gamification: preparation for the future with insights from the past

Post on 22-Jan-2018

264 Views

Category:

Science

0 Downloads

Preview:

Click to see full reader

TRANSCRIPT

GamificationPreparation for the future with insights from

the past

Stavros Lounis

slounis@aueb.gr

ELTRUN E-Business Research Center

Dept. of Management Science and Technology

Athens University of Economics and Business

2

Gamification

Gamification

Gamification

“Gamification refers to the use of game elements andtechniques in non-game contexts, to motivateengagement, participation and potentially drivebehaviour towards predefined goals.”

Gamification and Social Media Engagement

https://vimeo.com/66240467

From Real to Virtual and Back

http://www.playbrush.com/en/

8

- Game Mechanics -

GM – Points

• Experience Points (XP)

• Redeemable Points (RP)

• Karma Points (KP)

GM – Badges

• Virtual Representation of Achievements

– Representation

– Collection

– Scarcity

GM – Leaderboards

• Ranking of each participant in global in-app ranking.

• Continuous / Segmented

• Different results Private / Public and Per characteristics

• Driven by goals-results

GM – Challenges

• Calls to action on predefined / dynamic goals that present an attainable challenge.

• Matching Skill – Challenge

• Single player / Collaborative

• Social – Group Comparison

GM – Levels

• Difficulty Levels

• Easy – Medium – Hard – Insane

• Players need to be evolving

• “Flow Zone”

14

Design Considerations

Design Framework

General Goals

• Support participants’ personal goals and interests

• Introduce the end-users in the design of the process

• Multiple narratives on same process addressing different participants

• Provide Challenges

• Feedback (visual and written) on all actions (correct and false)

General Goals

• Consider players trying to exploit the rules

• Use of participants’ feeling of autonomy

• In cases of dual economy analyze the cost/benefit of returned awards.

• Account for Legal Issues

• Account for Ethical Issues (Monitoring)

• Onboard each user

Better Be Safe Than Sorry

• Do we all like the same game?

– Study your users / participants and extract valuable information

– Select and introduce game mechanics per occasion

• Design Thinking approach

20

Open Discussion

GamificationPreparation for the future with insights from

the past

Stavros Lounis

slounis@aueb.gr

ELTRUN E-Business Research Center

Dept. of Management Science and Technology

Athens University of Economics and Business

top related