (a place to eat someting, a
product at a retail store, etc.) as a source
of information.
• Real-time, relevant and personalized
content customized for users’s location
can be pushed to user’s devices.
Location
Location
Source: http://wearesocial.sg/blog/2015/01/digital-social-
Mobile Commerce
• In addition to purchasing goods and
services by using mobile devices, users
can also compare products and
prices by using them.
Mobile Payments
• All mobile phones (and many other mobile
devices) have a built-in payment mechanism –
the SIM card.
• But more than that, Near-Field Communication
(NFC) technology allows data to be transferred
over short distances through the use of data
chips.
• A mobile wallet is a way of storing currency (or
other payment methods, such as credit cards or
PayPal account details) on a mobile device and
then using the device to make payments. NFC is
the most common technology used for this.
Wearables
Augmented Reality
• Augmented reality (AR) is a variation of
virtual reality. Rather than immersing the
user in a virtual world, however, AR takes
computer graphics and superimposes
them into ‘reality’ – the physical space
around the person operating an AR
device.
• Google Glass is an exciting development
in AR – this pair of glasses gives the viewer
a digital data overlay over the real world.
Augmented Reality
Gamification
Ayça Turhan
Hacettepe University
Department Of Business Administration
Games
• Games are:
– Fun
– Addictive
– Challenging
– Emotionally resonant
• Studies show that games activate the
brain’s dopamine system, which is
associated with pleasure.
What is Gamification?
• «Gamification is the use of game
elements and game-design
techniques in non-game contexts.»
Source: «For the Win: How Game Thinking Can
Revolutionize Your Business»
Examples
Gamification Categories
• Internal
• External
• Behavior Change
Internal Gamification
• Internal gamification is where
companies apply gamification in order
to improve productivity within the
organization and derive positive
business results through their own
employees.
External Gamification
• External gamification involves a
company’s customers or prospective
customers.
• It can be used for:
– improving relationships with customers
– increasing engagement
– creating identification with the product
– creating loyalty
– attaining higher revenues
Behavior Change Gamification
• Behavior-change gamification focuses on
forming beneficial new habits among a
population.
• It is generally managed by non-profits of
governments.
• Examples:
– encouraging people to make better health
choices
– enabling kids to learn more while actually
enjoying school
– building systems that help people save money
What is Gamification?
• «Gamification is:
– the use of game elements
– and game-design techniques
– in non-game contexts.»
Source: «For the Win: How Game Thinking Can
Revolutionize Your Business»
Game Elements
• Game elements are the little elements
that come up together to create a
game experience.
• Examples:
– Points
– Badges
– Leaderboards
Game Design Techniques
• Successful gamification involves two kinds
of skills:
– Understanding of game design
– Understanding of business techniques
• Where should you use game design
elements?
• How to create a better gamified
experience?
• How to make the experince more fun
and compelling?
Non-Game Contexts
• Gamification is not about creating a
game, but about using game elements
and game design techniques.
• We are not talking about a fantasy world,
we are talking about real world, but it still
feels like a game.
• The purpose of gamification is to take the
elements that normally operate within
the games and apply them effectively in
the real world.
Real World Objectives
• Gamification works for contexts that
can be made fun but which lend
themselves to concrete business
objectives.
• Gamification is the process of
manipulating fun to serve real-world
objectives.
Gamification
• Gamification is an art and science:
– Emotional concepts: Fun, user experience
– Engineering: Measurable and sustainable
system
Why should we consider
gamification?
• Engagement
• Experimentation
• Results
Why should we consider
gamification?
• Engagement
– Gamification can be considered as
designing systems to motivate people to
do desired behaviors.
– A well-designed gamification system can
give companies a powerful set of tools to
develop engaging challenges for their
customers.
Why should we consider
gamification?
• Experimentation:
– Mastering a game is all about
experimentation.
– An effective game motivates users to strive
for improvement.
• Results
– Gamification works!!
– Companies employing gamification include
established giants such as Nike, American
Express, Microsoft, and Samsung.
Results
Daily
Active
Users
x2
Video
Views
x10
MOTIVATION
Motivation
• Gamification is strongly related with
motivation.
