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GAMIFICATION
GAMIFICATION           the use of game-thinking and game mechanics
                        in non-game contexts in order to engage users and solve problems


         USERS                                                          GAME




 Looks interesting                              Changing contents according to
                                                  player’s activity
 I wanna share it
                                                 Using share Social media’s function
 I wanna croporate with other players
  to clear a game                                Providing co-operative contents

 I wanna make my play history visible           Providing badge,
                                                  which shows your level

 I wanna know my level                          Ranking
A game-thinking
                              apply
GAMIFICATION

                User’s activity
Scope




    virtual

    To acquire loyal customers


        real

    To solve actual issues
    (e.g.) speed lot
Structure 1


A change of user’s mind


          desire           The motivation to participate a game


        incentives        Incentives which they can get in a game


       challenges         Tasks to get incentives                   Gamification
                                                                    can circulate
  achievement/reward      Reward is based on achivement             this cycle
                                                                    perennially
        feedback          Feedback for activities


         mastery
Structure 2




                             Motivation
To make strong engagement,                To get incentive,
visualize activities                      users are absorbed into a game




             Rewards                        Challenges



                              action
User’s behaviour(⇒Flow Theory, Csikszentmihalyi, 1975)


high

                                                                                                     Play&
                                                                                                   feedback
                                                                                                                        master
                                                                                  Play&
                                                                                feedback

                                                                                                regular
    challenge




                anxcious
                                                                                                  Cf) The Pattern ‘AS!AAS!R(I)’
                                                                              newbie              ⇒1.Action 2.Success 3.Action 4.Action
                                                                                                     5.Success 6.Register 7.inner friend




                                                                                 Feedback and Rewards can contribute to
                                                                                 enhance user’s engagement in a game
                                    boring


       low                               skills                  high


c
f   7 tips of Flow theory
    ◆a purpose is clear(can predict and find rule)
    ◆it can make participants concentrate on a content
    ◆it can make participants completely absorbed in a content
    ◆participants lost a sense of time
    ◆content should be responded quickly and directly
    ◆contents are not too easy, neither too difficult
    ◆every single activity has innate meaning
A Category of users


                                          Aggressive


     KILLER
        :offensive to another players
                                                        ACTIVERS
         (e.g. prevent player from                       :prefer visible rewards/incentives
             getting new item                             (e.g. point, collection, or badges)
             even if he/she already have it)



 Play by individual                                                                     Play with another




        SOCIALIZER                                      EXPLORERS
           :prefer cooperate with other player            :prefer new way/thing)




                                          Interactive
Technique


8 tips of gamification

     achievement badge/level                 Using Endowment effect
                                             (psycologically ditermined to cherish own possess)


            Leader boads                     Stimulate competitive mind



              Progress bar                   User thinks “If carry on, it can be achieved”,
                                             Using this emotion, it can encourage to keep doing


           Virtual currency                  Stimulate desire to collect something


               system of
awarding, redeeming, trading, gifting, and   Feedback to activities
          exchanging activities

     challenges between users                Urge to conspire, stimulate a sense of competition


embedding small casual games within other
                                             breather
                activities

                                             Loss aversion (prospect theory)
           digital contents                  (people's tendency to strongly prefer avoiding losses to acquiring gains. )
Elements of game



                                                   agressive
                                                                             stages
                                  achievement/
FEEDBACK                                                                                                 CHALLENGES
                                     rewards


                        score                                                          issues
                                                               boss battle


           individual                                                                           coporative

                        status/       progress                                    points/
                         levels         bar                                       virtual
                                                                                 currency



MASTERY                                                            badges             exchanging             INCENTIVES
                                         ranking


                                                 interactive
Evaluation tips


    5 barometers


         RECENCY     How long have passed since a last visit


      FREAQUENCY     How freaquently access


     SPRNDING TIME   How long stay


         VIRALITY    How much share with others


         ANSWER      Feedback of contents
There are a lot of definition of gamification…




                                                 Etc etc etc…

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Gamification (1)

  • 2. GAMIFICATION the use of game-thinking and game mechanics in non-game contexts in order to engage users and solve problems USERS GAME  Looks interesting  Changing contents according to player’s activity  I wanna share it  Using share Social media’s function  I wanna croporate with other players to clear a game  Providing co-operative contents  I wanna make my play history visible  Providing badge, which shows your level  I wanna know my level  Ranking
  • 3. A game-thinking apply GAMIFICATION User’s activity
  • 4.
  • 5. Scope virtual To acquire loyal customers real To solve actual issues (e.g.) speed lot
  • 6. Structure 1 A change of user’s mind desire The motivation to participate a game incentives Incentives which they can get in a game challenges Tasks to get incentives Gamification can circulate achievement/reward Reward is based on achivement this cycle perennially feedback Feedback for activities mastery
  • 7. Structure 2 Motivation To make strong engagement, To get incentive, visualize activities users are absorbed into a game Rewards Challenges action
  • 8. User’s behaviour(⇒Flow Theory, Csikszentmihalyi, 1975) high Play& feedback master Play& feedback regular challenge anxcious Cf) The Pattern ‘AS!AAS!R(I)’ newbie ⇒1.Action 2.Success 3.Action 4.Action 5.Success 6.Register 7.inner friend Feedback and Rewards can contribute to enhance user’s engagement in a game boring low skills high c f 7 tips of Flow theory ◆a purpose is clear(can predict and find rule) ◆it can make participants concentrate on a content ◆it can make participants completely absorbed in a content ◆participants lost a sense of time ◆content should be responded quickly and directly ◆contents are not too easy, neither too difficult ◆every single activity has innate meaning
  • 9. A Category of users Aggressive KILLER :offensive to another players ACTIVERS (e.g. prevent player from :prefer visible rewards/incentives getting new item (e.g. point, collection, or badges) even if he/she already have it) Play by individual Play with another SOCIALIZER EXPLORERS :prefer cooperate with other player :prefer new way/thing) Interactive
  • 10. Technique 8 tips of gamification achievement badge/level Using Endowment effect (psycologically ditermined to cherish own possess) Leader boads Stimulate competitive mind Progress bar User thinks “If carry on, it can be achieved”, Using this emotion, it can encourage to keep doing Virtual currency Stimulate desire to collect something system of awarding, redeeming, trading, gifting, and Feedback to activities exchanging activities challenges between users Urge to conspire, stimulate a sense of competition embedding small casual games within other breather activities Loss aversion (prospect theory) digital contents (people's tendency to strongly prefer avoiding losses to acquiring gains. )
  • 11. Elements of game agressive stages achievement/ FEEDBACK CHALLENGES rewards score issues boss battle individual coporative status/ progress points/ levels bar virtual currency MASTERY badges exchanging INCENTIVES ranking interactive
  • 12. Evaluation tips 5 barometers RECENCY How long have passed since a last visit FREAQUENCY How freaquently access SPRNDING TIME How long stay VIRALITY How much share with others ANSWER Feedback of contents
  • 13. There are a lot of definition of gamification… Etc etc etc…