From ego-centered touser-centered design of gamification
Mgr. Andrea Hrčková, PhD.Bc. Andrej Garaj
Gamification
Gamefulness
Book ClashMultiplayer or single
quiz
Book WorldVisualization of
personal or global statistic
Full shelfCompulsory
reading application
“I think”
2014 “I think”
2016 “What people
need”
Empathy mapping
“What do you feel?”
“What do you do?”
“What do you think?”
What is difficult to overcome?
8
people
Results:What do readers like?- connecting and comparing information
they read with their reality - thinking about values
Results:What do gamers like?- the possibility to evolve, discover, cooperate
or to destroy / kill the enemies.- striving to gain the final objective, adrenaline
Most important for gamers and readers:
EMOTIONS
- feeling of thrill and conflict- identification with the character- to build or to see something new- immersion to the story
Pains:- the senselessness (missing purpose)- bad graphics - difficult text and cliche
Feature for thrill, killing:
Killing daemons of stupidity
Evolution feature:
Spirit
Explorers feature:new books on the map, cleaning and completing the quiz
EXCELLENT
Social feature: Best thoughts on book
Best thoughtWith big power goes big responsibility
Impact on quality of life?
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