This presentation gives basic idea about what gamification is and how do some well known web applications like Twitter, Farmville, etc. utilise it to enhance user engagement on their product.
2. Definition
• The craft of using game mechanics (all fun and
engaging elements of games) and put them into real
world activities
• Taking all the fun elements of a game and applying
it to some productive activity
5. What gamification consists ?
• Isn’t just about points, awards and badges.
• Eg. Ebay
• Create a system which engages people, gives them
a motivation to use it.
6. Where can it be applied?
• To any system involving humans (except games)
• Because “gamifying” a “game” doesn’t make sense
7. What makes games fun?
• All games contain graphics, animation, sounds etc.
• But not all games are fun and addicting
• Then what makes good games fun and engaging?
9. 1. Epic meaning and calling
• Player believes they are doing something that’s
bigger then themselves
• Contributing to a noble cause
• Example: Wikipedia, Mario
10. 2. Development & Accomplishment
• Want to have more progress, reach new milestones
• Feels like you are going somewhere, achieving a
goal
• Example: points, badges, level-ups etc.
11. 3. Empowerment of creativity
and feedback
• Humans are creative by nature
• Give a set of tools and a controlled environment to
showcase their creativity and give feedback of their
actions, people get a motivation
• Example: Angry birds, Lego
12. 4. Ownership and Possession
• Players are motivated because they feel like they
own something
• They are motivated to enhance/strengthen/enlarge
their possession
• Example: Farmville, Twitter (fan following)
13. 5. Social Pressure and envy
• When you see a friend that is amazing at some skill
or owns something extraordinary, you become
driven to reach the same level
• Example: Farmville (visiting neighbourhood farms)
14. 6. Scarcity and impatience
• You want something just because you can’t have it
• You can perform something or unlock some cool
stuff only after X amount of time or after reaching a
certain level of mastery
• Scarcity leads to impatience, which makes people
shell out real currency to take short-cut route
• Example: Asphalt 8 (very costly cars)
15. 7. Unpredictability and Curiosity
• If you don’t know what’s going to happen, your brain
is engaged and you think about it often
• Study well this time and you will get a special gift
• Example: reading a novel till its end, gambling,
lottery
16. 8. Loss and avoidance
• Avoidance of something negative happening
• Avoidance of losing all progress or losing an
opportunity forever
• Example: Most FB games penalise not so frequent
users
19. Left Brain vs Right Brain
• Left Brain Gamification is more based on Extrinsic
Motivation
• Associated with logic, calculation, ownership
• Right Brain Gamification is more based on Intrinsic
Motivation
• Associated with creativity, self-expression, and
social aspects
21. White hat vs Black hat
• White Hat Gamification lets you express your
creativity, makes you feel successful through skill
mastery, and gives you a higher sense of
meaning
• Black Hat Gamification makes you do something
because of unpredictability, fear of loss or scarcity
(there are things you can’t have)