Game On! Gamifying Your Apps for Fun and Profit
summary
Built a gamified recycling app called Amico that fails because game bits are stuck on a weak product, then pivots to education. Claims: Foursquare growth spikes 3,400% in one year to about 10 million users using PBL mechanics; LinkedIn raises profile completion 50% by adding a progress bar; Autodesk boosts trial-to-sale by 18% with mission-style onboarding but breaks sales when over-applied; Microsoft mobilizes ~450 employees to review 500,000 screens via points and succeeds. Emphasizes extrinsic vs intrinsic motivation and constant analytics.
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chapters (26)
- 0:00Intro
- 2:09Rummy, Dummy
- 3:45What is Gamification? Level
- 8:04Gamification Misconceptions
- 10:47Elements of Games
- 15:13Good feelings come from 4 special brain chemicals
- 15:48Gamification Level 1
- 16:03Gamification Frameworks
- 16:34Player Types
- 22:016D Gamification Design
- 23:29Example Application
- 24:33Define business objectives
- 24:45Delineate target behaviors
- 25:06Describe your players
- 28:27Don't forget the fun
- 29:04Deploy the appropriate tools
- 29:48Gamification Tactics Level 2
- 30:14Foursquare
- 34:47Red Alert 2
- 36:13Collection Sets
- 43:08Problems & Concerns Level 3
- 44:07Ethical Concerns
- 48:28Other Issues
- 50:44Case Studies Level 4
- 54:19Microsoft
- 55:35Books
related talks
40mDesigning Gamification for Good
04mGabe Zichermann Interviewed at Web 2.0 Expo San Francisco 2011
11mGamification - Falling Down the Leader Board?
44mGamification without the Garbage
28mThe Messy Middle - From Trend Gamification to a Profitable Hypercasual Game
35mBuild a better, faster product with Game Thinking
05mDisambiguating Preferences for Gamification Strategies to Motivate Pro-Environmental Behaviour
54mGoing Deep on Gamification
