GAMIFICATION 15-12-1101 Şadiye CEVHERİBUCAK 15-09-185 Cemal Tuğra KAPLAN.

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Presentation transcript:

GAMIFICATION Şadiye CEVHERİBUCAK Cemal Tuğra KAPLAN

Benefits of gamification gamified application and business can successfuly drive engagement, interaction, collaboration and learning.

Criticisms of gamification Whether users will lose interest after they get used to gamification concepts. In other words, are users interested in gamification only because it is new and novel, or is it a lasting concept? However, when applied correctly and the above concerns are addressed, gamification can perhaps be a lasting concept.

GAMIFICATION CATEGORIZATION Internal Gamification: External Gamification: Behaviour-change gamification

Internal Gamification: this is using gamification to improve business processes and reduce costs. External Gamification: this is using gamification to improve customer relations and increase revenues. Behaviour-change gamification: this is using gamification to motivate people to better themselves and their surroundings. While the definitions are coherent, Figure 2 implies that these systems are mutually exclusive when

GAME MECHANICS IN GAMIFICATION Point Badges Leaderboards

Points: Users are given points whenever they accomplish something the system is trying to encourage them to do. Points keep score, provide immediate feedback, create a sense of progression and provide valuable data for the game designers. Badges: They are a visual representation of a specific accomplishment within a gamified system. Leaderboards allow users to see where they stand relative to each other. while they can be incredibly motivating, providing a user with a goal to accomplish, they can also be demotivating, causing users who are very behind from the top to stop using the system.

The Five Different Points Systems Experience Points Experience points (XP) merely identify the rank and performance of a player, and do not have any redeemable value. Users performing desirable actions would gain XP, and XP would never go down, and there is usually no limit. Redeemable points These are points that can be exchanged: either for external rewards (gifts, money, status), or for rewards within the gamified system. The presence of redeemable points generates a virtual economy, and in the end points will have a value to users. Skill points Skill points are rare in gamification systems. They are separate from XP points, in that they are earned for specific actions, such as the quality of your photos. Karma points Karma points, in general, are points that are meaningless. These points create a behavioural path within the system towards certain activities. While Zichermann defines karma points as distinct from experience points, there is no clear distinction between the two. Most gamification systems use karma points instead of experience points. The best example of karma points come from the website reddit, in which users gain ‘karma’ for each vote they get on their submissions. Reputation points These points are the most complex system, and in general indicate the ‘trustworthiness’ of the user and are used to establish a layer of trust between parties. The best example of reputation points is eBay’s points system, which indicates the trustworthiness of sellers in terms of shipping and product quality.

METHODOLOGY As the goal of the research is to create an understanding of how gamification is being used, a database of gamification systems being used was created. A qualitative research methodology was used, in which gamified systems or applications were found, analyzed through interpretation and codes, and put into the database. It is important to note that gamified systems that were provided as a service to organizations were only included once in the database. For example, Keas provides a corporate wellness program and markets its product towards the enterprise. On its website, Keas highlights ten clients, and it likely has more. However, its product is not customized, as it merely provides the same software as a service for each client, and was therefore only counted as one system.

USE OF GAMIFICATION IN THE HEALTH INDUSTRY Gamification has also been applied in the health industry with positive results. In 2012, a study was conducted by Cafazzo et al. at the Sick Kids Hospital in Toronto. An iPhone health application was developed and provided to 20 adolescents with type 1 diabetes. It was designed to motivate them to monitor their blood glucose levels better.

WHAT KIND OF INDUSTRIES ARE USING GAMIFICATION?

What is the difference between games and gamification? Gamification uses elemdents of the game. games without a structure with the use of game elements will improve the quality of existing structures through feedback.

Some examples for gamification Engine Yard By doing so, it successfully increased user- generated content for its customer self-help portal, decreasing the number of support tickets and reducing the demand on support staff. Engine Yard is a platform for deploying, scaling, and monitoring applications. The company implemented a Zendesk knowledge base, but didn’t see the levels of engagement they had hoped for. To encourage participation, Engine Yard incorporated badges and other gamification tactics to boost participation and reward users for making contributions to the community.

Nissan – Carwings The Nissan Carwings program, a concept created by Nissan Innovation for the Nissan Leaf, Nissan’s 100-percent electric car, gamifies driving and draws customers like magnets. With a regional rankings dashboard, owners can compare their performance to other local drivers, earn bronze, silver, and gold medals – or for the most impressive performance rankings, a fancy platinum award.Nissan Leaf A complimentary service for three years for new Leaf owners, Carwings does much more than just ranks your driving stats on a leaderboard. You can communicate with your car via your smartphone and get reminders, start charging the battery, set timers, turn on the A/C and more, even if you’re not near your car at the time.