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INTRO TO
GAMIFICATION
GOAL OF
GAMIFICATION

DRIVE BEHAVIOUR
SO EVERYONE FEELS

SPECIAL
&
UNIQUE
GAMIFICATION - DEFINITION
PROCESS USING GAME DESIGN techniques & mechanics to
solve problems and engage audiences.
It strives to ENCOURAGE USERS TO ENGAGE in desired
behaviors in connection with nongame applications.
Source: http://en.wikipedia.org/wiki/Gamification
Gamification is 75% PSYCHOLOGY and 25% TECHNOLOGY, so to
drive change, focus on three common game principles:

FUN
ATTENTION
EXPERIENCE
4 TYPES OF FUN

EASY

HARD

SERIOUS

PEOPLE

Exploration
Fantasy
Creativity

Goals
Obstacle
Strategy

Repetition
Rythm
Collection

Communication
Cooperate
Compete

Source : XEO Design Nicole Lazzaro
INTRINSIC
VALUE

EXTRINSIC
REWARD
Threats

Mastery
Autonomy

Quests

Satisfaction
Sex

Power

Love

Leaderboards

VS.

Badges

Fun

Meaning
Belonging

Levels

Learning

Points
Punishments
Loss of power
INTRINSIC
VALUE

Threats

Mastery
Autonomy

EXTRINSIC
REWARD
Quests

Satisfaction
Sex

Power

Leaderboards

Love

Badges

Fun

Meaning
Belonging

Levels

Learning

Points
Punishments
Loss of power
GAME TECHNIQUES
Element
Dynamics

Description
Motivate behaviour
ex: scenarios, rules, progression

Mechanics

Help achieve Goals
ex: teams, competitions, rewards, feedback

Components

Track progress
ex: quests, points, levels,
BARTLE’S PLAYER TYPES
Killer

Acting

Achiever

Players

World

Explorer

Socializer

Interacting
BARTLE’S PLAYER TYPES
Killer

Players

Acting

Achiever

Defined by
A focus on winning, rank, and
direct peer to peer
competition
Engaged by
Leaderboards, Ranks

World

Explorer

Socializer

Interacting
BARTLE’S PLAYER TYPES
Killer

Players

Acting

Defined by
A focus on winning, rank, and
direct peer to peer
competition
Engaged by
Leaderboards, Ranks

Achiever
Defined by
A focus on attaining status
and achieving preset goals
quickly and/or completely
Engaged by
Achievements

Explorer

Socializer

Interacting

World
BARTLE’S PLAYER TYPES
Killer

Players

Acting

Defined by
A focus on winning, rank, and
direct peer to peer
competition
Engaged by
Leaderboards, Ranks

Achiever
Defined by
A focus on attaining status
and achieving preset goals
quickly and/or completely
Engaged by
Achievements

Explorer

Socializer

Interacting

Defined by
A focus on exploring and a
drive to discover the
unknown
Engaged by
Obfuscated achievements

World
BARTLE’S PLAYER TYPES
Killer

Players

Acting

Defined by
A focus on winning, rank, and
direct peer to peer
competition
Engaged by
Leaderboards, Ranks

Defined by
A focus on attaining status
and achieving preset goals
quickly and/or completely
Engaged by
Achievements

Explorer

Socializer
Defined by
A focus on socializing and a
drive to develop a network of
friends and contacts
Engaged by
Newsfeeds, Friends lists, Chat

Achiever

Interacting

Defined by
A focus on exploring and a
drive to discover the
unknown
Engaged by
Obfuscated achievements

World
BARTLE’S PLAYER TYPES
Killer

Players

Achiever

Acting

Defined by
A focus on winning, rank, and
direct peer to peer
competition
Engaged by
Leaderboards, Ranks

Defined by
A focus on attaining status
and achieving preset goals
quickly and/or completely
Engaged by
Achievements

<1% ~10%

Socializer

80% ~10% Explorer

Defined by
A focus on socializing and a
drive to develop a network of
friends and conatcts
Engaged by
Newsfeeds, Friends lists, Chat

Interacting

Defined by
A focus on exploring and a
drive to discover the
unknown
Engaged by
Obfuscated achievements

World
>
Source : http://www.slideshare.net/wearesocialsg/the-importance-of-solomo

HARNESS GPS UTILITY
TO DELIVER A HUGELY
AUGMENTED BRAND
AND PRODUCT
EXPERIENCE
>
Source : http://www.slideshare.net/wearesocialsg/the-importance-of-solomo

INCREASES
FREQUENCE BY
REWARDING
FREQUENCY OF VISIT
>

BRING FUN
RECOGNITIOIN AND
REWARDS TO
INCREASE BRAND
RECOGNITION

Video: http://www.youtube.com/watch?feature=player_embedded&v=7u0ij9D5S4Y#t=20
EXAMPLES OF GAMES MECHANICS
1.

Make a Market
Foursquare proved that location-based networking wasn’t doomed to fail, that simple game mechanics
can affect behavior, and that you can engage 10 million customers — all while raising $50 million

2.

