The document discusses different gamification mechanics that can be used to motivate and engage users, including points, achievements, gifts, community/collaboration challenges, levels, leaderboards, progress bars, and awards. It provides brief descriptions of each mechanic and how they can be implemented, such as using points for actions, achievements for accomplishments, levels that unlock new features, and leaderboards to compare performance. The overall goal of these mechanics is to satisfy intrinsic motivations and drive users through a journey of mastery using extrinsic rewards and engaging design.
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1. Apple as an example
“Everything we do, we believe is challenging the status
quo, we believe in thinking differently. The way we challenge
the status quo is by making our products beautifully
designed, simple to use, and user-friendly. We just happen to
make great computers. Want to buy one?”
challenging the
status quo
beautifully designed,
simple to use, and userfriendly
Why?
How?
What?
Source: Sinek (2009)
happen to make great
computers
2. The Golden Circle
WHY
“Everything we do, we believe is
challenging the status quo
We follow these who lead, not for
them, but for ourselves. –Simon Sinek
HOW
WHAT
SUMMARY (see example for inspiration)
Why?
“Everything we do, we believe is challenging the
status quo
How?
What?
__________________________________________
__________________________________________
__________________________________________
…synthesizing a
__________________________________________
common objective
Source: Sinek (2009)
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5. Bartle: 4 standard gamer profiles that determine
a gamer’s social actions
ACTING
Win
Hack
Harass
Create
Challenge
Cheat
KILLERS
ACHIEVERS
Taunt
Show off
Heckle
Compare
Tease
PLAYERS
WORLD
Express
Explore
View
Like
Help
SOCIALIZERS
Comment
Share
Greet
EXPLORERS
Rate
Vote
Curate
Give
INTERACTING
5
Review
6. Achievers
“Are driven by in-game
goals, usually some form of
points gathering whether
experience points, levels or
money.”
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7. Explorers
“Driven to find out as much as
they can about the virtual
construct including mapping its
geography and understanding
the game mechanics.”
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10. Start
Describe Target Group
Add from 1-5 how much your
target group ar the different
personalities. Use this input when
selecting activitites.
Explorer
Achiever
Killer
Socializer
Awards are given by your
progress of collecting points.
Points, add activities and
achievements down below.
Achievements is
something accomplished
_______________________
_____________________
_______________________
_____________________
_______________________
_____________________
_______________________
_____________________
_______________________
_______________________
Progress bar show how
complete something are.
_______________________
_______________________
____________________
_______________________
_______________________
_______________________
Rules for the game
_______________________
____________________
_______________________
Levels reached from your
activities
____________________
_______________________
____________________
_______________________
_______________________
11. Motivational Design. Gabe Zichermann writes,
“Good gamification design seeks to understand and
align an organization’s objectives with a player’s
intrinsic motivation (an innate drive to do
something, or your pursuit of activities that are
rewarding in and of themselves). Then, through the
use of extrinsic rewards and intrinsically satisfying
design, move the player through their journey of
mastery. This journey requires elements such as
desire, incentive, challenge, reward and feedback to
create engagement.”
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12. Points are a running numerical value given for
any single action or combination of actions.
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13. Achievements are a virtual or physical representation
of having accomplished something. Achievements can
be easy, difficult, surprising, funny, accomplished
alone or as a group. Achievements are a way to give
players a way to brag about what they've done
indirectly as well as add challenge and character to a
game. Achievements are often considered "locked"
until you have met the series of tasks that are
required to "unlock" the Achievement.
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14. Gifts are one of several types of mechanics used in
games to motivate users. While some games may
utilize real-world gifts in the form of money, gift cards,
etc., many games motivate players with virtual
gifts; e.g., flowers, badges.
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15. Community and collaboration. The game
dynamic wherein an entire community is rallied
to work together to solve a riddle, a problem or a
challenge. Immensely viral and very fun.
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16. Levels are a system, or "ramp", by which
players are rewarded an increasing value for a
cumulation of points. Often features or abilities
are unlocked as players progress to higher
levels. Leveling is one of the highest
components of motivation for gamers. There are
typically three types of leveling ramps: Flat,
Exponential and Wave Function
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17. Leaderboards “A means by which users can track
their performance subjective to others. Leaderboards
visually display where a user stands in regards to
other users. They are implemented on sites to show
which players have unlocked the most achievements.
The desire to appear on the Leaderboards drives
players to earn more achievements, in turn fueling
deep engagement.”
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18. Progress Bar Believe it or not, the profile
completeness bar on LinkedIn can be seen as an
example of game mechanics. By seeing how much
more complete the profile needs to be, many people
will be driven to take steps to 100% completion with
the promise of being able to take advantage of
LinkedIn’s more advanced features.
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19. Awards “Status and virtual rewards are only as
valuable as the community in which they are awarded
and displayed. Smart gamification requires a deep
integration of a rewards program across a brand’s
entire user experience, whether that be on its main
homepage, mobile app, community, blog or any other
digital touchpoint with the brand.”
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