We propose a classification of eight groups of gameful design elements produced from a study of participant preferences out of an online survey. This second set of slides presents the list of gameful design elements included in each group. Be sure to also check the first part is you haven't done so yet!
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Elements of Gameful Design Emerging from User Preferences (part 2)
1. Elements of Gameful
Design Emerging from User
Preferences
Part 2: List of Design Elements by Group
Gustavo F. Tondello, Alberto Mora, Lennart E. Nacke
2. Groups of Gameful Design Elements
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Individual
Motivations
Immersion
Progression
External
Motivations
Risk/Reward
Customization
Incentive
Social
Motivations
Socialization
Assistance
Altruism
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3. Individual Motivations
Immersion enables users to have a more engaging experience, to
feel that they are part of something bigger than themselves.
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Immersion
Mystery Box
Easter Eggs
Theme
Narrative or Story
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4. Individual Motivations
Progression helps users track their completed steps and plan the
next ones towards achieving their goals.
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Levels or Progression
Meaning or Purpose
Progress Feedback
Learning
Progression
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5. External Motivations
Risk and Reward: this group includes elements that allow the user to feel
the thrill of winning, either by playing games of skill or games of chance.
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Access (to restricted features)
Lotteries or games of chance
Boss Battles
Challenges
Risk/Reward
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6. External Motivations
Customization allows the user to make the system working in their
favour, thus empowering the user to modify the system at their will.
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Avatars
Customization
Points
Virtual Economy
Customization
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7. External Motivations
Incentive: includes elements aimed at providing external incentives for
carrying out the activities that make up part of the gameful system.
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Incentive
Rewards or Prizes
Unlockable content
Quests
Badges or
Achievements
Certificates
Collections
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8. Social Motivations
Socialization enables users to interact with each other, collaborate in
carrying out their tasks, or compare themselves with others.
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Guilds or Teams
Friend invite
Social discovery
Trading
Scarlet letter
Social comparison
Leaderboards
Social competition
Social networks
Social status
Socialization
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9. Social Motivations
Assistance: allows users to receive aid from other users or from the system,
thus, helping them alleviate any difficulty that they might experience.
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Power-ups or Booster
Humanity Hero
Personalization
Free lunch
Glowing choice
Beginner’s luck
Signposting
Anchor juxtaposition
Assistance
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10. Social Motivations
Altruism allows users to feel they are part of something
meaningful and make a contribution to a worthy cause.
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Voting mechanisms
Exploratory tasks
Creativity tools
Meaningful choices
Knowledge sharing
Gifting
Innovation platforms
Development tools
Administrative roles
Altruism
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11. Link to full paper:
Elements of Gameful Design Emerging
from User Preferences
CONTACT
Gustavo F. Tondello
gustavo@tondello.com
@GustavoTondello
http://hcigames.com/
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