Upgrade to Pro — share decks privately, control downloads, hide ads and more …

Changing the game - Flight Centre presentation

Zac
March 08, 2018

Changing the game - Flight Centre presentation

Zac

March 08, 2018
Tweet

More Decks by Zac

Other Decks in Education

Transcript

  1. CHANGING THE GAME AN INTRODUCTION TO USING AND DESIGNING GAMIFICATION

    Dr Zac Fitz-Walter | @zefcan | [email protected] | www.gamificationgeek.com
  2. The average age of players is 33. (And 39% of

    those aged 65 and over play video games). IGEA, 2016
  3. (Markets and Markets, 2016) “Gamification market to grow from $1.65

    Billion in 2015 to $11.10 Billion by 2020” http://www.marketsandmarkets.com/Market-Reports/gamification-market-991.html
  4. ♦ ♣ ♥ ♠ ACTING PLAYERS INTERACTING WORLD Bartle, R.

    (1996) Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs. Killers Achievers Explorers Socialisers Bartle’s Taxonomy of Player Types
  5. Adapted from http://www.nngroup.com/articles/usability-101-introduction-to-usability/ People will leave if… 1. Your design

    is difficult to use 2. If it is unclear what it offers 3. If it’s easy to get lost
  6. Download the app Sign up for an account Use at

    least once Re-engage with it Form a community Contribute to the app Motivation Goals
  7. Motivational elements • A clear goal • Clear progress •

    Clear Feedback • Challenge and skill • Autonomy • Competence • Relatedness • Rewards Increase Motivation