Gamification Flashcards
Gamification is?
Listening to what games can teach us.
Learning from game design (physiology, management, marketing, economics).
Appreciating fun.
3 gamification categories
External - marketing, sales, costumer engagement
Internal - HR, productivity enhancement, crowdsourcing
Behaviour change - health and wellness, sustainability, personal finance
Marc LeBlanc 8 kinds of Fun?
Sensation, Fantasy,
Narrative, Challenge,
Fellowship, Discovery,
Expression, Submission,
Nicole Lazzaro’s 4 fun
Easy fun, (hanging out)
Hard fun,
People fun,
Serious fun,
Dynamics
Big picture aspects, grammar behind the game
Constraints, emotion, narrative, progression, relationships
Mechanics?
Processes that drive action forward; “verbs”
Challenges, chance, competition, cooperation, feedback, resource acquisition, rewards, transaction, turns, win state.
Components?
Specific instantiation of mechanics and dynamics; “nouns”
Achievements, avatars, badges, boss fights, collections, combat, content unlocking, gifting, Leaderboards, levels, points, quests, social graph, teams, virtual goods.
Cognitive evaluation theory
Tangible/intangible Expected/unexpected Contingency -task non-contingent -engagement contingent -completion contingent -performance contingent
SAP Framework
Status
Access
Power
Stuff
Self determination
Spectrum of motivational types
Amortization (no motivation) -external regulation-extrinsic motivators -interjection - introspection - intrinsic (for its own sake)
Eternal regulation motivation
Doing it because I have to. Someone is making me.
Introjection motivation
Makes motivation my own. Status, using others view to become own.
Identification motivation
Motivated because I can see why it will help me, not dependent on what others think.
Integration motivation.
Something that I know is good and I do but not just for the live of the thing. Excercise
Design thinking
Purpose - it should all tie into a purpose
Human centered -the experience
Balance analytical and creative
Iterative - prototyping und playtesting