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‫‪Gamification‬‬
‫חווית משתמש היא הדרך, לא המטרה‬
‫ישי כהן | ‪ux@uxpedition.com‬‬
ux@uxpedition.com | ‫ישי כהן‬
‫מה זה משחוק‬
‫משחוק ומשחק הם טבעיים‬
‫משחוק יכול לגרום לאנשים‬
‫לעשות דברים‬
‫משחוק לא יכול להיות‬
‫הסיבה או הגורם היחיד‬

‫ישי כהן | ‪ux@uxpedition.com‬‬
Play
Game
Gamification

by timbrauhn

ux@uxpedition.com | ‫ישי כהן‬
play

ux@uxpedition.com | ‫ישי כהן‬

by stefano ricciardi
‫‪play‬‬
‫נטול כללים, ונטול יעדים;‬
‫הוא ספונטני ואין לו תוצאה‬
‫בעולם האמיתי.‬
‫ללא גבולות, ללא חוקים,‬
‫ללא מטרה‬

‫‪by stefano ricciardi‬‬
‫‪game‬‬
‫בעל כללים יעדים ומטרות‬
‫בעל חוקים וגבולות ברורים‬
‫למשתתפים‬
‫טוב לאימון יכולות‬
‫ללא תוצאות בעולם האמיתי‬

‫‪by wwarby‬‬
‫¯‬

‫¯‬

‫חוזר על עצמו‬
‫לימוד תוכנות ונהלים חדשות‬
‫חוקים ונהלים‬
‫הרשאות‬
‫הבדלים בין רמות ידע‬
‫פידבק לא תמיד חיובי‬
‫הבדלים בסטטוסים מול האחרים‬
‫הגבלות בזמן‬

‫‪by AloneAlbatross‬‬

‫ישי כהן | ‪ux@uxpedition.com‬‬
‫חוזר על עצמו‬
‫לימוד משחק חדש‬
‫חוקים ואפשרויות בתוך המשחק‬
‫הרשאות‬
‫הבדלים בין רמות ידע‬
‫פידבק לא תמיד חיובי‬
‫הבדלים בסטטוסים מול האחרים‬
‫הגבלות בזמן‬

‫‪by Oberazzi‬‬

‫ישי כהן | ‪ux@uxpedition.com‬‬
gamification
"the use of game-design
techniques and game
mechanics in non-game
context"
¯

ux@uxpedition.com | ‫ישי כהן‬

by wwarby
gamification

ux@uxpedition.com | ‫ישי כהן‬

by wwarby
‫דופמין - מוליך עצבי‬
‫המוערב במערכת ההנאה‬
‫במוח ובחיפוש אחרי‬
‫סיפוקים ותגמול‬
‫‪- nucleus accumbens‬‬
‫האיזור במוח האחראי על‬
‫הנאה ורצון‬

‫ישי כהן | ‪ux@uxpedition.com‬‬
ux@uxpedition.com | ‫ישי כהן‬
ux@uxpedition.com | ‫ישי כהן‬

by caitkennedy
http://www.propstoyou.com/

ux@uxpedition.com | ‫ישי כהן‬
Doulingo

ux@uxpedition.com | ‫ישי כהן‬
Linkedin

ux@uxpedition.com | ‫ישי כהן‬
ux@uxpedition.com | ‫ישי כהן‬
‫1. הגדר בעיה שחשובה למשתמשים‬
‫2. הגדר את המוטיבציה והמניעים‬
‫של המשתמשים שלך‬
‫3. דאג באיפיון ל:‬
‫• כניסה קלה )‪:(Onboarding‬‬
‫פרסים והישגים מהירים‬
‫• בנה מנהגים ושגרות‬
‫• דאג לשינוי של ההרגלים‬
‫4. תן פידבק חיובי, הצג סטטוס‬
‫ושינויים בו )בדגש על החיובי(‬
‫5. דאג לפרסים משמעותיים‬
‫מה רוצים וממה נמנעים‬

‫הנאה | כאב‬
‫תקווה | פחד‬
‫קבלה | דחיה‬

‫ישי כהן | ‪ux@uxpedition.com‬‬
Game Mechanics
1.

Achievement

17.

Epic Meaning

33.

Progression Dynamic

2.

Appointment Dynamic

18.

Extinction

34.

Ratio Reward Schedules

3.

Avoidance

19.

Fixed Interval Rewards Schedules

35.

Real-time v. Delayed Mechanics

4.

Behavioral Contrast

20.

Fixed Ratio Rewards Schedule

36.

Reinforcer

5.

Behavioral Momentum

21.

Free Lunch

37.

