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Gamification


               Gamification
Agenda
   Introduction
   Background
   Gamification and psychology
   Gamification and agile
What’s Gamification ?
Gamification Background
   In 2007, the Gamification industry was invented by
    Bunch Ball .
   In 2008 , the first document about Gamification was
    released
   The actual implementation of Gamification started in
    year 2010, as the new trend was broadcasted
    through industry players and conferences .
Gamification and psychology :

Fog's behavioral model three factors:

   Motivation

   Ability

   Trigger


    Those three factors should be applied to achieve a
             powerful Gamification technique.
Maslow’s and Pink’s theories
Gamification and Agile
   Both Gamification and agile are built on the idea of
    iterative system testing.
Game Design Framework

   Mechanics
   Dynamic
   Aesthetics
Game mechanics
   Points
   Levels
   Leader boards
   Badges
   Challenges
   On boarding
   Engagement loops
Nike + training club app.



http://www.youtube.com/watch?v=F_yI
bXfLPUU&feature=related
Foursquare
Foursquare and Radio shack
 In August 2010, the two companies made a contract
 RadioShack starts a 30 days marketing test
 A coupon was offered to those who checked in the
  store
 In Christmas season ,RadioShack offered
 a badge of 20 % discount to those who
Check in RadioShack stores and other
Locations
 RadioShack revenues increased.
Sales force ..
American airlines ..




In which a progression
bar is used to represent
user’s current
qualification status
Advantages ..
   Users engagement



   Gaining customers loyalty.

   Increasing revenues
Pitfalls ..
   Using Gamification in a broken business


                      •   Ignoring the product quality


                           •   Bad marketing plan
Pitfalls ..
   Pointsification and Badgification
Conclusion
   Gamification is not just a game in an online business
    or e-commerce website ,it is a strategic way of
    engaging more customers to a certain product or
    website .Gamification and a good business
    management can make very successful business
References List
   1-Anderson ,T.(2011).newcombiz.com website .Retrieved from
   http://www.newcommbiz.com/could-gamification-replace-
    management/
   2-Beresford ,T(2011).gamificationofwork.com website
    .Retrieved from
   http://gamification.co/2011/02/23/the-science-and-psychology-
    of-gamification/
   3-Beresford ,T(2011).gamificationofwork.com website
    .Retrieved from
   http://gamificationofwork.com/2011/10/how-to-avoid-
    pointsification-by-using-fuzziness/

   4-Carr D.(2011).Informationweek.com website.Retrieved from
    http://www.informationweek.com/thebrainyard/news/social_net
    working_private_platforms/231900162
References List
   5-Chan,A.(2011).Arthurchan.net website .Retrieved from
   http://sixrevisions.com/user-interface/karma-design-
    pattern/

   6-Cunningham C. & Zichermann G.(2011).Gamification
    by design.O'reilly media, Inc,1005Graustein Highway
    North
   7-Edwards, T(2011).blogs.imediaconnection.com webiste
    .Retrieved From
   http://blogs.imediaconnection.com/blog/2011/08/03/15-
    brand-examples-of-gamification/
   8-Jross ,G.(2011).Six Revisions website.Retrieved from
   http://sixrevisions.com/user-interface/karma-design-
    pattern/
Questions ?
   And thanks for your time !

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Gamification_ research

  • 1. Gamification Gamification
  • 2. Agenda  Introduction  Background  Gamification and psychology  Gamification and agile
  • 4.
  • 5. Gamification Background  In 2007, the Gamification industry was invented by Bunch Ball .  In 2008 , the first document about Gamification was released  The actual implementation of Gamification started in year 2010, as the new trend was broadcasted through industry players and conferences .
  • 6. Gamification and psychology : Fog's behavioral model three factors:  Motivation  Ability  Trigger Those three factors should be applied to achieve a powerful Gamification technique.
  • 8. Gamification and Agile  Both Gamification and agile are built on the idea of iterative system testing.
  • 9.
  • 10. Game Design Framework  Mechanics  Dynamic  Aesthetics
  • 11. Game mechanics  Points  Levels  Leader boards  Badges  Challenges  On boarding  Engagement loops
  • 12.
  • 13. Nike + training club app. http://www.youtube.com/watch?v=F_yI bXfLPUU&feature=related
  • 15. Foursquare and Radio shack  In August 2010, the two companies made a contract  RadioShack starts a 30 days marketing test  A coupon was offered to those who checked in the store  In Christmas season ,RadioShack offered a badge of 20 % discount to those who Check in RadioShack stores and other Locations  RadioShack revenues increased.
  • 17. American airlines .. In which a progression bar is used to represent user’s current qualification status
  • 18. Advantages ..  Users engagement  Gaining customers loyalty.  Increasing revenues
  • 19. Pitfalls ..  Using Gamification in a broken business • Ignoring the product quality • Bad marketing plan
  • 20. Pitfalls ..  Pointsification and Badgification
  • 21. Conclusion  Gamification is not just a game in an online business or e-commerce website ,it is a strategic way of engaging more customers to a certain product or website .Gamification and a good business management can make very successful business
  • 22. References List  1-Anderson ,T.(2011).newcombiz.com website .Retrieved from  http://www.newcommbiz.com/could-gamification-replace- management/  2-Beresford ,T(2011).gamificationofwork.com website .Retrieved from  http://gamification.co/2011/02/23/the-science-and-psychology- of-gamification/  3-Beresford ,T(2011).gamificationofwork.com website .Retrieved from  http://gamificationofwork.com/2011/10/how-to-avoid- pointsification-by-using-fuzziness/   4-Carr D.(2011).Informationweek.com website.Retrieved from http://www.informationweek.com/thebrainyard/news/social_net working_private_platforms/231900162
  • 23. References List  5-Chan,A.(2011).Arthurchan.net website .Retrieved from  http://sixrevisions.com/user-interface/karma-design- pattern/   6-Cunningham C. & Zichermann G.(2011).Gamification by design.O'reilly media, Inc,1005Graustein Highway North  7-Edwards, T(2011).blogs.imediaconnection.com webiste .Retrieved From  http://blogs.imediaconnection.com/blog/2011/08/03/15- brand-examples-of-gamification/  8-Jross ,G.(2011).Six Revisions website.Retrieved from  http://sixrevisions.com/user-interface/karma-design- pattern/
  • 24. Questions ? And thanks for your time !