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Gamification Cards based on playgen’s addingplay
1
Instructions
1. Choose a subset of random cards
2. Those cards are the requirements your brainstorming
Try to create a project that contains all or most of the
requirements from the cards
Feedback
Fulfills the need for
meaningful social
contact and helps
players to improve
performance
Difficulty
The ease at which the
player may complete a
game or a part of a
game such as a task or
objective
Luck
Good or bad fortune
caused by accident or
chance, which happens
beyond a player’s
control
Ownership
Controlling the use of
an object or resource
increases the player’s
status and creates
loyalty
Curiosity
The basic intrinsic
motivation to explore,
create and learn about
the world
Communal
Collaboration
The action of players
working together to
create something,
fulfilling a need for
community and
belonging.
Leaderboard
A virtual board
displaying names, rank
and current scores or
achievements of the
players. Helps to visibly
demonstrate status
Goals /
Objectives
A game-specific
outcome that the player
is required to complete
in order to progress
Elimination
A goal to wipe out the
opposition
Gamification Cards based on playgen’s addingplay
2
Instructions
1. Choose a subset of random cards
2. Those cards are the requirements your brainstorming
Try to create a project that contains all or most of the
requirements from the cards
Levels
A section of the game in
which a player actions
take place until a certain
goal has been reached
Reward
A point or item given in
recognition of a player’s
effort or achievement
Operant
Conditioning
Guiding player behavior
through positive and
negative reinforcement
and punishment
Exchange
An action of a player
giving one thing and
receiving another in
return
Customization
Providing the ability to
personalize aspects of a
game world, enabling
players to express their
identity to others
Currency
The monetary units
players trade in the
game world, which may
or may not have a real
world exchange
Score
A measured quantity of
achievement associated
with a player or team
Auction
Buying or selling items
through taking bids, and
then selling them to the
highest bidder
Risk
Players can try their
luck and brave the
danger of a penalty for
the chance of a reward
Gamification Cards based on playgen’s addingplay
3
Instructions
1. Choose a subset of random cards
2. Those cards are the requirements your brainstorming
Try to create a project that contains all or most of the
requirements from the cards
Competition
The natural human urge
to grapple over
resources, rewards or
status
Meaning
Believing in working
towards achieving
something great
through playing the
game
Loyalty
Reasons for a player’s
commitment to continue
their engagement with
the game
Territory Control
A land grab – whomever
occupies the biggest
area wins the game
Resource
Management
Players must control,
plan and deploy
resources in order to
achieve the game’s goal
Loss Aversion
Influencing player
behavior not through
reward, but by not
instituting punishment
Rescue / Escape
In a rescue or escape
condition, the player
must get a defined unit
or units to safety
Achievement
Challenges for the
player to complete,
resulting in social
recognition as well as
personal fulfillment
Turns
Players take turns to
perform their actions.
Like in chess
Gamification Cards based on playgen’s addingplay
4
Instructions
1. Choose a subset of random cards
2. Those cards are the requirements your brainstorming
Try to create a project that contains all or most of the
requirements from the cards
Winning
The need for challenge,
success and recognition
Mastery
The motive to develop
skills for personal
growth, fulfillment and
achievement
Power
The desire for a position
of leadership, authority
and responsibility
Identity
The need to act and be
recognized as an
individual with control
over decisions
Epic Choice
The player’s key
decision that will
fundamentally change
the game (for instance,
mage or warrior)
Reward
Schedule
Determines when a
reward is given to the
player, activated by a
certain time or action
Random
Making effects and
events in the game
unpredictable to keep it
interesting
Social Status
The display of social
standing showing
ability, achievements or
privileges. This is key to
credibility and
acceptance
Collecting
An inherent human
activity divided into
saving, marking,
tagging and displaying

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TpM2014: François Lachausse, Gbanga: Deeper Customer Experiences with Mixed-Reality Games and Apps.

  • 1. Gamification Cards based on playgen’s addingplay 1 Instructions 1. Choose a subset of random cards 2. Those cards are the requirements your brainstorming Try to create a project that contains all or most of the requirements from the cards Feedback Fulfills the need for meaningful social contact and helps players to improve performance Difficulty The ease at which the player may complete a game or a part of a game such as a task or objective Luck Good or bad fortune caused by accident or chance, which happens beyond a player’s control Ownership Controlling the use of an object or resource increases the player’s status and creates loyalty Curiosity The basic intrinsic motivation to explore, create and learn about the world Communal Collaboration The action of players working together to create something, fulfilling a need for community and belonging. Leaderboard A virtual board displaying names, rank and current scores or achievements of the players. Helps to visibly demonstrate status Goals / Objectives A game-specific outcome that the player is required to complete in order to progress Elimination A goal to wipe out the opposition
  • 2. Gamification Cards based on playgen’s addingplay 2 Instructions 1. Choose a subset of random cards 2. Those cards are the requirements your brainstorming Try to create a project that contains all or most of the requirements from the cards Levels A section of the game in which a player actions take place until a certain goal has been reached Reward A point or item given in recognition of a player’s effort or achievement Operant Conditioning Guiding player behavior through positive and negative reinforcement and punishment Exchange An action of a player giving one thing and receiving another in return Customization Providing the ability to personalize aspects of a game world, enabling players to express their identity to others Currency The monetary units players trade in the game world, which may or may not have a real world exchange Score A measured quantity of achievement associated with a player or team Auction Buying or selling items through taking bids, and then selling them to the highest bidder Risk Players can try their luck and brave the danger of a penalty for the chance of a reward
  • 3. Gamification Cards based on playgen’s addingplay 3 Instructions 1. Choose a subset of random cards 2. Those cards are the requirements your brainstorming Try to create a project that contains all or most of the requirements from the cards Competition The natural human urge to grapple over resources, rewards or status Meaning Believing in working towards achieving something great through playing the game Loyalty Reasons for a player’s commitment to continue their engagement with the game Territory Control A land grab – whomever occupies the biggest area wins the game Resource Management Players must control, plan and deploy resources in order to achieve the game’s goal Loss Aversion Influencing player behavior not through reward, but by not instituting punishment Rescue / Escape In a rescue or escape condition, the player must get a defined unit or units to safety Achievement Challenges for the player to complete, resulting in social recognition as well as personal fulfillment Turns Players take turns to perform their actions. Like in chess
  • 4. Gamification Cards based on playgen’s addingplay 4 Instructions 1. Choose a subset of random cards 2. Those cards are the requirements your brainstorming Try to create a project that contains all or most of the requirements from the cards Winning The need for challenge, success and recognition Mastery The motive to develop skills for personal growth, fulfillment and achievement Power The desire for a position of leadership, authority and responsibility Identity The need to act and be recognized as an individual with control over decisions Epic Choice The player’s key decision that will fundamentally change the game (for instance, mage or warrior) Reward Schedule Determines when a reward is given to the player, activated by a certain time or action Random Making effects and events in the game unpredictable to keep it interesting Social Status The display of social standing showing ability, achievements or privileges. This is key to credibility and acceptance Collecting An inherent human activity divided into saving, marking, tagging and displaying