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#IxDT - Don't play with Gamification

#IxDT - Don't play with Gamification

The game as a user engagement strategy

To see full content and links of the presentation check this
http://arcadiaproject.github.io/tracks/events/gamification.html

ansquere.com
http://www.ansquare.com/landing

Arcadia
http://arcadiaproject.github.com

A network of nerds, geeks beasts and cool people to know
is a project by TheDoers

http://thedoersproject.com

Piermaria Cosina

May 22, 2013
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  1. Game’s Triggers “Playing a game is the voluntary attempt to

    overcome unnecessary obstacles.” BERNARD SUITS, THE GRASSHOPPER: GAMES, LIFE AND UTOPIA Jane McGonigal 1 + goal 2 + rules 3 + feedback 4 + voluntary participation 5
  2. BETWEEN BOREDOM AND BURNOUT ≈ Design challenge To design a

    system of feedbacks suitable to trigger positive feelings and happiness “we feel happy if we liven up our time, rather than kill it” Game vs depression. “Attention, gratification, motivation and memory.” Activation of neurological and physical systems. “No pressure nor fatigue.”
  3. FEEDBACKS ARE KEY ≈ Internal Are intimate part of the

    user experience Infinite flow vs interruption (win / lose) Social connection Serendipity “Virality is build in products” Seth Godin External points levels challenges leaderboards rewards / badges ....
  4. KILL THE SOCIALIZERS ≈ Bartle’s player types Killers (20%) Socializers

    (80%) Explorers (50%) Achievers (40%) EXAMPLE! SOCCERSQUARE A game with improvable gamification (before redesign!)
  5. PINTEREST IS LIKE TETRIS ≈ PINTEREST VS TETRIS 1- No

    win 2- Infinite flow 3- Mosaic layout 4- Infinite scrolling 5- Social discovery 6- Serendipity