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Alireza Ranjbar Shourabi
@ARSHourabi
Alireza.R.Shourabi@gmail.com
“We don’t stop playing
because we grow old; we grow
old because we stop playing.”
George Bernard Shaw
@ARSHourabi
 @ALMgames
 Owner / Co-founder
 Art of Light and Motion Animation/Game studio (12 years)
 @SpatialWits
 Co-founder
 Gamification Designer (Neuroscience startup)
 @Faranesh (@KSNA)
 Gamification Designer (e-Learning platform startup)
 @FANAP
 Gamification Consultant (e-Commerce)
 @IGA : Iran Gamification Association
“It’s not about ‘gamifying.’ It’s about driving revenue,
saving costs, making people more efficient.”
Bob Marsh, CEO, LevelEleven
Why Gamification?
 User Engagement
 Product Differentiation
 Customer Loyalty
 Build Virality
 Increase in Revenue
 Better Productivity
The use of
game elements
and
game design techniques
in
non-game contexts.
Game elements
Game elements
 Score Points
 Badges
 Achievements
 Quests
 Leader boards
 Currency
 Level
 Experience
The use of
game thinking
and
game mechanics
in non-game contexts
to engage users in solving problems.
Gamification is …
 Learning from games and their abilities to connect with
people.
 Using game elements while knowing that a game is a lot
more.
 Thinking like a game designer.
 Having objectives other than winning in the game
 Appreciating FUN!
 Much HARDER than it appears!
Gamification is NOT …
 Making a 3D virtual world
 Making everything a game
 Game theory
 Just PBLs
 Simulations or serious games
 Windows solitaire
Usability Categories
 External
 Marketing
 Sales
 Customer engagement
External Example
Usability Categories
 Internal
 HR
 Productivity enhancement
 Crowd sourcing
Internal Example
Usability Categories
 Behavior change
 Health and wellness
 Sustainability
 Personal finance
 Social good applications
Games & Gamification
 Real World  Games
 Creating unnecessary obstacles
 Video games when used best provide experiences to
people.
 Games  Real World
 Helping with situations at hand
 Gamification when used best provides motivation to
participate in a behavior.
How to … just an introduction !
 Thinking like a game designer
 You’re Not a game designer
 You’re Not a gamer
 Get the player playing and Keep them playing
 Your participants are your players
 Engage your players
“In every job that must be done, there is an
element of fun. You find the fun and snap! The
job’s a game.”
Mary Poppins
Gamification Design
 Designing?
 Hire a designer
 But know design thinking
 Purposive
 Human centered
 Balance of analytics and creativeness
 Iterations and iterations
That Funnel
Remember the definitions!
 1 - Acquisition : Users come to your site or app from
various channels
 2 - Activation : Users enjoy their first visit
 3 - Retention : Users come back
 4 - Referral : Users like the product enough to refer
friends
 5 - Revenue : Users do something that leads you to
make money
Let’s talk simple
 Create a brand-relevant quiz.
 Conduct a scavenger hunt where users submit photos
of certain objects.
 Hold a “funniest”•(or most moving, or ugliest, or
whatever) photo contest.
1 - Identify the target
 What we are trying to solve
 Fix our goal
 Spot the area for gamification
2 – Select then Act
 Employee
 Consumers or Users
 In Both situations know :
 People love measurement
 Use the competitive drive
 Build communities
 Work it social
Player Type : Achiever
Player Type : Explorer
Player Type : Killer
Player Type : Socializers
3 - Rewards
 Small and Quick
 Stay longer in the user’s mind
 Big and rare
 Promote our rewards and Prizes
 How much / Price
 Lifetime value of our user
4 - Concerns
 Bad Product
 Fraud (Gaming the Game itself)
 New Players vs Old
 New Content, New Ways of Measuring
 Budget for Costs
And the Future
Alireza Ranjbar Shourabi
@ARSHourabi
Alireza.R.Shourabi@gmail.com

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Gamification and startups

  • 2. “We don’t stop playing because we grow old; we grow old because we stop playing.” George Bernard Shaw
  • 3. @ARSHourabi  @ALMgames  Owner / Co-founder  Art of Light and Motion Animation/Game studio (12 years)  @SpatialWits  Co-founder  Gamification Designer (Neuroscience startup)  @Faranesh (@KSNA)  Gamification Designer (e-Learning platform startup)  @FANAP  Gamification Consultant (e-Commerce)  @IGA : Iran Gamification Association
  • 4. “It’s not about ‘gamifying.’ It’s about driving revenue, saving costs, making people more efficient.” Bob Marsh, CEO, LevelEleven
  • 5. Why Gamification?  User Engagement  Product Differentiation  Customer Loyalty  Build Virality  Increase in Revenue  Better Productivity
  • 6.
  • 7. The use of game elements and game design techniques in non-game contexts.
  • 9. Game elements  Score Points  Badges  Achievements  Quests  Leader boards  Currency  Level  Experience
  • 10.
  • 11. The use of game thinking and game mechanics in non-game contexts to engage users in solving problems.
  • 12.
  • 13. Gamification is …  Learning from games and their abilities to connect with people.  Using game elements while knowing that a game is a lot more.  Thinking like a game designer.  Having objectives other than winning in the game  Appreciating FUN!  Much HARDER than it appears!
  • 14. Gamification is NOT …  Making a 3D virtual world  Making everything a game  Game theory  Just PBLs  Simulations or serious games  Windows solitaire
  • 15.
  • 16. Usability Categories  External  Marketing  Sales  Customer engagement
  • 18. Usability Categories  Internal  HR  Productivity enhancement  Crowd sourcing
  • 20. Usability Categories  Behavior change  Health and wellness  Sustainability  Personal finance  Social good applications
  • 21.
  • 22. Games & Gamification  Real World  Games  Creating unnecessary obstacles  Video games when used best provide experiences to people.  Games  Real World  Helping with situations at hand  Gamification when used best provides motivation to participate in a behavior.
  • 23.
  • 24. How to … just an introduction !  Thinking like a game designer  You’re Not a game designer  You’re Not a gamer  Get the player playing and Keep them playing  Your participants are your players  Engage your players
  • 25.
  • 26. “In every job that must be done, there is an element of fun. You find the fun and snap! The job’s a game.” Mary Poppins
  • 27. Gamification Design  Designing?  Hire a designer  But know design thinking  Purposive  Human centered  Balance of analytics and creativeness  Iterations and iterations
  • 29. Remember the definitions!  1 - Acquisition : Users come to your site or app from various channels  2 - Activation : Users enjoy their first visit  3 - Retention : Users come back  4 - Referral : Users like the product enough to refer friends  5 - Revenue : Users do something that leads you to make money
  • 30. Let’s talk simple  Create a brand-relevant quiz.  Conduct a scavenger hunt where users submit photos of certain objects.  Hold a “funniest”•(or most moving, or ugliest, or whatever) photo contest.
  • 31. 1 - Identify the target  What we are trying to solve  Fix our goal  Spot the area for gamification
  • 32. 2 – Select then Act  Employee  Consumers or Users  In Both situations know :  People love measurement  Use the competitive drive  Build communities  Work it social
  • 33. Player Type : Achiever
  • 34. Player Type : Explorer
  • 35. Player Type : Killer
  • 36. Player Type : Socializers
  • 37. 3 - Rewards  Small and Quick  Stay longer in the user’s mind  Big and rare  Promote our rewards and Prizes  How much / Price  Lifetime value of our user
  • 38. 4 - Concerns  Bad Product  Fraud (Gaming the Game itself)  New Players vs Old  New Content, New Ways of Measuring  Budget for Costs