101 Game Design Principles for Social Media Game design principles are often incorporated into social media (gamification). The reason is that games are downright addictive. Game-like features can increase user engagement — encouraging desired behaviour from customers, partners and employees. Game design is a well developed field. After all, games have been around for thousands of years. The following 101 game design elements are commonly incorporated into social media and software (usually in small amounts). Game Mechanics 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. Motivations 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. Social Dynamics 60. 61. 62. 63. 64. 65. Character Development 66. 67. 68. 69. 70. 71. 72. 73. Narrative 74. 75. 76. 77. 78. 79. 80. 81. Technology 82. 83. 84. Economics 85. 86. 87. 88. 89. 90. 91. 92. 93. 94. 95. Visuals 96. 97. 98. 99. 100. 101.
Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests (9780470562239): Gabe Zichermann, Joselin Linder SCVNGR’s Secret Game Mechanics Playdeck Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit. SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. Rght now, that should be a lot of people. SCVNGR’s playdeck tries to break down the game mechanics into their constituent parts. SCVNGR Game Dynamics Playdeck Guide To This Document: This list is a collection of game dynamics terms, game dynamics theories that are interesting, useful and potentially applicable to your work here at SCVNGR. 1. Definition: A virtual or physical representation of having accomplished something. Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18.
#Game and #Gamification Articles, Slides and Some Resources Harrisburg Presentation Resources Here are some resources from my presentation in Harrisburg. Defining and Exploring Gamification from Karl Kapp Here is some additional information. Articles and Blog Entries of Interest 8 Types of Stories to Effect Change Storytelling and Instructional Design Eight Game Elements to Make Learning More Intriguing Games, Gamification and the Quest for Learner Engagement Gamification, […] Continue Reading → 2014 DOE Symposium Conference Resources Here are my resources for the 2014 DOE Symposium Conference. Continue Reading → Great fun at ITEAA Conference & Introduction of Exciting Game-Based Learning Modules Last week I had a chance to attend the ITEAA Conference which is the conference of the International Technology and Engineering Educators Association. Continue Reading → Instructional Games and Narrative Instructional games work best when there is a narrative that provides the learner with the proper context for the learning that needs to take place.
Everything I Learned About Game Design I Learned From Disneyland As promised, here are the slides from my GDC talk. We had a "sold out" crowd and I got to meet lots of nice people after the talk. Please share these with your friends and co-workers. According to show officials, video and audio will be available after the show. Gamification - Nitro is the Participation Engine - Bunchball We know what motivates people to take action: a goal that matters, recognition among peers, and a meaningful reward. Bunchball Nitro puts the most advanced gamification engine to work for you – combining what you know about your audience with proven motivation techniques to achieve real results. Contact Us Request a Demo Motivate employees and customers to take action Deploy Nitro to amplify enterprise apps, websites, and social networks. By applying game mechanics strategically within existing systems, the Nitro gamification platform motivates customers, employees, and partners to engage in high-value activities that have bottom line impact on your business. Design and push challenges in minutes Millions of users have completed billions of challenges using the Nitro gamification platform. Create a seamless experience with rich rewards Nitro is the most widely used and most powerful gamification engine available.
Game Development Tools & Game Engines Du bon usage des badges Game Design : The Addiction Element What makes a game addictive? In order for a game to become addictive there must be a driving force to keep playing the game. Some reasons behind this are: to finish the game, to compete against others, to master the game's control and interface, to explore the game and getting a high score or equivalent. Addiction of Finishing the Game An addiction to finish the game is often based on either wanting to see the end result or just to complete it. In the case where a player finishes a game to see how it ends, there is a story motivation. Addiction of Competition The addiction of competing against others is a powerful one and can keep a game alive and thriving for incredibly long periods of times. Addiction of Mastery The addiction of mastery of a game or its control is also extremely powerful. Addiction of Exploration The addiction of exploration has been in computer games since the beginning. Addiction of the High Score Another type of high score addiction is over winning a game.
Gamify | The Gamification Platform Game mechanics Game mechanics are constructs of rules intended to produce a game or gameplay. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game. In general, the process and study of game design, or ludology, are efforts to come up with game mechanics that allow for people playing a game to have an engaging, but not necessarily fun, experience. Game mechanics vs. gameplay Gameplay refers to the overall game experience or essence of the game itself. For example, the basic gameplay of a shooting or fighting game is to hit while not being hit. However, from a programming or overall design perspective, basic gameplay can be deconstructed further to reveal constituent game mechanics. Game mechanics vs. theme Games that are mechanically similar can vary widely in theme. Some wargames, at the other extreme, are known for extremely complex rules and for attempts at detailed simulation. Turns Action points Auction or bidding