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Gamification 101Session 5
Alireza Ranjbar Shourabi
Linked to a Game
Mission/Vision/Goal/Objective
Five Steps
Engagement Flow
Player Types
Session 4 Review
Onboarding Badges Challenge/Mission/Quest Activity Loop : Engagement Loop Viral Loop : Social Engagement Customization Gamification Design is Agile Design Dashboard
Dynamic vs. Mechanic
Mechanic Elements Tools For creating the game
Dynamic Player Interaction with elements Player Interaction with other players
Feedback
Information for player about her/his current situation in the continuum of the progress.
Most essential!
Feedback Loop
Direction of the process
Feedback Loop
Feedback Example
Mechanic/Dynamic
Pattern Recognition Intrinsic Reward▪ Memory Games▪ Combining Like or unlike objects▪ Earn and burn (resource management)
Business Intelligence Detective War Strategy and …
Pattern Recognition
Pattern Recognition
Mechanic/Dynamic
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)
Collecting
Collectible Virtual goods Scarcity Trading mechanisms
Mechanic/Dynamic
Surprise Slot machines Easter eggs Hidden objects Geocaching
Mechanic/Dynamic
Organizing and Creating Order Gifting Flirtation and Romance Recognition for Achievement Leading Others Fame, Getting Attention Being the Hero Nurturing, Growing Gaining Status
Mechanics and Desires
Gamification 101End of Session 5Thank you for Listening!
Alireza Ranjbar Shourabi