Gamification (1)
Transcript of Gamification (1)
GAMIFICATION
GAMIFICATION the use of game-thinking and game mechanics in non-game contexts in order to engage users and solve problems
USERS GAME
Looks interesting
I wanna share it
I wanna croporate with other playersto clear a game
I wanna make my play history visible
I wanna know my level
Changing contents according toplayer’s activity
Using share Social media’s function
Providing co-operative contents
Providing badge, which shows your level
Ranking
GAMIFICATION
A game-thinking
User’s activity
apply
Scope
real
To acquire loyal customers
To solve actual issues( e.g.) speed lot
virtual
Structure 1
desire
incentives
challenges
achievement/reward
feedback
The motivation to participate a game
Incentives which they can get in a game
Tasks to get incentives
Reward is based on achivement
Feedback for activities
A change of user’s mind
mastery
Gamification can circulatethis cycleperennially
Structure 2
Motivation
ChallengesRewards
action
To make strong engagement,visualize activities
To get incentive,users are absorbed into a game
User’s behaviour (⇒ Flow Theory, Csikszentmihalyi, 1975 )
7 tips of Flow theory◆a purpose is clear( can predict and find rule)◆it can make participants concentrate on a content◆it can make participants completely absorbed in a content◆participants lost a sense of time◆content should be responded quickly and directly◆contents are not too easy, neither too difficult◆every single activity has innate meaning
challenge
skills
high
low high
anxcious
boring
Flow newbie
regular
master
Play&feedback
Play&feedback
Feedback and Rewards can contribute toenhance user’s engagement in a game
Cf) The Pattern ‘AS!AAS!R(I)’1.Action 2.Success 3.Action 4.Action ⇒
5.Success 6.Register 7.inner friend
cf
A Category of users
Play by individual Play with another
Interactive
Aggressive
KILLER : offensive to another players (e.g. prevent player from getting new item even if he/she already have it )
ACTIVERS : prefer visible rewards/incentives (e.g. point, collection, or badges)
EXPLORERS : prefer new way/thing )
SOCIALIZER : prefer cooperate with other player
Technique
achievement badge/level
Leader boads
Progress bar
Virtual currency
system of awarding, redeeming, trading, gifting, and exchanging activities
Using Endowment effect(psycologically ditermined to cherish own possess)
Stimulate competitive mind
Stimulate desire to collect something
Feedback to activities
8 tips of gamification
challenges between users
embedding small casual games within other activities
digital contents
Urge to conspire, stimulate a sense of competition
breather
Loss aversion (prospect theory)(people's tendency to strongly prefer avoiding losses to acquiring gains. )
User thinks “If carry on, it can be achieved”,Using this emotion, it can encourage to keep doing
individual coporative
interactive
agressive
INCENTIVES
CHALLENGES
MASTERY
FEEDBACK
Elements of game
achievement/rewards
status/levels
badges
points/virtual
currency
score issues
stages
boss battle
ranking exchanging
progress bar
Evaluation tips
RECENCY
FREAQUENCY
SPRNDING TIME
VIRALITY
ANSWER
How long have passed since a last visit
How freaquently access
How long stay
How much share with others
Feedback of contents
5 barometers
There are a lot of definition of gamification…
Etc etc etc…