Gamification Flashcards

0
Q

Gamification is?

A

Listening to what games can teach us.
Learning from game design (physiology, management, marketing, economics).
Appreciating fun.

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1
Q

3 gamification categories

A

External - marketing, sales, costumer engagement
Internal - HR, productivity enhancement, crowdsourcing
Behaviour change - health and wellness, sustainability, personal finance

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2
Q

Marc LeBlanc 8 kinds of Fun?

A

Sensation, Fantasy,
Narrative, Challenge,
Fellowship, Discovery,
Expression, Submission,

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3
Q

Nicole Lazzaro’s 4 fun

A

Easy fun, (hanging out)
Hard fun,
People fun,
Serious fun,

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4
Q

Dynamics

A

Big picture aspects, grammar behind the game

Constraints, emotion, narrative, progression, relationships

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5
Q

Mechanics?

A

Processes that drive action forward; “verbs”

Challenges, chance, competition, cooperation, feedback, resource acquisition, rewards, transaction, turns, win state.

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6
Q

Components?

A

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.

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7
Q

Cognitive evaluation theory

A
Tangible/intangible 
Expected/unexpected 
Contingency 
-task non-contingent
-engagement contingent
-completion contingent
-performance contingent
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8
Q

SAP Framework

A

Status
Access
Power
Stuff

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9
Q

Self determination

A

Spectrum of motivational types
Amortization (no motivation) -external regulation-extrinsic motivators -interjection - introspection - intrinsic (for its own sake)

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10
Q

Eternal regulation motivation

A

Doing it because I have to. Someone is making me.

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11
Q

Introjection motivation

A

Makes motivation my own. Status, using others view to become own.

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12
Q

Identification motivation

A

Motivated because I can see why it will help me, not dependent on what others think.

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13
Q

Integration motivation.

A

Something that I know is good and I do but not just for the live of the thing. Excercise

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14
Q

Design thinking

A

Purpose - it should all tie into a purpose
Human centered -the experience
Balance analytical and creative
Iterative - prototyping und playtesting

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15
Q

Gamification design framework

6 steps?

A
Define business objectives
Delineate target behaviors
Describe your players
Devise activity loop
Don't forget the fun
Deploy appropriate tools
16
Q

Bartle’ s 4 player model

A

Socializer - interacting, players
Killers - players, acting, - small intense set of players
Achievers - acting, world - win
Explorers - interacting, world - exploring everything for exploring

17
Q

Engagement loop

A

Motivation -> action -> feedback -> loop

18
Q

Progression loops

A

Large challenges broken up into smaller ones
Game going up, plateaus then continues up, always with resting
Kg

19
Q

Kim’s 4 engagement verbs for gamification

A

Express
Compete
Explore
Collaborate

20
Q

Kim’s social engagement

Express?

A

Build, create, decorate,
Purchase, design,
Choose, customize,

21
Q

Kim’s social engagement

Compete

A

Win, Challenge
Showoff
Compare, taunt

22
Q

Kim’s social engagement

Explore

A

View, Collect,
Rate, Vote,
Curate, Review,

23
Q

Kim’s social engagement

Collaborate

A

Comment, like,
Greet, share,
Help, give

24
Q

Citizenship behavior is s

A
Altruism 
Conscientiousness 
Civic virtue
Courtesy 
Sportsmanship