Get Fit
Through gamification, ... 70% of NextJump employees exercise regularly — saving the company millions in
work attendance and insurance costs over the medium term an making the workplace healthier and happier

3.

Slow Down and Smell the Money
Volskwagen Speed Camera Lottery idea rewards those drivers who obey the posted limit by entering them into
a lottery. When tested at a checkpoint in Stockholm, average driver speed was reduced by 20%.

4.

Generate Ad Revenues
Club Psych implemented gamified incentives to raise page views by over 130% and return visits by 40%.
registered user counts increased from 400,000 to nearly 3 million since the launch of the gamified version

5.

Make Research & Evangelism Count
Through the use of gamified, virtual rewards, crowtap has been able to raise average user participation by 2.5
times, thus reducing research costs by 80% or more for key clients.

6.

Save the Planet
RecycleBank utilized game mechanics such as points, challenges and rewards to drive breakthroughs. Results
16% increase in recycling in Philadelphia, where the recycling rate has broken 20% for the first time in history.

7.

Make Teaching Fun
Anant Pai grouped students by learning style, and retooled the curriculum to make use of off-the-shelf games
to teach reading, math and other subjects. Students play on Nintendo DS and PCs, both single and multiplayer.
In 18 weeks, Mr. Pai’s class went from below third grade average reading and math levels to mid-fourth grade
FLOW CHANNEL
ANXIETY

BOREDOM
RECAP TOP 10 GAMIFICATION CASES
1/2

• Nike+ Fuelband and Accessories
– Development &Accomplishment (Core Drive #2)
– Empowerment (#3),

• Starbucks Reward
– Development & Accomplishment (#2)
– Ownership & Possession

•

McDonald’s Monopoly Game
– gamification concepts derived from the classic game of Monopoly

• Coca-Cola’s Shake It
– Epic meaning and Calling (Core Drive #1)
– Unpredictability & Curiosity (Core Drive #7)

• Magnum Pleasure Hunt
– Ownership (Core Drive #4)
– Epic meaning (Core Drive #7: being heroes of their journey)
– Empowerment (#3) and accomplishment (#2).

Source : http://www.yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/#.UvuVx2JdWSo
RECAP TOP 10 GAMIFICATION CASES
2/2

• SeatPG Connection Game
– Empowerment of Creativity & Feedback (#3)
– Development & Accomplishment (#2)

• All eyes on S4
– Empowerment and Accomplishment (#3: through visual feedback)
– Social Influence & Relatedness (#5: through the growing audience)
– Unpredictability & Curiosity (#7: through the mischief that occurs to distract
the players)

•

Heineke n’s Star Player Game
– ponsor can directly engage with fans during a sports game

• Steam Trading Cards
– Ownership & Possession (Core Drive #4)
– Social Influence & Relatedness (Core Drive #5)

• 4 Foods – Good 4 All
– Social Influence & Relatedness (#5)
– Development & Accomplishment (#2)
– Empowerment of Creativity & Feedback (#3)
Source : http://www.yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/#.UvuVx2JdWSo
THANK YOU
Contact me:

facebook : Tydus.it
twitter : @tydus_it
vincent@tydus.it
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Intro to gamification by tydus.it

