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Alireza Ranjbar Shourabi
Gamification as a Toolbox
@ARSHourabi
Parisian	Love	- Google
Happened	recently	J
Happened	recently	J
Happened	recently	J
Introduction
v Art	of		Light	and	Motion	Game	Studio	– CEO
v IGA	– Co-Founder
v Hamsaa – Gamification	Designer	(Targeted	Social	Network)
v Peyke Bartar – Engagement	/	Gamification	Designer	
v ModernPal – Gamification	Designer	for	eHealth	(HealthyPal)
v Gamification	Guru	– Top	20	(Global	Leaderboard)
v Previously	:
vTooska/ICONish – Gamification	Designer	(Khandevaneh - Second	Screen	- VAS)
v FANAP	– Gamification	Designer	(Payment	Solutions)
v Faranesh – Gamification	Designer	(eCommerce-eLearning	Campaigns)
You	will	learn	more	about	
someone	in	1	hour	of	gaming	
than	in	1	year	of	work.
Gamification	Market	worth	11.10		Billion	USD		
by		2020
History
History
Who	is	using	gamification?
• USA	Networks
• LiveOps
• Dell
• Kaiser	Permanente
• eBay
• Cisco
• Recyclebank
• Universal	Music
• Siemens
• Yelp
• Verizon
• Nike
• SAP
• American	Express
• Salesforce.com
• CodeAcademy
• Deloitte
• Samsung
• Foursquare
• Stack	Overflow
• Facebook
Who	is	using	gamification?
Definition(s)
• The Process of using Game Design-Thinking and game Mechanics To
Engage users and Solve Problems.
• The process of turning an activity or task into a game or something
that resembles a game.
• To apply game mechanics and game thinking to other areas of
activities in order to boost engagement (and other metrics) with a
product or service.
• And so many other definitions …
• Product	Gamification
• Workplace	Gamification
• Marketing	Gamification
• Lifestyle	Gamification	
Categories
Power of	Games
1) CLEARLY	DEFINED	GOALS
2) CLEARLY	DESIGNED	RULES
3) BETTER	SCOREKEEPING
4) MORE	FREQUENT	FEEDBACK
5) CONSISTENT	COACHING
6) FUN	SURPRISES
7) DATA	DRIVEN	DESIGN
The	Power	of	Games
Self	Determination	Theory
SDT
Autonomy
Competence
Relatedness
What	Games	are	you	playing?
v Clash	of	Clans
v Alien	Creep
v Candy	Crush	Saga
v Plants	VS	Zombies
v Traffic	Rider
v Monument	Valley
v Life	Line
Game	Elements
v Game	Mechanics
v Point
v Level
v Badge
v Leader-board
v Challenge
v Quest
v Progression
v Wheel	of	Fortune
Game	Mechanics	and Human	Desires
Motivations	:	Intrinsic	& Extrinsic
Points	System
• Absolute	requirement	for	all	gamified	systems
• Some	examples	in	real	life
• Cash	score
• Video	game	score
• Social	networking	score
• Composite	Metrics
Types	of	Point	Systems
• At	least	one	type
• Using	more	than	one	brings	the	complexity	but	more	control
• Types	:
• Experience	points
• Redeemable	points
• Skill	points
• Karma	points
• Reputation	points
Experience	Points
• XP is	the	most	important	one
• It’s	not	a	currency
• Every	action	has	XP
• Never	goes	down
• Always	grows	and	has	no	limit
• Is	not	redeemable
• Can	be	expired
• Creating	goal	loops
LeaderBoard
• Two	Major	Types
• The	no-disincentive	leaderboard
• Social	incentive
• Right	in	the	middle
• The	infinite	leaderboard
• Locally
• Socially
• Globally
• Privacy	(gym	example)
Level	(level	design)
• Logical	(understandable	by	player)
• Extensible	(you	can	add	levels	when	needed)
• Flexible
• Testable
• Refinable
Let’s	here	Some	Examples
Scavenger	hunt
• A game,	typically	played	in	an	extensive	outdoor	area,	in	which	
participants	have	to	collect	a	number	of	miscellaneous	objects.
Lottery
Wheel	of	fortune
Slot	Machine
Limitations
Limitations	- Collecting
Limitations	- Edition
Limitations	- Scarcity
Limitations	- Scarcity
Limitations	- access
Limitations	- time
Limitations	- time
Periodic	Table of	Gamification Elements
(Gamified	UK)
Some	Examples
Motivational	UX
Motivational	UX
Persuasive	Design
Persuasive	Design
Growth	(Hacking)
Growth	(Hacking)
Growth	(Hack)	– Usage	of	Gamification
Engagement
• Connection between a consumer and a product or service.
• The period in a romantic couple’s relationship during which
they are preparing and planning to spend the rest of their
lives together.
• The period of time at which we have a great deal of
connection with a person, place, thing, or idea.
Engagement
• There	is	no	single	metric	on	the	Web	or	in	mobile	technology	that	
breaks	down	or	sufficiently	measures	engagement.
• Recency
• Frequency
• Duration
• Virality
• Ratings
• Gamification	can	boost	up	each	of	these!
Engagement	Parameters
Virality
Virality
The tendency of an image, video, or piece of information to be
circulated rapidly and widely from one Internet user to another.
Virality (digital)
Contagious
• Social	Currency
• Triggers
• Emotions
• Public
• Practical	Value
• Stories
And	creativity	…
M&M’s	Eye-Spy	Pretzel	Campaign
Club	Psych	TV	Show	and	Merchandise	Sales
Nike	+	and	the	Running	Experience	
Community	Project
Zombies,	Run!
