Creating Compelling Experiences | Amy Jo KIM

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Games are infiltrating every aspect of daily life - and everyone's now a gamer, in one form or another. Early-on "gamification" involved adding simple game mechanics like points, badges and leaderboards to websites and apps. But that's not what makes games truly compelling. Good games take players on a journey, giving them something to learn, master and share. Gamification 2.0 is about creating game-like digital services that shape real-world behavior and deliver deep value to players, -- using a blend of intrinsic and extrinsic motivations. In this talk, we'll do a teardown of the biggest and most influential social gaming services, and distill those lessons into these Seven Core Concepts for Smart Gamification.

1. Know who's playing -- design for their social style

2. Build Positive Emotions (PERMA) into your core activity loop

3. Build a system that's easy to learn and hard to master

4. Design for Onboarding (Tutorial), Habit-Building (Grind), and Mastery (Elder Game)


For slides visit: http://casualconnect.org/lectures/business/smart-gamification-seven-core-concepts-for-creating-compelling-experiences-amy-jo-kim







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Amy Jo KIM Shufflebrain
Casual Connect Seattle 2011