• Extrinsic motivation:
– You do it for reasons that are outside of
your enjoyment or engagement with the
activity.
• Instrinsic motivation:
– You do it for its own sake.
Motivation
• Wanting to do something is called
“intrinsic” motivation because, for the
person involved, it lies inside the
activity.
• Feeling that you need to do something
involves “extrinsic” motivation,
because the motivation lies outside.
Motivation
• Extrinsic motivators:
– You do something because there is a free
promotion given.
– You try to make more sales because your bonus
is dependent on it.
– You study because your parents will buy you a
gift if you pass the class.
• Intrinsic motivators:
– You play sports because you are having fun.
– You do a job you love because you are enjoying
it.
– You study because you find the topic interesting.
Self Determination Theory
• People are inherently proactive with a
strong internal desire for growth, it has to
be supported by external environment.
• People have some needs to allow their
growth:
– Competence
– Relatedness
– Autonomy
• These three motivators are also used in
gamification.
Gamification Lessons
• Extrinsic motivators can crowd out intrinsic
motivators.
– Extrinsic rewards can be profoundly
demotivating.
– If you pay money to your child to read some
books, he may stop reading for fun sake at some
point.
– Adding extrinsic rewards to intrinsically motivated
tasks has been demonstrated to produce less
effort and poorer-quality work.
– The lesson for gamification: Don’t mindlessly
attach extrinsic motivators to activities that can
be motivated using intrinsic regulators.
Gamification Lessons
• Extrinsic motivation helps in some activities.
– Extrinsic motivation is not always bad.
– Extrinsic motivation helps people enjoy boring
activities. Unlike the situation in which the task is
intrinsically motivated, extrinsic rewards can
encourage positive behavior and outcomes
when one is dealing with dull, repetitive, and/or
tedious activities.
– There are some activities which can never be
instinsically fun.
– The lesson for gamification: Extrinsic reward
systems work for nonintrinsically engaging
activities.
Gamification Lessons
• Feedback is necessary in a gamified
system.
– Users like getting informational feedback
about how they’re going.
– Designed well, feedback loops push users
toward desired behaviors.
– Feedback in a gamified system is critical for
effective motivation.
– The lesson for gamication: Feedback loops
regulate behavior in the direction of the
feedback, and providing metrics for success
will motivate the user in that direction.
Gamification Lessons
• Work Across Motivational Continuum
– It is possible to design extrinsic motivators that are
introjected, internalized, or integrated and so are
more compelling to the user.
– Points and leaderboards are a good example:
These gamification mechanisms can be seen as
generating introjected behavior regulators
because they appeal to a user’s ego by allowing
her to brag about her standing.
– Lesson for gamification: It is possible to design
extrinsic motivators that are introjected,
internalized, or integrated and so are more
compelling to the user.
Gamification Lessons
• Don’t Be Evil:
– Just because you can motivate someone
to do something doesn’t mean you
should.
– Gamification shouldn’t be used for
squeezing more out of people, instead it
should be used for being happy and
succeeding together.
GAME ELEMENTS
The PBL Triad
• Points
– Are accumulated for completion of
challenges
• Badges
– Are given for achievements
• Leaderboards
– Are used to compare how you’re doing
vs. other players
Points
• They keep score and set the boundaries
of levels.
• They may determine the win state, if any.
• They create a connection between
progression & extrinsic rewards.
• They provide feedback.
• They can be an external display of
progress.
• They provide data to the game designer.
Points
Badges
• Badges are often found in conjunction
with points systems.
• Badges are a chunkier version of
points.
• Many badges can be awarded for lots
of activities and it’s only limited with
the imagination of the gamification
designer.
Badges
Badges
• Badges can provide a goal for users to strive
toward, which has been shown to have
positive effects on motivation.
• Badges provide guidance as to what is
possible within the system and generate a
kind of shorthand of what the system is
supposed to do.
• Badges are a signal of what a user cares
about and what he or she has performed.
• Badges operate as virtual status symbols of
the personal journey of the user through the
gamication system.
Leaderboards
• It shows where the player is standing
compared to other players.
• A leaderboard gives context to progression in
a way the points or badges can’t.
