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Creating a globally Gamified Knowledge and Work Share marketplace
This paper will briefly outline a potential knowledge and work share gamification program that
would be globally sustainable. This work share marketplace is designed to help businesses,
governments, and community learning networks, to develop innovative solutions that unlock the
talent in the many people amongst their collective membership. The collaborative economy
within this marketplace works through acknowledging the contributions that everyone can make,
in order to make the world a better place. One action at a time is all it takes.
Joseph A Santiago
www.linkedin.com/in/josephs
Business Objectives
To make it possible to buy or make use of products and services as easily as any other individual
purchase.
To make it easy to offer shared use of your own products and services at a fair value within the
marketplace.
To make it easy to identify key people that provide services, products, and have specific skill
sets.
To make it easy and attractive for customers to buy limited run items from companies and give
customers a chance to invest in initiatives, raise concerns, and offer opinions on products and
services used.
To establish a standard or average rate of goods and service with a rating system that draws
current rates from regulated sources.
To establish Shares as a game currency, which can be used to purchase access to any asset in the
system, and be redeemable for Bitcoin, or US dollars.
The application marketplace will generate money by charging a small transaction fee whenever
Shares are generated, traded, or spent. Shares gifted to another person will be free of charge.
To establish a cost-effective global marketplace that makes it easy to work in partnership
together, and offers sustainable, real time, economic data about what is important to customers
across geography and culture.
Defining Target Behaviors
The application marketplace will encourage individuals to be social and buy, trade, and sell
services and products.
Transactions will be rated by both parties to create reputations and the star ratings will offer
Shares.
Buying, selling, and sharing will earn the users points and will level up the user as their skills
progress. Badges will be awarded for days active, mastering professions, bartering, and assisting
others.
The highest level is where the user may open up shop and hire other user to work. A user may
pay rent to be a lender, community arbiter, or a publisher.
The metrics used will be transaction activity level, communication frequency, reputation, and
support activity. All of these can serve to progress and engage the user.
Skill assessments can be taken to earn badges for knowledge and will be displayed on the user’s
profile.
Customization of user avatar will be earned as they progress, and avatar enhancements can be
earned and purchased.
Our Players Defined
We will be focusing on the bottom of the pyramid markets (BPM). A member of the BOP is part
of the largest but poorest of the world's population. Estimates of the BOP put its economic
demand as consumers at about $5 trillion in Purchasing Power terms. This makes it a desirable
objective for the application marketplace to begin businesses throughout the world as many of
these consumers use a smartphone for banking and communications.
We want to give these people a chance to become collaborative partners and give them a
platform with which they can grow socially and professionally.
Creating a cooperative environment that makes it easy to trade, share, and provide services and
products that will connect farms to villages, and beyond.
This people are often migratory and work multiple jobs that are far from home. This application
marketplace allows opportunities to earn Shares, and compensation can be where ever the
individual is.
Activity Loops
Digital Geography: Players will be able to earn badges and establish themselves in one or more
particular locations or community. Levels of Mastery will be measured through engagement of
buying, selling, sharing, communication, and supporting others. Players will progress in the
system by earning Shares, and giving Shares through acknowledgement of their peers work.
Activity in the system will gain Mastery awards and points to level up to display Mastery in an
profession and geographic location.
Users may progress in one or multiple geographic areas at once to develop their skills through
apprenticeship, mentoring others, or furthering their own craft.
Mastery in each profession location will allow users to vote on improvements to the craft,
changes in assessments, adding categories to organize information, and general rules within that
location community.
Fun, Art, Creativity, and Silliness
A personal and public sandbox will be created to share with others what we do for fun and
practice. These media items can be shared publically and the user can be awarded Mastery
points, Shares, reputation points, or support points by giving their work away freely to others.
Describe the GUI
The graphic user interface will have a walking avatar that clicks on cities and other cultural, or
community symbols to enter into those geographic locations. Icons with labels will pop up to
provide or share a product or service, Shop, Create, Chat, Browse, Learn, Favorites, and Explore.
This application marketplace would be accessible through desktop and mobile devices. Users
who utilize this system may find it to be an extension of their personal and professional space.
The increased social and professional interaction will create a sustainable business environment
that will serve to encourage people to help each other and earn money that could raise their
standard of living.
This brief outline establishes a potential strategy for a gamified marketplace to be built around. I
invite people to use this concept, but ask that you credit me and provide a reference to this work.
I would welcome contact from people furthering these ideas.