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Gamification 101 - schematic diagram to onboard

Workshop for start-ups
by

Roman Rackwitz

on 15 September 2014

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Transcript of Gamification 101 - schematic diagram to onboard

Gamification - schematic diagram for getting started
human-focused-design.
No matter what kind of activity, at the end it is all about learning. Even while gambling.
Player-types are not static. You own all of them but their individual prioritization can change over time and while progressing within the activity.
It is not a game - neither a serious game.
Even if loyalty can be a result of Gamification, it is not a loyalty-program in the first instance.
Gamification happens in the real-world.
So, gamified activities have real consequences.
It is about information transparency & real-time feedback.
Achiever
Killer
Socializer
Explorer
Hard Fun
Provides the opportunity
for challenge, mastery and feelings of accomplishment.
Hard fun focuses attention with a goal, constraints, and strategy.
Easy Fun
Social Fun
Inspires exploration
and role play. Easy fun is the bubble rap of game design.
Serious Fun
curiosity
surprise
awe
How are you supporting your participant to get smart. (fiero)
How to 'play' it alone?
How to 'play' it together?
How to 'play' it alone-together?
Remember your 'Robin'?
Is there a way for your 'participant' to be there for 'Robin'?
How will you find out what kind of level your participant has?
Where does he start the ''game'?
Write your own 'adventure description'; Story.
Describe your Clark Kent.
Are there additional goals
for your 'participants'
that enriches the main goal?
Think about what game-
genre or even what particular game would represent your participant's journey best.
What is the user's goal by using your service/ product?
What is your company's main goal?
Create your superhero:
- skill, name, weakness (Create his 'Robin')
@RomanRackwitz
roman@engaginglab.com
What are games?
goals + rules = challenge
start & finish
"Playfield"
Characteristics of Gamification
Games are learning environments that
that work within an 'action - reaction'
framework.

Connectome
schematic diagram of our brain.
Psychology
personal character
environment
experiences
Skills
learning!
Meaning
Accomplishment
Avoidance
Empowerment
Ownership
Scarcity
Unpredictibility
Social Influence
Is it learnable?
Is it measurable?
Can Feedback be given?
Gamification is human-focused-design.
Everything else has to follow this rule.
Step 1: Exploring
There is a reason why we love heroes & stories with special characters.
Be the 'enabler'!

Step 2: Mastering:
Step 4: 4-keys-to-fun (Nicole Lazzaro)
fiero
Provides the excuse to hang out with friends.
People are addictive, and these mechanics over time. build social bonds and teamwork.
challenge
mastery
accomplishment
communicate
cooperate
compete
Purposeful play changes how 'participants' think, feel, behave, or make a difference in the real world. This enriches otherwise boring tasks.
collection
repetition
Step 5: Player-Types & journey
Step 3: The 4 human basics for Gamification
Blissful Productivity
Social Fabric
Urgent optimism
Epic meaning
Give people a concrete new ability. Something small that adds up to a lot.
Help people to be of service to others - and to collaborate from a position of signature strength.
Do it at extreme scale - and have an amazing story.
Invent a voluntary goal - and provoke curiosity.
Onboarding
Habbit
Mastery
Journey
Step 6: Elements
'cause Play is nature's
learning engine.

Narrative, Humanity Hero, Elitism, destiny child
Step-by-step tutorial, Quests, Boss Fights
Choice perception, Voluntary autonomy, Blank fills
Randomness, Surprise, Mischief, Oracle Effect
Countdown, Fixed Intervalls, Options Pacing
Virtual Good, Collection Set, Build from Scratch
Friending, Mentorship, Group Quest, Thank-You-Economy
Progress Loss, Status Quo Sloth, Opportunity Costs
For see more about elements, look at the Octalysis from Yu-kai Chou.
Step 7: Feedback
culture
Roman Rackwitz is a Gamification Pioneer from Germany.
As the founder of Engaginglab he leads the first established Gamification Agency within the german speaking countries (D-A-CH).
He is rated a Top 15 Gamification Guru in the World by Leaderboarded, and is a Partner at the Enterprise Gamification Consultancy.
He is also the Chair at GamifyCon, Germany's first Gamification Conference and co-founded GamFed, the worlds first Gamification Association.
www.engaginglab.com
www.enterprise-gamification.com
www.gamifycon.org
"
Play
is build into our DNA.
It is nature's
learning engine
.

This is why I believe that
enjoyneering
will be the new engineering."
- Roman Rackwitz
Full transcript