gamification report
TRANSCRIPT
Table of Contents1.Points - Virtual economics - Secondary markets & (Redeemable Points) - Dual economy
2. Empty Bar Problem: Foursquare3. Social Engagement Loops4. Onboarding - The Order of a Player's First Minute - TMI : Too Much Information - Make Winners - Guiding Player Experience
1. Points▶ This is a kind of output by the action of the player.
- How to Use Point Systems
Virtual eco-nomics
Secondarymarkets
& (Using Redeemable
Points)
Dual economy
Virtual Economics▶ The player use the virtual money in the game▶ available only in the game
<Example-ilovecoffee>
Virtual Money
Secondary Markets▶ Users to buy and sell virtual cur-rency or goods outside the game▶ Redeemable Points
<Example-ItemBay>
Dual Economy▶ Profit by shaking the player into a virtual currency with a value of money in two way
<Example-facebookpocker>
Dual EconomyShaking player
2. Empty Bar Problem: Foursquare
▶ This is a way to gather users in the game that doesn't have users.
▶ It stimulates the player to emotional may be repeatedly immersed.
3. Social Engagement Loops
Creation element
People fun
Social Engagement Loops
4. Onboarding▶ Program that enables beginners to easily adapt to the
game
The Order of a Player's
First Minute
Make Winners
TMI : Too Much Information
Guiding Player Experience
The Order of a Player's First Minute
▶ Onboarding is a service that allows players to experience in a short time.
<Example-cookiepang>
Starting the game, and we got a giftafter only 1minute!
TMI : Too Much Informa-tion▶ It should not provide too much infor-
mation to the novice player.
Only word “CLICK!” & Arrow UI
<Example-cookiepang>
Make Winners
▶ Do not set up your novice player to fail on his first interaction with your game
<Example-FrontierVille>
Success is inevitable
Guiding Player Experi-ence
▶ Asking the player meaningful ques-tions truly informs his ongoing engage-ment
▶ In general, we have obtained informa-tion about the user through the ques-tions on the website of registration.