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GamificationPreparation for the future with insights from
the past
Stavros Lounis
ELTRUN E-Business Research Center
Dept. of Management Science and Technology
Athens University of Economics and Business
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Gamification
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Gamification
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Gamification
“Gamification refers to the use of game elements andtechniques in non-game contexts, to motivateengagement, participation and potentially drivebehaviour towards predefined goals.”
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Gamification and Social Media Engagement
https://vimeo.com/66240467
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Gamification and mixed reality
66%2 -> 100
32 -> 25
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- Game Mechanics -
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GM – Points
• Experience Points (XP)
• Redeemable Points (RP)
• Karma Points (KP)
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GM – Badges
• Virtual Representation of Achievements
– Representation
– Collection
– Scarcity
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GM – Leaderboards
• Ranking of each participant in global in-app ranking.
• Continuous / Segmented
• Different results Private / Public and Per characteristics
• Driven by goals-results
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GM – Challenges
• Calls to action on predefined / dynamic goals that present an attainable challenge.
• Matching Skill – Challenge
• Single player / Collaborative
• Social – Group Comparison
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GM – Levels
• Difficulty Levels
• Easy – Medium – Hard – Insane
• Players need to be evolving
• “Flow Zone”
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Design Considerations
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On Participants
amyjokim.com
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Design Framework
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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)
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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
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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
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Open Discussion
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GamificationPreparation for the future with insights from
the past
Stavros Lounis
ELTRUN E-Business Research Center
Dept. of Management Science and Technology
Athens University of Economics and Business