Game on: How gaming can be used to make my product more engaging

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Game on: How  gaming can be used to make my product more engaging

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There’s  a  lot  to  learn  from  games.  There  are  30  years  of design  lessons  and  thousands  of  products  on  the  market. Games  have  more  concrete  lessons  to  teach  application designers  about  learning,  feedback,  user  motivation  and  social systems  than  almost  other  field  of  study.

GAME ON: everything you needed to know about games are saving changing the world GAME ON ACHIEVEMENT UNLOCKED! 100G - Attended Big Design Game Track #GAMEON JEREMY JOHNSON jeremyjohnson @ GAMER DESIGNER How can I use gaming to make my product more engaging? I can’t wait for the next great gaming experience! GAMER I can’t wait for the next great gaming experience! MOBILE ARe YOU CASUAL ARe YOU AVID ARe YOU [...].. .How can I use gaming to make my product more engaging? DESIGNER (or anyone improving a product) “There’s  a  lot to  learn  from  games  There  are  30  years  of   design  lessons  and  thousands  of  products  on  the  market   Games  have more  concrete  lessons to  teach  applica=on   designers  about  learning,  feedback,  user... http://designmind.frogdesign.com/blog/achievement-unlocked -gaming- living-and-learning.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+frog-design-mind+%28design+mind%29 TERMS? TOOLS? FOR UX game mechanics gameful gameplay gamification gamify game layer game theory gamestorming YOU ARE HERE http://en.wikipedia.org/wiki/Hype_cycle http://meta.gamify.com/ How do I make boring stuff fun? FLASH HTML5 gamification... of game play mechanics for non -game applications, particularly consumer-oriented web and mobile sites, in order to encourage people to adopt the applications.” - Wikipedia FIGHT “ [a] focus on: 1) more positive emotions, 2) stronger social relationships, 3) a bigger sense of purpose and 4) meaningful mastery - Jane McGonigal gamification extrinsic motivators intrinsic motivators “extrinsic motivators... http://www.uxmag.com/design/a-gamification-framework-for-interaction-designers 1.Cosmetic: adding game- like visual elements or copy (usually visual design or copy driven) 2.Accessory: wedging in easy -to- add-on game elements, such as badges or adjacent products (usually marketing driven) 3.Integrated: more subtle, deeply integrated elements like % complete (usually interaction design driven) 4.Basis: making the entire offering a game (usually product driven) - AUDREY CRANE... “People are best motivated to merely short-range activity FIGHT when they are working toward while actually reducing long- personally meaningful goals range interest in a topic” whose attainment requires activity at a continuously optimal (intermediate) level of difficulty.” http://education.calumet.purdue.edu/vockell/edPsybook/Edpsy5/edpsy5_intrinsic.htm gamification FIGHT ELEMENTS OF GAME DESIGN MODEL... http://www.lostgarden.com/2011/04/what-heck-happened -to- clippy-ribbon.html http://www.officelabs.com/projects/ribbonhero2/Pages/default.aspx http://www.lostgarden.com/2010/05/wordcamp-2010-why-we-turned-microsoft.html http://plagwitz.wordpress.com/2011/05/24/trying-excel-ribbon-hero-2/ SXSW Seth Priebatsch said at the start of his keynote "Building a Game Layer on Top of the World," Jane McGonigal Felicia Day

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