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Alireza Ranjbar Shourabi
 Onboarding
 Badges
 Challenge/Mission/Quest
 Activity Loop : Engagement Loop
 Viral Loop : Social Engagement
 Customization
 Gamification Design is Agile Design
 Dashboard
 Mechanic
 Elements
 Tools
 For creating the game
 Dynamic
 Player Interaction with elements
 Player Interaction with other players
 Information for player about her/his current
situation in the continuum of the progress.
 Most essential!
 Feedback Loop
 Direction of the process
 Pattern Recognition
 Intrinsic Reward
▪ Memory Games
▪ Combining Like or unlike objects
▪ Earn and burn (resource management)
 Business Intelligence
 Detective
 War Strategy and …
 Collecting
 Knowledge and learning
 Relaxation and stress reduction
 Personal pleasure (including appreciation of beauty and pride of ownership)
 Social interaction with fellow collectors and others (i.e., sharing pleasure and
knowledge)
 Competitive challenge
 Recognition by fellow collectors and perhaps even non collectors
 Altruism (since many great collections are ultimately donated to museums
and learning institutions)
 Desire to control, possess, and bring order to a small (or even a massive) part
of the world
 Nostalgia and/or a connection to history
 Accumulation and diversification of wealth (which can ultimately provide a
measure of security and freedom)
 CollectibleVirtual goods
 Scarcity
 Trading mechanisms
 Surprise
 Slot machines
 Easter eggs
 Hidden objects
 Geocaching
 Organizing and Creating Order
 Gifting
 Flirtation and Romance
 Recognition for Achievement
 LeadingOthers
 Fame, GettingAttention
 Being the Hero
 Nurturing, Growing
 Gaining Status
Alireza Ranjbar Shourabi

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Gamification 101 session 5

  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.  Onboarding  Badges  Challenge/Mission/Quest  Activity Loop : Engagement Loop  Viral Loop : Social Engagement  Customization  Gamification Design is Agile Design  Dashboard
  • 8.  Mechanic  Elements  Tools  For creating the game  Dynamic  Player Interaction with elements  Player Interaction with other players
  • 9.  Information for player about her/his current situation in the continuum of the progress.  Most essential!  Feedback Loop  Direction of the process
  • 10.
  • 11.
  • 12.  Pattern Recognition  Intrinsic Reward ▪ Memory Games ▪ Combining Like or unlike objects ▪ Earn and burn (resource management)  Business Intelligence  Detective  War Strategy and …
  • 13.
  • 14.
  • 15.  Collecting  Knowledge and learning  Relaxation and stress reduction  Personal pleasure (including appreciation of beauty and pride of ownership)  Social interaction with fellow collectors and others (i.e., sharing pleasure and knowledge)  Competitive challenge  Recognition by fellow collectors and perhaps even non collectors  Altruism (since many great collections are ultimately donated to museums and learning institutions)  Desire to control, possess, and bring order to a small (or even a massive) part of the world  Nostalgia and/or a connection to history  Accumulation and diversification of wealth (which can ultimately provide a measure of security and freedom)
  • 16.  CollectibleVirtual goods  Scarcity  Trading mechanisms
  • 17.  Surprise  Slot machines  Easter eggs  Hidden objects  Geocaching
  • 18.  Organizing and Creating Order  Gifting  Flirtation and Romance  Recognition for Achievement  LeadingOthers  Fame, GettingAttention  Being the Hero  Nurturing, Growing  Gaining Status
  • 19.