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Alireza Ranjbar Shourabi
 @ALMgames
 Owner / Co-founder
 Art of Light and Motion Animation/Game studio (12 years)
 @SpatialWits
 Co-founder
 Gamification Designer (Neuroscience startup)
 @Faranesh (@KSNA)
 Gamification/Growth Hacking Designer (e-Learning
platform startup)
 @Hamsaa
 Gamification/Growth Hacking Consultant
 @IGA : Iran Gamification Association
 What is your current job or career?
 Gamification Designer / Growth Hacker
 What is your hobby?
 Meditation
 Model-Cars Collection
 Model-Animals Collection
 What are your habits?
 Waking up early
 Drinking Water
 What is your current job or career?
 Gamification Designer / Growth Hacker
 What is your hobby?
 Meditation
 Model-Cars Collection
 Model-Animals Collection
 What are your habits?
 Waking up early
 Drinking Water
 What is your current job or career?
 Gamification Designer / Growth Hacker
 What is your hobby?
 Meditation
 Model-Cars Collection
 Model-Animals Collection
 What are your habits?
 Waking up early
 Drinking Water
 Play these games :
 Clash of Clans
 Boom Beach
 Candy Crush Saga
 PlantsVS Zombies 1/2
 Traffic Rider
 MonumentValley
 Life Line
 The Process of (What is a process?)
 Game-Thinking and game Mechanics
 To Engage users
 and
 Solve Problems.
 What is the number ONE thing we want from
our customers?
 How can we have that?
 Connection between a consumer and a
product or service.
 The period in a romantic couple’s relationship
during which they are preparing and planning
to spend the rest of their lives together.
 The period of time at which we have a great
deal of connection with a person, place,
thing, or idea.
 There is no single metric on theWeb or in
mobile technology that breaks down or
sufficiently measures engagement.
 Recency
 Frequency
 Duration
 Virality
 Ratings
 Simply put,
 engagement does not follow revenue.
 Instead,
 behind engagement, revenue follows.
 Htas2r38 gene (blocks the uptake of iodine to the thyroid)
 70% of all humans
 Takes the average child 12 years to go from
hating broccoli to loving it.
 Force
 Convince
 Airplane game / Stops working after a while
 Use sauce / Health issues of sauce
 Action / Achievement / Reward loop
 Business’ core problem
 PMF
 Actual game
 Poor infrastructure
 Disastrous customer service
 Structural / Content
 Exterior
 Interior
 Social Good
 Customer / Employee
Alireza Ranjbar Shourabi

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Gamification 101 session 1

  • 2.  @ALMgames  Owner / Co-founder  Art of Light and Motion Animation/Game studio (12 years)  @SpatialWits  Co-founder  Gamification Designer (Neuroscience startup)  @Faranesh (@KSNA)  Gamification/Growth Hacking Designer (e-Learning platform startup)  @Hamsaa  Gamification/Growth Hacking Consultant  @IGA : Iran Gamification Association
  • 3.  What is your current job or career?  Gamification Designer / Growth Hacker  What is your hobby?  Meditation  Model-Cars Collection  Model-Animals Collection  What are your habits?  Waking up early  Drinking Water
  • 4.  What is your current job or career?  Gamification Designer / Growth Hacker  What is your hobby?  Meditation  Model-Cars Collection  Model-Animals Collection  What are your habits?  Waking up early  Drinking Water
  • 5.  What is your current job or career?  Gamification Designer / Growth Hacker  What is your hobby?  Meditation  Model-Cars Collection  Model-Animals Collection  What are your habits?  Waking up early  Drinking Water
  • 6.  Play these games :  Clash of Clans  Boom Beach  Candy Crush Saga  PlantsVS Zombies 1/2  Traffic Rider  MonumentValley  Life Line
  • 7.  The Process of (What is a process?)  Game-Thinking and game Mechanics  To Engage users  and  Solve Problems.
  • 8.  What is the number ONE thing we want from our customers?  How can we have that?
  • 9.  Connection between a consumer and a product or service.  The period in a romantic couple’s relationship during which they are preparing and planning to spend the rest of their lives together.  The period of time at which we have a great deal of connection with a person, place, thing, or idea.
  • 10.  There is no single metric on theWeb or in mobile technology that breaks down or sufficiently measures engagement.  Recency  Frequency  Duration  Virality  Ratings
  • 11.  Simply put,  engagement does not follow revenue.  Instead,  behind engagement, revenue follows.
  • 12.
  • 13.  Htas2r38 gene (blocks the uptake of iodine to the thyroid)  70% of all humans  Takes the average child 12 years to go from hating broccoli to loving it.  Force  Convince  Airplane game / Stops working after a while  Use sauce / Health issues of sauce  Action / Achievement / Reward loop
  • 14.  Business’ core problem  PMF  Actual game  Poor infrastructure  Disastrous customer service
  • 15.  Structural / Content  Exterior  Interior  Social Good  Customer / Employee