Response

6.

Blissful Productivity

22.

Fun Once, Fun Always

38.

Reward Schedules

7.

Cascading Information Theory

23.

Interval Reward Schedules

39.

Rolling Physical Goods

8.

Chain Schedules

24.

Lottery

40.

Shell Game

9.

Communal Discovery

25.

Loyalty

41.

Social Fabric of Games

10.

Companion Gaming

26.

Meta Game

42.

Status

11.

Contingency

27.

Micro Leader-board

43.

Urgent Optimism

12.

Countdown

28.

Modifiers

44.

Variable Interval Reward Sched.

13.

Cross Situational Leaderboards

29.

Moral Hazard of Game Play

45.

Variable Ratio Reward Schedule

14.

Disincentives

30.

Ownership

46.

Viral Game Mechanics

15.

Endless Games

31.

Pride

47.

Virtual Items

16.

Envy

32.

Privacy

Source:

http://techcrunch.com/2010/08/25/scvngr-game-mechanics/
Fun Motivators
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.

Recognizing Patterns
Collecting
Finding Random Treasures
Achieving a Sense of
Completion
Gaining Recognition for
Achievements
Creating Order out of Chaos
Customizing Virtual Worlds
Gathering Knowledge
Organizing Groups of People
Noting Insider References
Being the Center of Attention
Experiencing Beauty and
Culture
Romance
Exchanging Gifts
Being a Hero
Being a Villain

Source: Jon Radoff – Game On

17. Being a Wise Old Man
18. Being a Rebel
19. Being the Magician, a keeper of
secret knowledge
20. Being the Ruler
21. Pretending to Live in a Magical
Place
22. Listening to a Story
23. Telling Stories
24. Predicting the Future
25. Competition
26. Psychoanalyzing
27. Mystery
28. Mastering a Skill
29. Exacting Justice and Revenge
30. Nurturing
31. Excitement
32. Triumph over Conflict

33. Relaxing
34. Experiencing the Freakish or
Bizarre
35. Being Silly
36. Laughing
37. Being Scared
38. Strengthening a Family
Relationship
39. Improving One’s Health
40. Imagining a Connection with
the Past
41. Exploring a World
42. Improving Society
43. Enlightenment
by CIFOR

ux@uxpedition.com | ‫ישי כהן‬

by Dietmar Temps
ux@uxpedition.com | ‫ישי כהן‬
by Dietmar Temps
by US Army Africa

ux@uxpedition.com | ‫ישי כהן‬
‫מקווה שנהניתם‬

Yishay Cohen: UX@uxpedition.com

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Gamification - an introduction