• It may be very motivating or demotivating.
• If the user feels like he’s losing anyway, you
may choose not be a the part of the
competition.
• Multiple leaderboards can be used at the
same time.
Leaderboard
The PBL Triad
• It’s the most common way and a
good starting point for gamification
but it’s not the only thing what
gamification is about.
• For maximum value from a gamified
system, you have to go beyond these
three.
Categories Of Game Elements
• Dynamics
• Mechanics
• Components
Categories Of Game Elements
Dynamics
• The most important game dynamics are:
– Constraints (limitations or forced trade-offs)
– Emotions (curiosity, competitiveness,
frustration, happiness)
– Narrative (a consistent, ongoing storyline)
– Progression (the player’s growth and
development)
– Relationships (social interactions generating
feelings of camaraderie, status, altruism)
Mechanics
• Mechanics are the basic processes
that drive the action forward and
generate player engagement.
• Each mechanic is a way of achieving
one or more of the dynamics.
• A random event, such as an award
that pops up without warning, may
stimulate players’ sense of fun and
curiosity.
Mechanics
• Challenges
• Chance
• Competition
• Cooperation
• Feedback
• Resource Acquisition
• Rewards
• Transactions
• Turns
• Win States
Mechanics
• Challenges (puzzles or other tasks that require effort to solve)
• Chance (elements of randomness)
• Competition (one player or group wins, and the other loses)
• Cooperation (players must work together to achieve a shared
goal)
• Feedback (information about how the player is doing)
• Resource Acquisition (obtaining useful or collectible items)
• Rewards (benefits for some action or achievement)
• Transactions (trading between players, directly or through
intermediaries)
• Turns (sequential participation by alternating players)
• Win States (objectives that makes one player or group the
winner—draw and loss states are related concepts)
Components
• Achievements
• Avatars
• Badges
• Boss Fights
• Collections
• Combat
• Content Unlocking
• Gifting
• Leaderboards
• Levels
• Points
• Quests
• Social Graphs
• Teams
• Virtual Goods
Components Explained
• 1. Achievements (defined objectives)
• 2. Avatars (visual representations of a player’s character)
• 3. Badges (visual representations of achievements)
• 4. Boss Fights (especially hard challenges at the culmination of a level)
• 5. Collections (sets of items or badges to accumulate)
• 6. Combat (a defined battle, typically short-lived)
• 7. Content Unlocking (aspects available only when players reach objectives)
• 8. Gifting (opportunities to share resources with others)
• 9. Leaderboards (visual displays of player progression and achievement)
• 10. Levels (defined steps in player progression)
• 11. Points (numerical representations of game progression)
• 12. Quests (predefined challenges with objectives and rewards)
• 13. Social Graphs (representation of players’ social network within the game)
• 14. Teams (defined groups of players working together for a common goal)
• 15. Virtual Goods (game assets with perceived or real-money value)
Six Steps of Implementing
Gamification
• Define Business Objectives
• Delineate Target Behaviors
• Describe Your Players
• Devise Activity Cycles
• Don’t Forget The Fun
• Deploy Appropriate Tools
Define Your Business Objectives
• Defining specific performance goals
for gamified system:
– Increasing customer retention
– Building brand loyalty
– Making more sales
Delineate Your Target Behaviors
• Examples of target behavior:
– Sign up for an account on your website.
– Post a comment on a discussion board.
– Share information about your service on
Twitter.
– Comment or vote on suggestions by others.
– Visit our restaurant.
• After listing desired behaviors, develop
your metrics for success.
Describe Your Players
• Who are they?
• What is their relationship to you?
• What motivates them?
Devise Your Activity Cycles
• In an activity cycle, user actions
provoke some other activity, which in
turn provokes other user actions, and
so forth:
– X uploads a photo to Facebook
– Upload triggers a notification message to
Y
– Y comments on the photo
– X gets a notification regarding Y’s
comment
Devise Your Activity Cycles
Devise Your Activity Cycles
• There are two kinds of cycles to
develop:
– Engagement Loop
• Engagement loops describe, at a micro level,
what your players do, why they do it, and
what the system does in response.
– Progression Stairs:
• Progression stairs give a macro perspective on
the player’s journey.
