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Published byGillian Dean Modified over 9 years ago
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Adrian Dimech s3854477
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Gamification is the use of game thinking and game mechanics in a non- game context.game mechanics Engages users and solve problems. It is used in applications and processes. Improve user engagement, Return on Investment, data quality, and learning.
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Builds loyalty. Creates status. Provides meaningful feedback. Encourages exploration.
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Gamification allows consumers to have fun, get useful information & encourages them to share it with their friends. Gamification means engaging our audience on an exciting new platform. Gamification has the potential to help people improve their health by making it fun, rewarding and engaging. Gamification is ultimately not about buzzwords and mechanics, but better and more meaningful experience.
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Competition Achievements Status Self – Expression Challenges Reputation Badges Social graph
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Missions Story Progress bars Achievement Collection Geo-Location
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Connects with real life (Interactive) Help to be active and be outdoors Keeps you fit User friendly Gameplay
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No run history. Costs $8 to purchase. Swearing. Not accurate while running. GPS and Accelerometer will decrease battery.
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Frequent/Intense Horror/Fear Themes. Infrequent/Mild Alcohol, Tobacco, or Drug Use or References. Infrequent/Mild Profanity or Crude Humor. Frequent/Intense Realistic Violence. Infrequent/Mild Sexual Content or Nudity.
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“The size of the gamification market, currently estimated at around $100mm, will grow to more than $2.8b by 2016.” — M2Research “Top gamification vendors are projecting 197% growth in 2012, up from 155% in 2011.”
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What will I implement to my application from my research? Interaction Motivation Gameplay Achievements Badges Points
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https://www.youtube.com/watch?v=B3LtPPOFeaI Adrian Dimech s3854477
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