25
INTRO TO GAMIFICATION

Intro to gamification by tydus.it

Embed Size (px)

DESCRIPTION

Introduction to gamification

Citation preview

Page 1: Intro to gamification by tydus.it

INTRO TOGAMIFICATION

Page 2: Intro to gamification by tydus.it

GOAL OF GAMIFICATION

DRIVE BEHAVIOUR

Page 3: Intro to gamification by tydus.it

SO EVERYONE FEELS

SPECIAL&

UNIQUE

Page 4: Intro to gamification by tydus.it

GAMIFICATION - DEFINITIONPROCESS USING GAME DESIGN techniques & mechanics to solve problems and engage audiences.

It strives to ENCOURAGE USERS TO ENGAGE in desired behaviors in connection with nongame applications.

Source: http://en.wikipedia.org/wiki/Gamification

Page 5: Intro to gamification by tydus.it

Gamification is 75% PSYCHOLOGY and 25% TECHNOLOGY, so to drive change, focus on three common game principles:

ATTENTION

EXPERIENCE

FUN

Page 6: Intro to gamification by tydus.it

4 TYPES OF FUN

EASY HARD SERIOUSExploration

FantasyCreativity

GoalsObstacleStrategy

RepetitionRythm

Collection

Source : XEO Design Nicole Lazzaro

PEOPLECommunication

CooperateCompete

Page 7: Intro to gamification by tydus.it

INTRINSIC VALUE

VS.

MasterySatisfaction

Sex

Love

Fun

LearningBelonging

Meaning

Power

Autonomy

Threats Quests

Leaderboards

Badges

Levels

Points

PunishmentsLoss of power

EXTRINSIC REWARD

Page 8: Intro to gamification by tydus.it

INTRINSIC VALUE

>Mastery

Satisfaction

Sex

Love

Fun

LearningBelonging

Meaning

Power

Autonomy

Threats Quests

Leaderboards

Badges

Levels

Points

PunishmentsLoss of power

EXTRINSIC REWARD

Page 9: Intro to gamification by tydus.it

Element Description

Dynamics Motivate behaviourex: scenarios, rules, progression

Mechanics Help achieve Goalsex: teams, competitions, rewards, feedback

Components Track progressex: quests, points, levels,

GAME TECHNIQUES

Page 10: Intro to gamification by tydus.it

BARTLE’S PLAYER TYPESKiller Achiever

ExplorerSocializerPlayers World

Acting

Interacting

Page 11: Intro to gamification by tydus.it

BARTLE’S PLAYER TYPES

Players World

Interacting

Defined byA focus on winning, rank, and direct peer to peer competitionEngaged by Leaderboards, Ranks

Killer AchieverActing

ExplorerSocializer

Page 12: Intro to gamification by tydus.it

BARTLE’S PLAYER TYPES

Players World

Interacting

Defined byA focus on attaining status and achieving preset goals quickly and/or completelyEngaged by Achievements

Defined byA focus on winning, rank, and direct peer to peer competitionEngaged by Leaderboards, Ranks

Killer AchieverActing

ExplorerSocializer

Page 13: Intro to gamification by tydus.it

BARTLE’S PLAYER TYPES

Players World

Interacting

Defined byA focus on winning, rank, and direct peer to peer competitionEngaged by Leaderboards, Ranks

Defined byA focus on attaining status and achieving preset goals quickly and/or completelyEngaged by Achievements

Defined byA focus on exploring and a drive to discover the unknownEngaged by Obfuscated achievements

ExplorerSocializer

Killer AchieverActing

Page 14: Intro to gamification by tydus.it

BARTLE’S PLAYER TYPES

Players World

Interacting

Defined byA focus on winning, rank, and direct peer to peer competitionEngaged by Leaderboards, Ranks

Defined byA focus on attaining status and achieving preset goals quickly and/or completelyEngaged by Achievements

Defined byA focus on socializing and a drive to develop a network of friends and contactsEngaged by Newsfeeds, Friends lists, Chat

Defined byA focus on exploring and a drive to discover the unknownEngaged by Obfuscated achievements

ExplorerSocializer

Killer AchieverActing

Page 15: Intro to gamification by tydus.it

BARTLE’S PLAYER TYPES

Players<1% ~10%

Defined byA focus on winning, rank, and direct peer to peer competitionEngaged by Leaderboards, Ranks

Defined byA focus on attaining status and achieving preset goals quickly and/or completelyEngaged by Achievements

Defined byA focus on socializing and a drive to develop a network of friends and conatctsEngaged by Newsfeeds, Friends lists, Chat