Devise Your Activity Cycles
• Engagement Loops
– Player actions result from motivation and
in turn produce feedback in the form of
responses from the system:
• Ex: awarding points motivates user to take
further actions.
– The key element is feedback. Feedback is
part of what makes games so effective as
motivators. Actions immediately produce
visible responses.
Devise Your Activity Cycles
• Progression Stairs
– Progression stairs reflect the fact that the
game experience changes as players
move through it.
– Map out the player journey in your
gamified system as a collection of short-
term missions and long-term goals, which
play out as a rolling series of progressions.
Devise Your Activity Cycles
Don’t Forget The Fun
• Before implementing your gamified
system, ask yourself this vital question:
– Is it fun?
• Also;
– Would players participate in your system
voluntarily?
– If there weren’t any extrinsic rewards
offered, would they still be likely to play?
Deploy the Appropriate Tools
• Picking the appropriate mechanics
and components and coding them
into your systems.
• You need to test, and iterate, and
learn as you go.
Sources
• For the Win: How Game Thinking Can
Revolutionize Your Business by Kevin
Werbach and Dan Hunter
THANK YOU!
Contact Me
• e-mail: ayca.turhan@hacettepe.edu.tr
• Course Page:
www.aycaturhan.com/man423
• Linkedin:
www.linkedin.com/in/aycaturhan
• Twitter: www.twitter.com/aycatrhn
Never hesitate to get in contact with me 

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Digital Marketing Course Week 10: Mobile Marketing & Gamification

  • 1. Mobile Marketing Ayca Turhan Hacettepe University Department Of Business Administration
  • 2. Usage Of Mobile Devices • Communication • On-the-go actions – Research – Shopping – Banking • Entertainment
  • 3. Unique Features Of Mobile • Mobile devices: – are personal – are always carried – are always on – are available at the point of creative inspiration – have a built-in payment system
  • 8. What is Mobile Marketing? • Set of practices that enables organisations to communicate and engage with their audience in an interactive and relevant manner through any mobile device or network” (Mobile Marketing Association, 2013).
  • 9. Mobile Marketing Tactics • SMS • Mobile Optimized Sites • Mobile & Search • Mobile Apps • Push Notifications • Mobile Advertising • QR Codes • Location • Mobile Commerce • Mobile Payments • Wearables • Augmented Reality
  • 10. SMS • SMS marketing is similar to email marketing. • It has to be permission based because it is very personal. • Enables two way communication. • It doesn’t require a smartphone. • An SMS service is required for SMS marketing.
  • 11. SMS • SMS can be used for: – Promotions – Competitions – Two way communication
  • 14. Mobile UX • Limitations: – Small screens – Difficult inputs – Slow connection speeds – Slow hardware • Mobile First: Create mobile experience first, adopt it to web later.
  • 15. Mobile & Search • According to Google: «More Google searches take place on mobile devices than on computers in 10 countries including the US and Japan.» Source: http://adwords.blogspot.com.tr/2015/05/building- for-next-moment.html
  • 16. Mobile & Search • In 2015, Google released their «mobile friendly update» • Mobile friendy pages now have a boosted ranking on mobile search results.
  • 23. QR Codes • The consumer scans the QR code with phone’s camera and the code tells the phone what to do. • However, you need a QR code reader on your phone. • QR codes help activating offline advertising and makes it measurable.
  • 24. Location • Mobile devices can track and report a person’s location in real time with a reliable degree of accuracy. • People use their mobile devices to search for locations (a place to eat someting, a product at a retail store, etc.) as a source of information. • Real-time, relevant and personalized content customized for users’s location can be pushed to user’s devices.
  • 28. Mobile Commerce • In addition to purchasing goods and services by using mobile devices, users can also compare products and prices by using them.
  • 29.
  • 30. Mobile Payments • All mobile phones (and many other mobile devices) have a built-in payment mechanism – the SIM card. • But more than that, Near-Field Communication (NFC) technology allows data to be transferred over short distances through the use of data chips. • A mobile wallet is a way of storing currency (or other payment methods, such as credit cards or PayPal account details) on a mobile device and then using the device to make payments. NFC is the most common technology used for this.
