gamification: preparation for the future with insights from the past

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Gamification Preparation for the future with insights from the past Stavros Lounis [email protected] ELTRUN E-Business Research Center Dept. of Management Science and Technology Athens University of Economics and Business

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Page 1: Gamification: Preparation for the future with insights from the past

GamificationPreparation for the future with insights from

the past

Stavros Lounis

[email protected]

ELTRUN E-Business Research Center

Dept. of Management Science and Technology

Athens University of Economics and Business

Page 2: Gamification: Preparation for the future with insights from the past

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Gamification

Page 3: Gamification: Preparation for the future with insights from the past

Gamification

Page 4: Gamification: Preparation for the future with insights from the past

Gamification

“Gamification refers to the use of game elements andtechniques in non-game contexts, to motivateengagement, participation and potentially drivebehaviour towards predefined goals.”

Page 5: Gamification: Preparation for the future with insights from the past

Gamification and Social Media Engagement

https://vimeo.com/66240467

Page 7: Gamification: Preparation for the future with insights from the past

From Real to Virtual and Back

http://www.playbrush.com/en/

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- Game Mechanics -

Page 9: Gamification: Preparation for the future with insights from the past

GM – Points

• Experience Points (XP)

• Redeemable Points (RP)

• Karma Points (KP)

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GM – Badges

• Virtual Representation of Achievements

– Representation

– Collection

– Scarcity

Page 11: Gamification: Preparation for the future with insights from the past

GM – Leaderboards

• Ranking of each participant in global in-app ranking.

• Continuous / Segmented

• Different results Private / Public and Per characteristics

• Driven by goals-results

Page 12: Gamification: Preparation for the future with insights from the past

GM – Challenges

• Calls to action on predefined / dynamic goals that present an attainable challenge.

• Matching Skill – Challenge

• Single player / Collaborative

• Social – Group Comparison

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GM – Levels

• Difficulty Levels

• Easy – Medium – Hard – Insane

• Players need to be evolving

• “Flow Zone”

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Design Considerations

Page 16: Gamification: Preparation for the future with insights from the past

Design Framework

Page 17: Gamification: Preparation for the future with insights from the past

General Goals

• Support participants’ personal goals and interests

• Introduce the end-users in the design of the process

• Multiple narratives on same process addressing different participants

• Provide Challenges

• Feedback (visual and written) on all actions (correct and false)

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General Goals

• Consider players trying to exploit the rules

• Use of participants’ feeling of autonomy

• In cases of dual economy analyze the cost/benefit of returned awards.

• Account for Legal Issues

• Account for Ethical Issues (Monitoring)

• Onboard each user

Page 19: Gamification: Preparation for the future with insights from the past

Better Be Safe Than Sorry

• Do we all like the same game?

– Study your users / participants and extract valuable information

– Select and introduce game mechanics per occasion

• Design Thinking approach

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Open Discussion

Page 21: Gamification: Preparation for the future with insights from the past

GamificationPreparation for the future with insights from

the past

Stavros Lounis

[email protected]

ELTRUN E-Business Research Center

Dept. of Management Science and Technology

Athens University of Economics and Business