Jul 4, 2016
This week on Gamification Talk Radio, we finish exploring the seven continents on our journey, and review Rules, Rewards, and Results.
Level 5: Siberian Express – Why would they want to play?
As you create your gamification experience, think of creative features that will appeal to a variety of intrinsic and/or extrinsic motivators of your players. Define what core drivers of motivation will be most dominant in each phase of the experience. For example, in your onboarding phase you can get your players in quickly with some simple extrinsic motivators. The longer your players are in your game, you’ll want to design for different motivators such as:
Dangers in the Cold:
Level 6: Forbidden Land—What keeps them in the game?
How does the game reward your players and keep them in the game? Build with a variety of formal game elements or mechanics such as collecting gems or coins, points and leveling up, level challenges and leaderboards, collaboration, competition, chance, count-down clocks, second chances, cues, meaningful feedback… the possibilities are endless. This doesn’t mean that you should pile on as many of these formal game elements as possible. Think of going on a 6-week global expedition. You have to pack wisely, only taking those things you need to take. If it doesn’t fit… it can’t go—you may need to put it on a shelf for a future adventure. Your players will become engaged users when you help them hit the "sweet spot" of motivation, reward, pain aversion, opportunity, need fulfillment and social context through a variety of well-planned game mechanics.
Dangers in the Orient:
Level 7: Exotic Expedition – What’s it like to play?
What kind of experience does the player have as a result of playing the game? What's your story or epic adventure? Stories are a powerful way to generate an emotional response and helps to keep your players engaged in the experience. What does it look like? Do the aesthetics of the game express your key message? Do they add value as far as the target audience is concerned? Technology - What are they playing on? The choice of platform and technology will have a huge impact on what kind of gamification program can be built. And last but NOT least, is it FUN? If not, why should anybody play it?
Dangers Downunder:
As with any new process, you’ll succeed when you’re willing to evaluate and adapt. You’ll examine both the game mechanics and the behaviors that are critical to motivate the behaviors that you need. Both will change as you learn about your players, and as they learn how to play your game. Remember, we want to make this fun for them, so that you will successfully achieve your business objectives.
Think through and answer: How will gamification help you to achieve your business objectives?
About Your Host: A
gamification speaker and designer, Monica Cornetti is rated as the
#1 Gamification Guru in the world by UK-based Leaderboarded.
She hosts a weekly Gamification Talk Radio program, and is
author of the book Totally Awesome Training Activity Guide: Put
Gamification to Work for You. Monica’s niche is
gamification techniques that can be used within the framework of
corporate talent development.
Connect with Monica:
Twitter
@monicacornetti.
Website: www.monicacornetti.com and www.sententiagames.com