1up! games for change
DESCRIPTION
This is my panel from SxSWi 2011 – 1UP! Games for Change, with panelists Zao Yang and Jude Ower.TRANSCRIPT
@brynn @playinthecloud@zamlandSizhao Yang Jude OwerBrynn Evans Sizhao Yang Jude OwerBrynn Evans
1up! games for change1up! games for change
gamestorming
Brynn Evansabout.me/brynnevans user experience design gamestorming@brynn SketchCamp
the betacup ux for good
thebetacup.com
http://bit.ly/papel-the-paper-cup
gogamestorm.com ux4good.com
http://bit.ly/ux4good
tweet a tree
how to
play:
1. Tweet about the panel2. Use hashtags #1up and #sxsw2. Biggest tweeter gets to plant 100 trees
tweetatree.com
Sizhao YangBetterWorks @zamland FarmVille MyMiniLife Zynga social games
Jude Ower@playinthecloudthe Play Mob WeForest serious games education
http://www.youtube.com/watch?v=r8cyuvVAXEo
training@theplaymob
REDCROSS 90999Please text to
to support the Earthquake and Tsunami Relief effort in Japan!
#1up #sxsw
tweet a treetweetatree.com
@brynn @playinthecloud@zamland
Aspiration: Identify the aspirational status and desired activity (mafia, mayor, platinum)
Symbols of achievements: Progressive measures of achievement (badges, points, progress bar)
Map actions to symbols: Mapping application actions to symbols
Notification: Being able to disseminate your audience (FB newsfeed, email, Twitter)
Feedback: Ways to provide social/positive feedback to the content creators (like/comment/love)
Best practices
Reciprocity: People tend to return favors (gifts)
Commitment and Consistency: Commitment leads to people more likely to honor the commitment (using virtual coins to create crops)
Social Proof: People will do things that they see other people are doing (friend bar)
Liking: People are easily persuaded by other people that they like (lonely cow, gifts, friend bar)
Scarcity: Perceived scarcity will generate demand (exclusive gifts)
Psychological Principles