The	US	Army	Game	- The	#1	Recruitment	Tool	
on	the	Planet
Salesforce's	Roadwarrior Training
E-bay
Victoria’s	Secret	PINK
Bonobos’	Scavenger	Hunt
Gilt	Loyalty	Program
Starbucks	– My	Startbucks Rewards
Heineken	– Star	Player
SAPS	reward	framework
SAPS	- Status
• Status is	the	position	or	rank	of	a	person	or	group,	within	the	
society,	community,	or	organization
• Leaderboard
• Badge
• Level
SAPS	- Access
• Access is	the	ability	to	get	hold	of	information,	in	contact	
with	other	people,	or	use	resources.
• Status
• Level
SAPS	- Power
• Power is	the	ability	of	a	person	or	group,	within	the	society,	
community,	or	organization	to	influence	others.
• Badge
• Level
SAPS	- Stuff
• Stuff are	things	that	a	player	can	earn	through	their	efforts,	
skills,	or	abilities.
Four	Fs	motivators
•Fame
•Fortune
•Fulfillment
•Fun
Mint
Social Network
Microsoft Language	Localization
Foldit
HabitRPG
Change	Behavior
Some Frameworks (Andrzej) (MDA)
Some Frameworks (Monica	Cornetti)
Some Frameworks (Pete	Jenkins)
Some other Approaches
Player’s	Journey
A Gamified World
Designing	A Gamification	Solution
1) Setup	the	Team
2) Understand	Business	objectives
3) Select	and	know	Target	behaviors
4) Knowing	the	user
5) Designing	activity	cycles	and	scaffolding
6) Considering	FUN
7) Tools for	design	and	implementation
Gamification Design Process is Agile
Step	1	:	The TEAM
Gamification
Designer
Market
Dev
DataUX
CRM/HR
Step	2: What are yours?
Step	2	: Objectives
Step	2	: Objectives
Step	2	: Objectives
Step	3	: Target Behavior
Step	3	: Target Behavior
Step	3	: Target Behavior
Creating Behavior
Step	4	: Know	your	Player
Step	4	: Player	Types	(RICHARD	BARTLE	/	Dominique	Mangiatordi)
Step	4	: Player	Type	Achiever
Step	4	: Player	Type Socializer
Step	4	: Player	Type Explorer
Step	4	: Player	Type Killer
Step	4	: Player	Type Relationships
Step	4	: Player	Type Disruptor
Step	4	: Player	Type Another	POV
Step	4	: Player	Type	Common Path
Step	5	: Loops & Feedback
Ford Fusion
Step	5	: Loops & Feedback
Step	5	: Loops & Feedback
Step	5	: Loops & Feedback
Step	5	: Loops & Feedback
• Challenge
• Achievement
• Reward
Step	5	: Scaffolding
Onboarding
• The	very	First minute!
• Do	not	explain	anything.
• Let	the	player	experience.
• Give	a	value	to	your	player	in	the	first	minute
• Don’t	ask	for	registration.
• Don’t	give	to	much	information.
• Help	player	becomes	a	winner	in	the	1st minute
Onboarding
• Challenging	and	Complex
• Reveal	the	complexity	of	the	system	slowly
• Reinforce	the	user	positively
• Remove	opportunities	to	fail
• Learn	something	about	the	players
Step	5	: Flow Theory
Step	5	: Social Engagement Loop
Step	5	: Bad Gamification :D
Step	6	:	FUN
Step	6	:	FUN
• “In every job that must be done, there is an element
of fun. You find the fun and snap! The job’s a game.”
Step	6	:	FUN
• Winning
• Problem-solving
• Exploring
• Chilling
• Teamwork
• Recognition
• Triumphing
– Collecting
– Surprise
– Imagination
– Sharing
– Role	Playing
– Customization
– Goofing	off
•	Fun	can	(and	should)	be	designed
•	Fun	can	be	challenging!
•	Appeal	to	different	kinds	of	fun
Step	6	:	FUN
• Count	some	topics	that	are	not	fun.
• Planting	crops
• Killing	people
• Air	traffic	control
• Cleaning	a	baby
• Waiting	for	tables
• What	does	make	a	game	fun?
Step	7	:	Tools
v Gathering	the	data	you	need	for	design
v Set	the	path	for	journey	and	narrative
v Have	some	way	for	showing	it	to	others
v Calculate	the	numbers	in	play
v Analyze	the	out	come	for	refining	the	design
Let’s	use	a	fast	tool
• Gamification software is any tool or Platform used for
applying game mechanics to non-game contexts in order
to boost engagement and successful end-results.
Gamification	Model Canvas
Value	Proposition
Value	Management
Functional	Analysis
Mind	Mapping
You may	need	beautiful works,	too!
Winner	of	Fun	Theory	Competition
The	Narrative & Journey
TWINE
Mockups
Balsamiq
Numbers /	Calculations /	Simulations
Machinations - Joris Dormans
Data	Analysis - R	Studio
Anaconda /	Spyder 3 /	Python	ide
• If	there	is	a	problem	with	the	core	of	the	business,	forget	Gamification!
• Not	every	business	needs	to	be	Gamified.
• Never	disrupt	the	balance	in	the	business	if	you’re	not	prepared.
• Never	get	out	of	the	Flow	zone!
• Always	check	with	Self	Determination	Theory.
• Use	the	DATA!	It’s	data	driven	and	it’s	a	process	that	never	stops!
The	Future
148
Thank you!
@ARSHourabi

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