  • 31.
  • 33. Augmented Reality • Augmented reality (AR) is a variation of virtual reality. Rather than immersing the user in a virtual world, however, AR takes computer graphics and superimposes them into ‘reality’ – the physical space around the person operating an AR device. • Google Glass is an exciting development in AR – this pair of glasses gives the viewer a digital data overlay over the real world.
  • 36.
  • 37. Games • Games are: – Fun – Addictive – Challenging – Emotionally resonant • Studies show that games activate the brain’s dopamine system, which is associated with pleasure.
  • 38. What is Gamification? • «Gamification is the use of game elements and game-design techniques in non-game contexts.» Source: «For the Win: How Game Thinking Can Revolutionize Your Business»
  • 40.
  • 41.
  • 42. Gamification Categories • Internal • External • Behavior Change
  • 43. Internal Gamification • Internal gamification is where companies apply gamification in order to improve productivity within the organization and derive positive business results through their own employees.
  • 44. External Gamification • External gamification involves a company’s customers or prospective customers. • It can be used for: – improving relationships with customers – increasing engagement – creating identification with the product – creating loyalty – attaining higher revenues
  • 45. Behavior Change Gamification • Behavior-change gamification focuses on forming beneficial new habits among a population. • It is generally managed by non-profits of governments. • Examples: – encouraging people to make better health choices – enabling kids to learn more while actually enjoying school – building systems that help people save money
  • 46. What is Gamification? • «Gamification is: – the use of game elements – and game-design techniques – in non-game contexts.» Source: «For the Win: How Game Thinking Can Revolutionize Your Business»
  • 47. Game Elements • Game elements are the little elements that come up together to create a game experience. • Examples: – Points – Badges – Leaderboards
  • 48. Game Design Techniques • Successful gamification involves two kinds of skills: – Understanding of game design – Understanding of business techniques • Where should you use game design elements? • How to create a better gamified experience? • How to make the experince more fun and compelling?
  • 49. Non-Game Contexts • Gamification is not about creating a game, but about using game elements and game design techniques. • We are not talking about a fantasy world, we are talking about real world, but it still feels like a game. • The purpose of gamification is to take the elements that normally operate within the games and apply them effectively in the real world.
  • 50. Real World Objectives • Gamification works for contexts that can be made fun but which lend themselves to concrete business objectives. • Gamification is the process of manipulating fun to serve real-world objectives.
  • 51. Gamification • Gamification is an art and science: – Emotional concepts: Fun, user experience – Engineering: Measurable and sustainable system
  • 52. Why should we consider gamification? • Engagement • Experimentation • Results
  • 53. Why should we consider gamification? • Engagement – Gamification can be considered as designing systems to motivate people to do desired behaviors. – A well-designed gamification system can give companies a powerful set of tools to develop engaging challenges for their customers.
  • 54. Why should we consider gamification? • Experimentation: – Mastering a game is all about experimentation. – An effective game motivates users to strive for improvement. • Results – Gamification works!! – Companies employing gamification include established giants such as Nike, American Express, Microsoft, and Samsung.
  • 55.
  • 58. Motivation • Gamification is strongly related with motivation. • Extrinsic motivation: – You do it for reasons that are outside of your enjoyment or engagement with the activity. • Instrinsic motivation: – You do it for its own sake.
  • 59. Motivation • Wanting to do something is called “intrinsic” motivation because, for the person involved, it lies inside the activity. • Feeling that you need to do something involves “extrinsic” motivation, because the motivation lies outside.
  • 60. Motivation • Extrinsic motivators: – You do something because there is a free promotion given. – You try to make more sales because your bonus is dependent on it. – You study because your parents will buy you a gift if you pass the class. • Intrinsic motivators: – You play sports because you are having fun. – You do a job you love because you are enjoying it. – You study because you find the topic interesting.
  • 61. Self Determination Theory • People are inherently proactive with a strong internal desire for growth, it has to be supported by external environment. • People have some needs to allow their growth: – Competence – Relatedness – Autonomy • These three motivators are also used in gamification.
