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Gamification 101 Session 2 Alireza Ranjbar Shourabi

Gamification 101 session 2

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Page 1: Gamification 101 session 2

Gamification 101Session 2

Alireza Ranjbar Shourabi

Page 2: Gamification 101 session 2

Gamifying

“It’s not about ‘gamifying.’ It’s about driving revenue, saving costs, making people more efficient.”  – Bob Marsh, CEO, LevelEleven

Page 3: Gamification 101 session 2

Session 1 Review

Career / Job / Hobby / Habit Games we should play Gamification Definition Engagement Loyalty ??? Engagement Metrics Gamification Don’ts Gamification Divisions

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Gamification Definition

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Gamification is …

Learning from games and their abilities to connect with people.

Using game elements while knowing that a game is a lot more.

Thinking like a game designer. Having objectives other than winning

in the game

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For what? …Usability Categories External

Marketing Sales Customer engagement

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External Example

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For what? …Usability Categories Internal

HR Productivity enhancement Crowd sourcing

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Internal Example

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For what? …Usability Categories Behavior change

Health and wellness Sustainability Personal finance Social good applications

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Player (our Player)

User

Customer

Employee

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Fun

Games are the future of work, fun is the new responsible

Serious != Frivolous

What type of Activities have potential for FUN ?

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Not Fun

Count some topics that are not fun.

Planting crops all day long Killing people in worst possible ways Air traffic control (highest suicide

rate) Cleaning a baby (the smell) Waiting for tables (boring) ….

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Not Fun

Count some topics that are not fun.

Planting crops Killing people Air traffic control Cleaning a baby Waiting for tables What does make a game fun?

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Make the game fun …

Game Mechanics Point Level Badge Leader-board ….

Wheel of Fortune

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The science behind it

Dopamine for the brain

Challenge Achievement Reward

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All about Rewards

Recognition Badge Level Leader-board

Accessibility Control Tangible

Meaning brings the “Overvalue”

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Winner

Who is the winner?

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How to get the to do it ?

Motivation

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Motivation

Sex Violence Game

Prediction Control Joy Redo

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Motivation

Sex Violence Game

Prediction Control Joy Redo Flow

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Flow

Mihaly Csikszentmihalyi

Being in the zone

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Motivations for Playing

Mastery Destress Fun

Hard (Winning) Easy (Exploring) Altered State (Change the feeling) Social (engaging with other people)

Socialize

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What do we call FUN ? Winning Problem-solving Exploring Chilling Teamwork Recognition Triumphing Collecting Surprise Imagination Sharing Role Playing Customization Goofing off

• Fun can (and should) be designed

• Fun can be challenging!

• Appeal to different kinds of fun

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Bartle Player Types

Killer / Achiever / Socializer / Explorer

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Achiever

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Socializer

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Explorer

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Killer

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Intrinsic / Extrinsic (Rewards)

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Intrinsic / Extrinsic (Rewards)

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The Path

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How to … just an introduction ! Thinking like a game designer

You’re Not a game designer You’re Not a gamer

Get the player playing and Keep them playing Your participants are your players Engage your players

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GMC

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Framework

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Framework

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Gamification 101End of Session 2Thank you for Listening!

Alireza Ranjbar Shourabi