This document provides an introduction and overview of gamification. It discusses what gamification is, using elements of fun to drive results, and how to determine if gamification is right for a particular goal or business objective. It also outlines some of the key aspects of gamifying an activity or process, including structure, dynamics, mechanics, and components. Examples of ways to measure the success of gamification efforts, such as daily/monthly user rates and virality, are also presented. The document recommends taking an online gamification course for an in-depth exploration of topics like self-determination theory, design rules, case studies, and more.
6. It’s all about objectives
Kevin Says…
1. Make a list of all the goals you’d like the goals to achieve.
2. Rank the list.
3. Cut out the ones that aren’t business
objectives (the means, not the end)
4. Justify and explain the remaining objectives
12. Dynamics
Big Picture Aspects
What are the limits within the game? The emotional levers?
How will we make the players feel some type of way?
What’s the story, and how does each game elements
move help the player progress?
14. Components
Specific actions of Mechanics
The nouns of the mechanics.
What elements are used to define success for players?
15. “I am a Game Designer.”
Onboarding: Making it easier to
understand the game’s
elements and path to success
Plants vs. Zombies
LinkedIn
16. “What is fun?”
Winning, Problem Solving, Exploring, Chilling, Teamwork
Recognition, Triumphing, Collecting, Surprise, Imagination,
Sharing, Role Playing, Customization, Goofing off
17. Lazarro’s 4 Keys of Fun
1) Easy Fun: Blowing off steam, not very taxing.
2) Hard Fun: Challenges, Mastery and Obstacles.
3) People Fun: Socializing. Requires other people.
4) Serious Fun: Good for family, planet, community or yourself
20. End of intro.
The course covers so much more. Like:
Self Determination Theory
Cons of Gamification
Design Rules
PBL Triad
FourSquare, StackOverflow, more Case
Studies
Professor Werbach
Bill McBride