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Gamification Cards based on playgen’s addingplay
1
Instructions 1. Choose a subset of random cards 2. Those cards are the requirements your brainstorming
Try to create a project that contains all or most of the requirements from the cards
Feedback Fulfills the need for meaningful social contact and helps players to improve performance
Difficulty The ease at which the player may complete a game or a part of a game such as a task or objective
Luck Good or bad fortune caused by accident or chance, which happens beyond a player’s control
Ownership Controlling the use of an object or resource increases the player’s status and creates loyalty
Curiosity The basic intrinsic motivation to explore, create and learn about the world
Communal Collaboration The action of players working together to create something, fulfilling a need for community and belonging.
Leaderboard A virtual board displaying names, rank and current scores or achievements of the players. Helps to visibly demonstrate status
Goals / Objectives A game-specific outcome that the player is required to complete in order to progress
Elimination A goal to wipe out the opposition
Gamification Cards based on playgen’s addingplay
2
Instructions 1. Choose a subset of random cards 2. Those cards are the requirements your brainstorming
Try to create a project that contains all or most of the requirements from the cards
Levels A section of the game in which a player actions take place until a certain goal has been reached
Reward A point or item given in recognition of a player’s effort or achievement
Operant Conditioning Guiding player behavior through positive and negative reinforcement and punishment
Exchange An action of a player giving one thing and receiving another in return
Customization Providing the ability to personalize aspects of a game world, enabling players to express their identity to others
Currency The monetary units players trade in the game world, which may or may not have a real world exchange
Score A measured quantity of achievement associated with a player or team
Auction Buying or selling items through taking bids, and then selling them to the highest bidder
Risk Players can try their luck and brave the danger of a penalty for the chance of a reward
Gamification Cards based on playgen’s addingplay
3
Instructions 1. Choose a subset of random cards 2. Those cards are the requirements your brainstorming
Try to create a project that contains all or most of the requirements from the cards
Competition The natural human urge to grapple over resources, rewards or status
Meaning Believing in working towards achieving something great through playing the game
Loyalty Reasons for a player’s commitment to continue their engagement with the game
Territory Control A land grab – whomever occupies the biggest area wins the game
Resource Management Players must control, plan and deploy resources in order to achieve the game’s goal
Loss Aversion Influencing player behavior not through reward, but by not instituting punishment
Rescue / Escape In a rescue or escape condition, the player must get a defined unit or units to safety
Achievement Challenges for the player to complete, resulting in social recognition as well as personal fulfillment
Turns Players take turns to perform their actions. Like in chess
Gamification Cards based on playgen’s addingplay
4
Instructions 1. Choose a subset of random cards 2. Those cards are the requirements your brainstorming
Try to create a project that contains all or most of the requirements from the cards
Winning The need for challenge, success and recognition
Mastery The motive to develop skills for personal growth, fulfillment and achievement
Power The desire for a position of leadership, authority and responsibility
Identity The need to act and be recognized as an individual with control over decisions
Epic Choice The player’s key decision that will fundamentally change the game (for instance, mage or warrior)
Reward Schedule Determines when a reward is given to the player, activated by a certain time or action
Random Making effects and events in the game unpredictable to keep it interesting
Social Status The display of social standing showing ability, achievements or privileges. This is key to credibility and acceptance
Collecting An inherent human activity divided into saving, marking, tagging and displaying