you may have heard or read the major ideas\n- 2 major themes\n- also go through a bunch of random stuff\nBUT first Ill bring you through the idea of the game layer\n
- 2011 ends the social decade\n- countless social networks have were born and died in the past decade\n- we could talk, chat, post on walls, we could poke, listen to music etc\n
- People are bored with simply messaging or poking each other\n- we came up with the idea of the game layer\n- 2011 is the start of the gaming decade\n- Through the use of game mechanics we can add a game layer to social interaction and even to real world problems\n- So now I said a new term... game mechanics. What are game mechanics?\n
- Exactly that the mechanic of the game...the elements or the parts of the game that give it a challenge\n
- Exactly that the mechanic of the game...the elements or the parts of the game that give it a challenge\n
- Exactly that the mechanic of the game...the elements or the parts of the game that give it a challenge\n
- Exactly that the mechanic of the game...the elements or the parts of the game that give it a challenge\n
- Exactly that the mechanic of the game...the elements or the parts of the game that give it a challenge\n
- Lets go back in the day...super mario bros\nTime: each level had a tme countdown, if you got under 100 seconds the music changed, stressed\nBonus/Reward: 100 coins = 1up\nLevelling: Always a forward progression... you couldn't actually go backwards\n
- Lets go back in the day...super mario bros\nTime: each level had a tme countdown, if you got under 100 seconds the music changed, stressed\nBonus/Reward: 100 coins = 1up\nLevelling: Always a forward progression... you couldn't actually go backwards\n
- Lets go back in the day...super mario bros\nTime: each level had a tme countdown, if you got under 100 seconds the music changed, stressed\nBonus/Reward: 100 coins = 1up\nLevelling: Always a forward progression... you couldn't actually go backwards\n
Now lets take a look at the digital crack that is Farmville.. and how they used mechanics to get people keep coming back.\nTime: The most important part of the game\nBonus: It seems like rewards a bit too easy in FV the give out rewards just for coming back\nProgression: Unlocking of certain items. This combined with the social element \nSocial: you get a level of peer pressure to perform\n\n
Now lets take a look at the digital crack that is Farmville.. and how they used mechanics to get people keep coming back.\nTime: The most important part of the game\nBonus: It seems like rewards a bit too easy in FV the give out rewards just for coming back\nProgression: Unlocking of certain items. This combined with the social element \nSocial: you get a level of peer pressure to perform\n\n
Now lets take a look at the digital crack that is Farmville.. and how they used mechanics to get people keep coming back.\nTime: The most important part of the game\nBonus: It seems like rewards a bit too easy in FV the give out rewards just for coming back\nProgression: Unlocking of certain items. This combined with the social element \nSocial: you get a level of peer pressure to perform\n\n
So what about a social network that is a game? Let look at Foursquares mechanics. \nTime: You can only check in to one venue once a day\nBonus Reward: The badge system. Get rewarded for a series of mini-challenges\nLevelling: The ever elusive mayorship. Who is mayor of crema now?\n
So what about a social network that is a game? Let look at Foursquares mechanics. \nTime: You can only check in to one venue once a day\nBonus Reward: The badge system. Get rewarded for a series of mini-challenges\nLevelling: The ever elusive mayorship. Who is mayor of crema now?\n
So what about a social network that is a game? Let look at Foursquares mechanics. \nTime: You can only check in to one venue once a day\nBonus Reward: The badge system. Get rewarded for a series of mini-challenges\nLevelling: The ever elusive mayorship. Who is mayor of crema now?\n
so thats the game layer in games and in social but what if we pushed it further...into the real world after all life is a bit of a game.\n- lets take an example like school.\n
School has all the elements of the game.\nIt has...time, bonus/reward, levelling. Then why is engagement so low? The mechanics aren't be used properly.\nTime: in the test room sitting down for 30 minutes and regurgitating knowledge is intimidating\nBonus: There are bonuses but there is also punishment...and that totally outweighs any sense of bonus\nLevelling: The biggest problem.. you can fail.\nAn idea... let’s adjust the mechanics of school and make it into a game people want to play.\n
School has all the elements of the game.\nIt has...time, bonus/reward, levelling. Then why is engagement so low? The mechanics aren't be used properly.\nTime: in the test room sitting down for 30 minutes and regurgitating knowledge is intimidating\nBonus: There are bonuses but there is also punishment...and that totally outweighs any sense of bonus\nLevelling: The biggest problem.. you can fail.\nAn idea... let’s adjust the mechanics of school and make it into a game people want to play.\n
School has all the elements of the game.\nIt has...time, bonus/reward, levelling. Then why is engagement so low? The mechanics aren't be used properly.\nTime: in the test room sitting down for 30 minutes and regurgitating knowledge is intimidating\nBonus: There are bonuses but there is also punishment...and that totally outweighs any sense of bonus\nLevelling: The biggest problem.. you can fail.\nAn idea... let’s adjust the mechanics of school and make it into a game people want to play.\n
Report of the card of the future. Ill give u a second\nLevelling or the grade system: - remove the idea completely, instead measure progression from day 1 to grad. This allows a student to learn as they see fit. This remove the ability to fail. There is only forward progression. Progression that can be constantly rewarded.\n\nSo thats the game layer. Adding mechanics to the mundane to make it more engaging. Its going to be everything moving forward. You're seeing it everywhere. Groupon has changed purchasing behaviours with game mechanics.\n
Report of the card of the future. Ill give u a second\nLevelling or the grade system: - remove the idea completely, instead measure progression from day 1 to grad. This allows a student to learn as they see fit. This remove the ability to fail. There is only forward progression. Progression that can be constantly rewarded.\n\nSo thats the game layer. Adding mechanics to the mundane to make it more engaging. Its going to be everything moving forward. You're seeing it everywhere. Groupon has changed purchasing behaviours with game mechanics.\n
- Exactly that the mechanic of the game...the elements or the parts of the game that give it a challenge\n
- Exactly that the mechanic of the game...the elements or the parts of the game that give it a challenge\n
- Exactly that the mechanic of the game...the elements or the parts of the game that give it a challenge\n
- Exactly that the mechanic of the game...the elements or the parts of the game that give it a challenge\n