  • 62. Gamification Lessons • Extrinsic motivators can crowd out intrinsic motivators. – Extrinsic rewards can be profoundly demotivating. – If you pay money to your child to read some books, he may stop reading for fun sake at some point. – Adding extrinsic rewards to intrinsically motivated tasks has been demonstrated to produce less effort and poorer-quality work. – The lesson for gamification: Don’t mindlessly attach extrinsic motivators to activities that can be motivated using intrinsic regulators.
  • 63. Gamification Lessons • Extrinsic motivation helps in some activities. – Extrinsic motivation is not always bad. – Extrinsic motivation helps people enjoy boring activities. Unlike the situation in which the task is intrinsically motivated, extrinsic rewards can encourage positive behavior and outcomes when one is dealing with dull, repetitive, and/or tedious activities. – There are some activities which can never be instinsically fun. – The lesson for gamification: Extrinsic reward systems work for nonintrinsically engaging activities.
  • 64. Gamification Lessons • Feedback is necessary in a gamified system. – Users like getting informational feedback about how they’re going. – Designed well, feedback loops push users toward desired behaviors. – Feedback in a gamified system is critical for effective motivation. – The lesson for gamication: Feedback loops regulate behavior in the direction of the feedback, and providing metrics for success will motivate the user in that direction.
  • 65. Gamification Lessons • Work Across Motivational Continuum – It is possible to design extrinsic motivators that are introjected, internalized, or integrated and so are more compelling to the user. – Points and leaderboards are a good example: These gamification mechanisms can be seen as generating introjected behavior regulators because they appeal to a user’s ego by allowing her to brag about her standing. – Lesson for gamification: It is possible to design extrinsic motivators that are introjected, internalized, or integrated and so are more compelling to the user.
  • 66. Gamification Lessons • Don’t Be Evil: – Just because you can motivate someone to do something doesn’t mean you should. – Gamification shouldn’t be used for squeezing more out of people, instead it should be used for being happy and succeeding together.
  • 68. The PBL Triad • Points – Are accumulated for completion of challenges • Badges – Are given for achievements • Leaderboards – Are used to compare how you’re doing vs. other players
  • 69. Points • They keep score and set the boundaries of levels. • They may determine the win state, if any. • They create a connection between progression & extrinsic rewards. • They provide feedback. • They can be an external display of progress. • They provide data to the game designer.
  • 71. Badges • Badges are often found in conjunction with points systems. • Badges are a chunkier version of points. • Many badges can be awarded for lots of activities and it’s only limited with the imagination of the gamification designer.
  • 73. Badges • Badges can provide a goal for users to strive toward, which has been shown to have positive effects on motivation. • Badges provide guidance as to what is possible within the system and generate a kind of shorthand of what the system is supposed to do. • Badges are a signal of what a user cares about and what he or she has performed. • Badges operate as virtual status symbols of the personal journey of the user through the gamication system.
  • 74. Leaderboards • It shows where the player is standing compared to other players. • A leaderboard gives context to progression in a way the points or badges can’t. • It may be very motivating or demotivating. • If the user feels like he’s losing anyway, you may choose not be a the part of the competition. • Multiple leaderboards can be used at the same time.
  • 76. The PBL Triad • It’s the most common way and a good starting point for gamification but it’s not the only thing what gamification is about. • For maximum value from a gamified system, you have to go beyond these three.
  • 77. Categories Of Game Elements • Dynamics • Mechanics • Components
  • 78. Categories Of Game Elements
  • 79. Dynamics • The most important game dynamics are: – Constraints (limitations or forced trade-offs) – Emotions (curiosity, competitiveness, frustration, happiness) – Narrative (a consistent, ongoing storyline) – Progression (the player’s growth and development) – Relationships (social interactions generating feelings of camaraderie, status, altruism)
  • 80. Mechanics • Mechanics are the basic processes that drive the action forward and generate player engagement. • Each mechanic is a way of achieving one or more of the dynamics. • A random event, such as an award that pops up without warning, may stimulate players’ sense of fun and curiosity.
