6. : Social connectedness : Psychological well-being : Gratification : Material gain : Reciprocity : Reputation : Attachment to a group : Increased sense of capability in achieving goals USER MOTIVATION
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8. The experience of gaining virtually is very satisfying on its own.
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10. Keep them occupied EASY UNLOCKING = IMMEDIATE RESULTS 1) Don’t make it too hard to level up or attain new experiences. 2) Small, incremental steps that see immediate results are best to encourage continual usage. 3) This is a great way to retain your customers.
11. Core game mechanics are applied: : Points : Social Exchanges : Leaderboards : Customization : Level Ups = ENGAGING USER EXPERIENCE Social Networking Sites we know and love
12. “ YouTube has done a brilliant job in making the overall experience feel game-like , without turning the site into a traditional game.” “ Facebook applications encourage a ‘playful mood’ and individuals use them both for entertainment purposes and socializaton tools.” Rao, 2004 Amy Jo Kim, 2009
14. CASE STUDY 1 : Blurring the Lines between Virtual and Reality
15. Encourages users to discover new places and explore their neighbourhood. Friend Finder MOBILE app game Social city-guide
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17. : As users start checking-in to more interesting places with different people, users will be able to start unlocking badges. : Various badges are available. Eg: - Too much time karaoke - 4 nights out in a row : Users may also suggest new badges. UNLOCKING BADGES / ADVANCING
19. : StarHub launched a new youth mobile plan with attractive perks. : Formed a guerilla outfit called the “ MOBILE RAVERS ”.
20. : ‘Rave Messages’ mobile app: Users were allowed to create and send ‘Rave Messages’ [text messages performed as dance sequences] A message would be ‘performed’ on screen by a Mobile Raver for their friends.
21. : ‘ MOBILE RAVERS’ Performed in Zouk and the streets of Singapore. Flashcards, giveaways and performances aimed to drive traffic to StarHub’s online portal. (freedomrocks.com.sg)