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Gamification 101 - schematic diagram to onboard
Transcript of Gamification 101 - schematic diagram to onboard
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.
Provides the opportunity
for challenge, mastery and feelings of accomplishment.
Hard fun focuses attention with a goal, constraints, and strategy.
and role play. Easy fun is the bubble rap of game design.
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')
What are games?
goals + rules = challenge
start & finish
Characteristics of Gamification
Games are learning environments that
that work within an 'action - reaction'
schematic diagram of our brain.
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)
Provides the excuse to hang out with friends.
People are addictive, and these mechanics over time. build social bonds and teamwork.
Purposeful play changes how 'participants' think, feel, behave, or make a difference in the real world. This enriches otherwise boring tasks.
Step 5: Player-Types & journey
Step 3: The 4 human basics for Gamification
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.
Step 6: Elements
'cause Play is nature's
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
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.
is build into our DNA.
It is nature's
This is why I believe that
will be the new engineering."
- Roman Rackwitz