2011年8月10日星期三

What business system is suit to be gamified?

I used to think gamification is future for most non-game system. After taking some practice to test it, things are more complex than imagination.
I took a rethink about the purpose of gamification and thought could find a clue for my question. The article “the purpose of gamification" by Gabe point out “What games do well is expose complex, learnable systems that users can engage with to achieve personal mastery — and thus accomplish something aspirational.” This looks logically correct. Yes, to achieve something difficult, gamify it is a smart way to wipe out boring. On the other hand, does it mean gamification is only suit for those systems with serious and tough task?
Quite doubt that.
My opinion is there ways to gamify a non-game system:
1. (As Gabe’s idea) use gamification to easier to achieve a goal.
Examples such as foodzy for people who want keep fit or lose weight. (losing weight is a tough task for someone.)
2. Game mechanics used there should sensible. What’s the point to earn points, badges, level? Who cares? But if earning points, badges, level can prove who you are (show the unique, not everyone can be like you)
The UX stackexchange can be a good example, someone earning a high level, lots badges can give a impression of knowledgeable and experience.
3. (Compare to the first one, not suggest using in this way), More focus on creating a wonderful experience. And I think this can go without the game mechanics though some use game mechanics as an excuse to do other things. they can absolutely run without the game mechanics. This is so bad way and misunderstand of gamification as lots apps keep on doing nowadays.
Examples as foursquare, it more used as tracking friend. How many of you care about win a discount after check-in unpredictable place. Fortunately, it has a good experience design in the system (some are more like the experience of exploring the city).
Twitter, game mechanics (collecting, level) there almost non-sense. It gives you good experience to use twitter but doesn’t show you the benefit when you have a million fans.

(PS. The experience design surely is a important part for the 1 & 2)

2011年8月7日星期日

How do you choose which game mechanics to apply to a non-game system?

As this question i had asked in StackExchange, there are multitudes of mechanics, list some below:

Achievements
Appointments
Behavioral Momentum
Blissful Productivity
Bonuses
Cascading Information Theory
Combos
Community Collaboration
Countdown
Discovery
Epic Meaning
Free Lunch
Infinite Gameplay
Levels
Loss Aversion
Lottery
Ownership
Points
Progression
Quests
Reward Schedules
Status
Urgent Optimism
Virality

Turns
Action points
Auction or bidding
Cards
Capture/Eliminate
Catch-up
Dice
Movement
Resource management
Risk and reward
Role-playing
Tile-laying
Game modes

If you go to figure out what the meaning of each single one before you starting to apply them to other system, it quite a waste time and senseless. As i said, I presumed each one has it own system and some are popular and in common use. Such as Gabe's theory. Say there are 7 important ones:
point
level
badges
leader boards
challenge & quests
onboarding
(social) engagement loops

At the meantime, one of my live network said "a currently popular set of game mechanics (that are powerful, but often incorrectly used) are points, levels, badges, trophies, and virtual currencies."
From all of this, it obviously tell me It doesn’t matter how many game mechanics are exist, it matters what game are my users already playing. and how do you find a mechanics that is suit for your project, and what is your criteria?

2011年8月2日星期二

Relationship!!!

I have roughly figured out the relationship between each sector. You are very welcome to show your opinion and help to consummate the system.