  • 1. ‫‪Gamification‬‬ ‫חווית משתמש היא הדרך, לא המטרה‬ ‫ישי כהן | ‪ux@uxpedition.com‬‬
  • 3. ‫מה זה משחוק‬ ‫משחוק ומשחק הם טבעיים‬ ‫משחוק יכול לגרום לאנשים‬ ‫לעשות דברים‬ ‫משחוק לא יכול להיות‬ ‫הסיבה או הגורם היחיד‬ ‫ישי כהן | ‪ux@uxpedition.com‬‬
  • 5. play ux@uxpedition.com | ‫ישי כהן‬ by stefano ricciardi
  • 6. ‫‪play‬‬ ‫נטול כללים, ונטול יעדים;‬ ‫הוא ספונטני ואין לו תוצאה‬ ‫בעולם האמיתי.‬ ‫ללא גבולות, ללא חוקים,‬ ‫ללא מטרה‬ ‫‪by stefano ricciardi‬‬
  • 7. ‫‪game‬‬ ‫בעל כללים יעדים ומטרות‬ ‫בעל חוקים וגבולות ברורים‬ ‫למשתתפים‬ ‫טוב לאימון יכולות‬ ‫ללא תוצאות בעולם האמיתי‬ ‫‪by wwarby‬‬
  • 8. ‫¯‬ ‫¯‬ ‫חוזר על עצמו‬ ‫לימוד תוכנות ונהלים חדשות‬ ‫חוקים ונהלים‬ ‫הרשאות‬ ‫הבדלים בין רמות ידע‬ ‫פידבק לא תמיד חיובי‬ ‫הבדלים בסטטוסים מול האחרים‬ ‫הגבלות בזמן‬ ‫‪by AloneAlbatross‬‬ ‫ישי כהן | ‪ux@uxpedition.com‬‬
  • 9. ‫חוזר על עצמו‬ ‫לימוד משחק חדש‬ ‫חוקים ואפשרויות בתוך המשחק‬ ‫הרשאות‬ ‫הבדלים בין רמות ידע‬ ‫פידבק לא תמיד חיובי‬ ‫הבדלים בסטטוסים מול האחרים‬ ‫הגבלות בזמן‬ ‫‪by Oberazzi‬‬ ‫ישי כהן | ‪ux@uxpedition.com‬‬
  • 10. gamification "the use of game-design techniques and game mechanics in non-game context" ¯ ux@uxpedition.com | ‫ישי כהן‬ by wwarby
  • 12. ‫דופמין - מוליך עצבי‬ ‫המוערב במערכת ההנאה‬ ‫במוח ובחיפוש אחרי‬ ‫סיפוקים ותגמול‬ ‫‪- nucleus accumbens‬‬ ‫האיזור במוח האחראי על‬ ‫הנאה ורצון‬ ‫ישי כהן | ‪ux@uxpedition.com‬‬
  • 14. ux@uxpedition.com | ‫ישי כהן‬ by caitkennedy
  • 18.
  • 20. ‫1. הגדר בעיה שחשובה למשתמשים‬ ‫2. הגדר את המוטיבציה והמניעים‬ ‫של המשתמשים שלך‬ ‫3. דאג באיפיון ל:‬ ‫• כניסה קלה )‪:(Onboarding‬‬ ‫פרסים והישגים מהירים‬ ‫• בנה מנהגים ושגרות‬ ‫• דאג לשינוי של ההרגלים‬ ‫4. תן פידבק חיובי, הצג סטטוס‬ ‫ושינויים בו )בדגש על החיובי(‬ ‫5. דאג לפרסים משמעותיים‬
  • 21. ‫מה רוצים וממה נמנעים‬ ‫הנאה | כאב‬ ‫תקווה | פחד‬ ‫קבלה | דחיה‬ ‫ישי כהן | ‪ux@uxpedition.com‬‬
  • 22. Game Mechanics 1. Achievement 17. Epic Meaning 33. Progression Dynamic 2. Appointment Dynamic 18. Extinction 34. Ratio Reward Schedules 3. Avoidance 19. Fixed Interval Rewards Schedules 35. Real-time v. Delayed Mechanics 4. Behavioral Contrast 20. Fixed Ratio Rewards Schedule 36. Reinforcer 5. Behavioral Momentum 21. Free Lunch 37. Response 6. Blissful Productivity 22. Fun Once, Fun Always 38. Reward Schedules 7. Cascading Information Theory 23. Interval Reward Schedules 39. Rolling Physical Goods 8. Chain Schedules 24. Lottery 40. Shell Game 9. Communal Discovery 25. Loyalty 41. Social Fabric of Games 10. Companion Gaming 26. Meta Game 42. Status 11. Contingency 27. Micro Leader-board 43. Urgent Optimism 12. Countdown 28. Modifiers 44. Variable Interval Reward Sched. 13. Cross Situational Leaderboards 29. Moral Hazard of Game Play 45. Variable Ratio Reward Schedule 14. Disincentives 30. Ownership 46. Viral Game Mechanics 15. Endless Games 31. Pride 47. Virtual Items 16. Envy 32. Privacy Source: http://techcrunch.com/2010/08/25/scvngr-game-mechanics/
  • 23. Fun Motivators 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. Recognizing Patterns Collecting Finding Random Treasures Achieving a Sense of Completion Gaining Recognition for Achievements Creating Order out of Chaos Customizing Virtual Worlds Gathering Knowledge Organizing Groups of People Noting Insider References Being the Center of Attention Experiencing Beauty and Culture Romance Exchanging Gifts Being a Hero Being a Villain Source: Jon Radoff – Game On 17. Being a Wise Old Man 18. Being a Rebel 19. Being the Magician, a keeper of secret knowledge 20. Being the Ruler 21. Pretending to Live in a Magical Place 22. Listening to a Story 23. Telling Stories 24. Predicting the Future 25. Competition 26. Psychoanalyzing 27. Mystery 28. Mastering a Skill 29. Exacting Justice and Revenge 30. Nurturing 31. Excitement 32. Triumph over Conflict 33. Relaxing 34. Experiencing the Freakish or Bizarre 35. Being Silly 36. Laughing 37. Being Scared 38. Strengthening a Family Relationship 39. Improving One’s Health 40. Imagining a Connection with the Past 41. Exploring a World 42. Improving Society 43. Enlightenment
  • 24. by CIFOR ux@uxpedition.com | ‫ישי כהן‬ by Dietmar Temps
  • 26.
  • 28.
  • 29. by US Army Africa ux@uxpedition.com | ‫ישי כהן‬
  • 30.