What is Gamification? Who is doing it? How can you do it?
We make reference to playgen's gamification toolkit. The world's most powerful gamification system. Powered by the most sophisticated machine known to man - the human brain.
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14. Just add salt
The just add salt methodology.
“It’s nice but adding salt makes it better.”
We see many companies, sites and We don’t
brands using this method in name and
shame!
Gamification.
Just add game mechanics
^
By adding People aren’t going to play a
game game on brushing their teeth –
mechanics just If they brush their teeth already
doesn't cut it everyday.
22. Fulfilling core human needs
Status
Social Contact
Power
Idealism Independence
Honour
23. Fulfilling core human needs
Status
Social Contact
Curiosity Power
Idealism Independence
Honour
24. Fulfilling core human needs
Status
Acceptance Social Contact
Curiosity Power
Idealism Independence
Honour
25. Grounded in Psychology
• Designing play to fulfil intrinsic human needs:
Acceptance, Curiosity, Honour, Independence, Power, Social
Contact and Status
• Creating player communities which can be nurtured through
using motivators and drivers:
Expressing personal identity, Status and self esteem, Giving
and getting help, Affiliation and belonging, Sense of
community, Reassurance of value and worth.
37. The Rules
What motivates your player.
Pick at least 2 blue cards which best capture their
motivations.
Define your victory conditions.
Pick 1 or 2 orange cards and define conditions for your
player to win.
Set the rules for your game.
Pick a minimum of 2 red cards to choose your gaming
mechanisms.
Is your game social?
Pick a minimum of one green card to make your game a
multiplayer experience.
From four generations of academics; William James, William McDougall, Henry A Murray and David McClellandThere has been identified that there are 16 core human needs, we incorporate this into game design in order to achieve the best results for engagement:Acceptance, Curiosity, Eating, Family, Honour, Idealism, Independence, Order, Physical Activity, Power, Romance, Saving, Social Contact, Status, Tranquility and Vengeance.Obviously these don’t all apply to our gamify methodologies, we take the most important in to account:Acceptance, Curiosity, Honour, Idealism, Independence, Power, Social Contact and Status.We then look into the social realm of human needs, six needs defined as key in order to gain success in social environments, for example social networking.Expressing personal identityStatus and self esteemGiving and getting helpAffiliation and belongingSense of communityReassurance of value and worth.This slide goes straight onto the six rules of influence (next slide)