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TpM2014: François Lachausse, Gbanga: Deeper Customer Experiences with Mixed-Reality Games and Apps

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Page 1: TpM2014: François Lachausse, Gbanga: Deeper Customer Experiences with Mixed-Reality Games and Apps

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

Page 2: TpM2014: François Lachausse, Gbanga: Deeper Customer Experiences with Mixed-Reality Games and Apps

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

Page 3: TpM2014: François Lachausse, Gbanga: Deeper Customer Experiences with Mixed-Reality Games and Apps

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

Page 4: TpM2014: François Lachausse, Gbanga: Deeper Customer Experiences with Mixed-Reality Games and Apps

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