Defined byA focus on exploring and a drive to discover the unknownEngaged by Obfuscated achievementsInteracting

~10%

Killer AchieverActing

ExplorerSocializerWorld

80%

Page 16: Intro to gamification by tydus.it

>Stars of gamification

Source : http://www.slideshare.net/wearesocialsg/the-importance-of-solomo

HARNESS GPS UTILITY TO DELIVER A HUGELY AUGMENTED BRAND AND PRODUCT EXPERIENCE

Page 17: Intro to gamification by tydus.it

>Stars of gamification

Source : http://www.slideshare.net/wearesocialsg/the-importance-of-solomo

INCREASES FREQUENCE BY REWARDING FREQUENCY OF VISIT

Page 18: Intro to gamification by tydus.it

>Stars of gamification

BRING FUN RECOGNITIOIN AND REWARDS TO INCREASE BRAND RECOGNITION

Video: http://www.youtube.com/watch?feature=player_embedded&v=7u0ij9D5S4Y#t=20

Page 19: Intro to gamification by tydus.it

1. Make a Market

2. Get Fit

3. Slow Down and Smell the Money

4. Generate Ad Revenues

5. Make Research & Evangelism Count

6. Save the Planet

7. Make Teaching Fun

Foursquare proved that location-based networking wasn’t doomed to fail, that simple game mechanics can affect behavior, and that you can engage 10 million customers — all while raising $50 million

Through gamification, ... 70% of NextJump employees exercise regularly — saving the company millions in work attendance and insurance costs over the medium term an making the workplace healthier and happier

Volskwagen Speed Camera Lottery idea rewards those drivers who obey the posted limit by entering them into a lottery. When tested at a checkpoint in Stockholm, average driver speed was reduced by 20%.

Club Psych implemented gamified incentives to raise page views by over 130% and return visits by 40%. registered user counts increased from 400,000 to nearly 3 million since the launch of the gamified version

Through the use of gamified, virtual rewards, crowtap has been able to raise average user participation by 2.5 times, thus reducing research costs by 80% or more for key clients.

RecycleBank utilized game mechanics such as points, challenges and rewards to drive breakthroughs. Results 16% increase in recycling in Philadelphia, where the recycling rate has broken 20% for the first time in history.

Anant Pai grouped students by learning style, and retooled the curriculum to make use of off-the-shelf games to teach reading, math and other subjects. Students play on Nintendo DS and PCs, both single and multiplayer.In 18 weeks, Mr. Pai’s class went from below third grade average reading and math levels to mid-fourth grade

EXAMPLES OF GAMES MECHANICS

Page 20: Intro to gamification by tydus.it

FLOW CHANNEL

ANXIETY

BOREDOM

Page 21: Intro to gamification by tydus.it

RECAP TOP 10 GAMIFICATION CASES

• Nike+ Fuelband and Accessories– Development &Accomplishment (Core Drive #2)– Empowerment (#3),

• Starbucks Reward– Development & Accomplishment (#2)– Ownership & Possession

• McDonald’s Monopoly Game– gamification concepts derived from the classic game of Monopoly

• Coca-Cola’s Shake It– Epic meaning and Calling (Core Drive #1)– Unpredictability & Curiosity (Core Drive #7)

• Magnum Pleasure Hunt– Ownership (Core Drive #4) – Epic meaning (Core Drive #7: being heroes of their journey)– Empowerment (#3) and accomplishment (#2).

Source : http://www.yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/#.UvuVx2JdWSo

1/2

Page 22: Intro to gamification by tydus.it

RECAP TOP 10 GAMIFICATION CASES

• SeatPG Connection Game– Empowerment of Creativity & Feedback (#3) – Development & Accomplishment (#2)

• All eyes on S4– Empowerment and Accomplishment (#3: through visual feedback)– Social Influence & Relatedness (#5: through the growing audience)– Unpredictability & Curiosity (#7: through the mischief that occurs to distract the

players)• Heineke n’s Star Player Game

– ponsor can directly engage with fans during a sports game • Steam Trading Cards

– Ownership & Possession (Core Drive #4) – Social Influence & Relatedness (Core Drive #5)

• 4 Foods – Good 4 All– Social Influence & Relatedness (#5)– Development & Accomplishment (#2)– Empowerment of Creativity & Feedback (#3)Source : http://www.yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/#.UvuVx2JdWSo

2/2

Page 24: Intro to gamification by tydus.it

BACKUP

Page 25: Intro to gamification by tydus.it