  • 4. GAMIFICATION - DEFINITION PROCESS USING GAME DESIGN techniques & mechanics to solve problems and engage audiences. It strives to ENCOURAGE USERS TO ENGAGE in desired behaviors in connection with nongame applications. Source: http://en.wikipedia.org/wiki/Gamification
  • 5. Gamification is 75% PSYCHOLOGY and 25% TECHNOLOGY, so to drive change, focus on three common game principles: FUN ATTENTION EXPERIENCE
  • 6. 4 TYPES OF FUN EASY HARD SERIOUS PEOPLE Exploration Fantasy Creativity Goals Obstacle Strategy Repetition Rythm Collection Communication Cooperate Compete Source : XEO Design Nicole Lazzaro
  • 9. GAME TECHNIQUES Element Dynamics Description Motivate behaviour ex: scenarios, rules, progression Mechanics Help achieve Goals ex: teams, competitions, rewards, feedback Components Track progress ex: quests, points, levels,
  • 11. BARTLE’S PLAYER TYPES Killer Players Acting Achiever Defined by A focus on winning, rank, and direct peer to peer competition Engaged by Leaderboards, Ranks World Explorer Socializer Interacting
  • 12. BARTLE’S PLAYER TYPES Killer Players Acting Defined by A focus on winning, rank, and direct peer to peer competition Engaged by Leaderboards, Ranks Achiever Defined by A focus on attaining status and achieving preset goals quickly and/or completely Engaged by Achievements Explorer Socializer Interacting World
  • 13. BARTLE’S PLAYER TYPES Killer Players Acting Defined by A focus on winning, rank, and direct peer to peer competition Engaged by Leaderboards, Ranks Achiever Defined by A focus on attaining status and achieving preset goals quickly and/or completely Engaged by Achievements Explorer Socializer Interacting Defined by A focus on exploring and a drive to discover the unknown Engaged by Obfuscated achievements World
  • 14. BARTLE’S PLAYER TYPES Killer Players Acting Defined by A focus on winning, rank, and direct peer to peer competition Engaged by Leaderboards, Ranks Defined by A focus on attaining status and achieving preset goals quickly and/or completely Engaged by Achievements Explorer Socializer Defined by A focus on socializing and a drive to develop a network of friends and contacts Engaged by Newsfeeds, Friends lists, Chat Achiever Interacting Defined by A focus on exploring and a drive to discover the unknown Engaged by Obfuscated achievements World
  • 15. BARTLE’S PLAYER TYPES Killer Players Achiever Acting Defined by A focus on winning, rank, and direct peer to peer competition Engaged by Leaderboards, Ranks Defined by A focus on attaining status and achieving preset goals quickly and/or completely Engaged by Achievements <1% ~10% Socializer 80% ~10% Explorer Defined by A focus on socializing and a drive to develop a network of friends and conatcts Engaged by Newsfeeds, Friends lists, Chat Interacting Defined by A focus on exploring and a drive to discover the unknown Engaged by Obfuscated achievements World
  • 16. > Source : http://www.slideshare.net/wearesocialsg/the-importance-of-solomo HARNESS GPS UTILITY TO DELIVER A HUGELY AUGMENTED BRAND AND PRODUCT EXPERIENCE
  • 18. > BRING FUN RECOGNITIOIN AND REWARDS TO INCREASE BRAND RECOGNITION Video: http://www.youtube.com/watch?feature=player_embedded&v=7u0ij9D5S4Y#t=20
  • 19. EXAMPLES OF GAMES MECHANICS 1. Make a Market Foursquare proved that location-based networking wasn’t doomed to fail, that simple game mechanics can affect behavior, and that you can engage 10 million customers — all while raising $50 million 2. Get Fit Through gamification, ... 70% of NextJump employees exercise regularly — saving the company millions in work attendance and insurance costs over the medium term an making the workplace healthier and happier 3. Slow Down and Smell the Money Volskwagen Speed Camera Lottery idea rewards those drivers who obey the posted limit by entering them into a lottery. When tested at a checkpoint in Stockholm, average driver speed was reduced by 20%. 4. Generate Ad Revenues Club Psych implemented gamified incentives to raise page views by over 130% and return visits by 40%. registered user counts increased from 400,000 to nearly 3 million since the launch of the gamified version 5. Make Research & Evangelism Count Through the use of gamified, virtual rewards, crowtap has been able to raise average user participation by 2.5 times, thus reducing research costs by 80% or more for key clients. 6. Save the Planet RecycleBank utilized game mechanics such as points, challenges and rewards to drive breakthroughs. Results 16% increase in recycling in Philadelphia, where the recycling rate has broken 20% for the first time in history. 7. Make Teaching Fun Anant Pai grouped students by learning style, and retooled the curriculum to make use of off-the-shelf games to teach reading, math and other subjects. Students play on Nintendo DS and PCs, both single and multiplayer. In 18 weeks, Mr. Pai’s class went from below third grade average reading and math levels to mid-fourth grade
  • 21. RECAP TOP 10 GAMIFICATION CASES 1/2 • Nike+ Fuelband and Accessories – Development &Accomplishment (Core Drive #2) – Empowerment (#3), • Starbucks Reward – Development & Accomplishment (#2) – Ownership & Possession • McDonald’s Monopoly Game – gamification concepts derived from the classic game of Monopoly • Coca-Cola’s Shake It – Epic meaning and Calling (Core Drive #1) – Unpredictability & Curiosity (Core Drive #7) • Magnum Pleasure Hunt – Ownership (Core Drive #4) – Epic meaning (Core Drive #7: being heroes of their journey) – Empowerment (#3) and accomplishment (#2). Source : http://www.yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/#.UvuVx2JdWSo
  • 22. RECAP TOP 10 GAMIFICATION CASES 2/2 • SeatPG Connection Game – Empowerment of Creativity & Feedback (#3) – Development & Accomplishment (#2) • All eyes on S4 – Empowerment and Accomplishment (#3: through visual feedback) – Social Influence & Relatedness (#5: through the growing audience) – Unpredictability & Curiosity (#7: through the mischief that occurs to distract the players) • Heineke n’s Star Player Game – ponsor can directly engage with fans during a sports game • Steam Trading Cards – Ownership & Possession (Core Drive #4) – Social Influence & Relatedness (Core Drive #5) • 4 Foods – Good 4 All – Social Influence & Relatedness (#5) – Development & Accomplishment (#2) – Empowerment of Creativity & Feedback (#3) Source : http://www.yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/#.UvuVx2JdWSo
  • 23. THANK YOU Contact me: facebook : Tydus.it twitter : @tydus_it vincent@tydus.it