Designing for gamification - presentation delivered on 25th May 2012 at Beuth University of Applied Sciences Berlin as part of the Future Social Learning Networks Project (FSLN12).
1. GamiďŹcation
Media didactics and design
25th May 2012/Beuth University of Applied Sciences Berlin
Prof. Dr. Ilona Buchem
Friday, May 25, 2012
2. gamiďŹcation
http://webtechman.com/blog/wp-content/uploads/gamiďŹcation-discontents-Sebastian-Deterding.png
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3. gamiďŹcation predictions
⢠PEW Research: Game-style
engagement can bring
element of enjoyment to
otherwise dull tasks.
⢠Deloitte: gamiďŹcation as
top 10 technology trend in
2012.
⢠Gartner: 50% of corporate
innovation will be gamiďŹed
by 2015.
For more information see The PEW Report on âThe Future of GamiďŹcationâ:
http://pewinternet.org/Reports/2012/Future-of-GamiďŹcation.aspx http://www.business2community.com/trends-news/gamiďŹcation-in-2012-whats-next-infographic-0117105
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4. what is gamiďŹcation?
gamiďŹcation
means: using
game design
elements in
non-gaming
contexts
http://smallbiztechnology.com/wp-content/uploads/2011/10/gamiďŹcation_badges.jpg
For more on gamiďŹcation read the interview with Sebastian Deterding:
http://elearnmag.acm.org/featured.cfm?aid=2008214
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5. what elements?
⢠Game dynamics: ⢠Game aesthetics:
⢠Competition,
cooperation
⢠Game-like interface
design elements
⢠Multiplayer, single-
player
⢠Fun, exploration, play
⢠Game mechanics:
⢠Missions, challenges, ⢠Rewards: trophies,
badges, points, leader
quests, storytelling boards
⢠Levels, progress bars,
feedback, monitoring
⢠Status count, retweets
friend
indicators:
For more view the presentation by Amy Jo KIM: http://www.youtube.com/watch?v=F4YP-hGZTuA&feature=results_video&playnext=1&list=PLCD002235F45D8FC7
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6. what contexts?
⢠Management (team building, crowdsourcing)
⢠Recruiting (tasks, problem-solving)
⢠Marketing (loyalty, branding)
⢠Sports and wellness (running, diets)
⢠Personal development (healthy lifestyle)
⢠Training and education (instruction, assessment)
⢠Citizen campaigns (environment, road behavior)
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31. One
address personal and
social needs of players
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32. Two
build fun and pleasure
into activities
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33. Three
engage different
types of players
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34. Four
build a system that is
easy to learn and hard
to master
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35. Five
use game mechanics for
motivation + enjoyment
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36. Six
provide new challenges and
progress on complexity
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37. design for the key stages of player
lifecycle
Mastery
Habit building
On-boarding
Amy Jo Kim: http://www.slideshare.net/amyjokim/beyond-gamiďŹcation-7-core-concepts-for-creating-compelling-products
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38. design for different player types
http://frankcaron.com/Flogger/wp-content/uploads/2011/07/frankcaron_playerTypes_ďŹat.png
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39. Design for ďŹow
http://4.bp.blogspot.com/_q1HPM5zbGnw/TJI5hn0F7TI/AAAAAAAAK80/Pg7hy_xPllk/s1600/ďŹow-channel.png
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50. http://imhotep.cs.upb.de/blogs/fsln12/
for more resources on gamiďŹcation follow the delicious stack:
http://delicious.com/stacks/view/TP6Gw6
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