  • 81. Mechanics • Challenges • Chance • Competition • Cooperation • Feedback • Resource Acquisition • Rewards • Transactions • Turns • Win States
  • 82. Mechanics • Challenges (puzzles or other tasks that require effort to solve) • Chance (elements of randomness) • Competition (one player or group wins, and the other loses) • Cooperation (players must work together to achieve a shared goal) • Feedback (information about how the player is doing) • Resource Acquisition (obtaining useful or collectible items) • Rewards (benefits for some action or achievement) • Transactions (trading between players, directly or through intermediaries) • Turns (sequential participation by alternating players) • Win States (objectives that makes one player or group the winner—draw and loss states are related concepts)
  • 83. Components • Achievements • Avatars • Badges • Boss Fights • Collections • Combat • Content Unlocking • Gifting • Leaderboards • Levels • Points • Quests • Social Graphs • Teams • Virtual Goods
  • 84. Components Explained • 1. Achievements (defined objectives) • 2. Avatars (visual representations of a player’s character) • 3. Badges (visual representations of achievements) • 4. Boss Fights (especially hard challenges at the culmination of a level) • 5. Collections (sets of items or badges to accumulate) • 6. Combat (a defined battle, typically short-lived) • 7. Content Unlocking (aspects available only when players reach objectives) • 8. Gifting (opportunities to share resources with others) • 9. Leaderboards (visual displays of player progression and achievement) • 10. Levels (defined steps in player progression) • 11. Points (numerical representations of game progression) • 12. Quests (predefined challenges with objectives and rewards) • 13. Social Graphs (representation of players’ social network within the game) • 14. Teams (defined groups of players working together for a common goal) • 15. Virtual Goods (game assets with perceived or real-money value)
  • 85.
  • 86. Six Steps of Implementing Gamification • Define Business Objectives • Delineate Target Behaviors • Describe Your Players • Devise Activity Cycles • Don’t Forget The Fun • Deploy Appropriate Tools
  • 87. Define Your Business Objectives • Defining specific performance goals for gamified system: – Increasing customer retention – Building brand loyalty – Making more sales
  • 88. Delineate Your Target Behaviors • Examples of target behavior: – Sign up for an account on your website. – Post a comment on a discussion board. – Share information about your service on Twitter. – Comment or vote on suggestions by others. – Visit our restaurant. • After listing desired behaviors, develop your metrics for success.
  • 89. Describe Your Players • Who are they? • What is their relationship to you? • What motivates them?
  • 90. Devise Your Activity Cycles • In an activity cycle, user actions provoke some other activity, which in turn provokes other user actions, and so forth: – X uploads a photo to Facebook – Upload triggers a notification message to Y – Y comments on the photo – X gets a notification regarding Y’s comment
  • 92. Devise Your Activity Cycles • There are two kinds of cycles to develop: – Engagement Loop • Engagement loops describe, at a micro level, what your players do, why they do it, and what the system does in response. – Progression Stairs: • Progression stairs give a macro perspective on the player’s journey.
  • 93. Devise Your Activity Cycles • Engagement Loops – Player actions result from motivation and in turn produce feedback in the form of responses from the system: • Ex: awarding points motivates user to take further actions. – The key element is feedback. Feedback is part of what makes games so effective as motivators. Actions immediately produce visible responses.
  • 94. Devise Your Activity Cycles • Progression Stairs – Progression stairs reflect the fact that the game experience changes as players move through it. – Map out the player journey in your gamified system as a collection of short- term missions and long-term goals, which play out as a rolling series of progressions.
  • 96. Don’t Forget The Fun • Before implementing your gamified system, ask yourself this vital question: – Is it fun? • Also; – Would players participate in your system voluntarily? – If there weren’t any extrinsic rewards offered, would they still be likely to play?
  • 97. Deploy the Appropriate Tools • Picking the appropriate mechanics and components and coding them into your systems. • You need to test, and iterate, and learn as you go.
  • 98. Sources • For the Win: How Game Thinking Can Revolutionize Your Business by Kevin Werbach and Dan Hunter
  • 100. Contact Me • e-mail: ayca.turhan@hacettepe.edu.tr • Course Page: www.aycaturhan.com/man423 • Linkedin: www.linkedin.com/in/aycaturhan • Twitter: www.twitter.com/aycatrhn Never hesitate to get in contact with me 