Game Mechanics

Players spend 70% of their time failing during game time, an unusual phenomenon that can be re-created or diffused into the real world through the use of, or prolonged exposure to game rules/mechanics. Game rules and mechanics determine the structure of a game, they are the building blocks of the game and player journey. Game Dynamics are the planned and unplanned behaviours that arise from gameplay or exposure to Game Mechanics. Aesthetics on the other hand are the emotional responses from the players to the "Ludic Construct".

What is Gamification?

1

Flow and XP Journeys

Think of this in the context of an exam - we are often advised to leave the complex Qs and return to them at a later time.

2

Goals (Short and long-term)

Missions or challenges give users a purpose. Fluid and transparent - it guides continuous learning and continuous improvements.

3

Transparency

A learning culture that is open and every player feels that they have equal opportunities and choices to Max Lvl and Prestige.

4

Fast and responsive feedback

Whether reinforcing or balancing, feedback encourages the player to continue and adjust through Just-In-Time results and notifications.

5

Collaboration

Connect players as communities and societies to accomplish larger and alternate tasks that encourage knowledge sharing and community learning.

6

Community

Community gives meaning to the other game mechanics. It also creates a sense of whole and urgency, empowering diversity, collective growth and development.

7

Onboarding

The players become engaged as they master the actual in augmented or simulated environments, rather than being startled by a strange interfaces or manuals.

8

Levelling Up

Levels indicate long-term or sustained achievement. Used to identify status within a community and to unlock new missions, badges, activities, and rewards.

9

Competition

Competition works both ways (intrinsic and extrinsic), it should be open and transparent, and support competitive-learning.

10

Points

Measurable evidence of accomplishments. Used to keep score and establish status or accumulated to purchase virtual or real goods.

11

Badges

Indicator of accomplishment, mastery and skill level. Used to identify skills, teams, affiliations and expertise within large and cross-functional groups.

12

Mediums of Communication

Weak-ties are cultivated through a single mode of communication. Strong-ties rely on the use of multiple mediums of communication.

13

Space(s)

The design, layout and environment - Space is where all tangible and intangible self-expression and reconfiguration occur.

USEFUL CONTACT

  • Info@teamifb.com
  • John@teamifb.com