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1 11 th - 12 th August Radisson Blu Hotel, Edinburgh

2 11 th - 12 th August Radisson Blu Hotel, Edinburgh Gamification - Building Games - The Mechanics, Rewards and Influences Kam Star, Chief Play Officer, PlayGen James Allsopp, Design Director, PlayGen

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8 Enter the Gametrix Kam Star James Allsopp

9 Which one do you take?

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18 You are going to be the game designers.

19 think outside the box

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21 The Rules What motivates your player. Pick 2 blue cards which best capture their motivations. Define your victory conditions. Pick 1 or 2 orange cards and define conditions for your player to win. Set the rules for your game. Pick a minimum of 2 red cards to choose your gaming mechanisms. Is your game social? Pick a minimum of one green card to make your game a multiplayer experience.

22 Motivation The main reasons to play the game.

23 Competition The natural human urge to grapple over resources, rewards or status.

24 Power The desire for a position of leadership, authority and responsibility.

25 Identity The need to act and be recognised as an individual with control over decisions.

26 Curiosity The basic intrinsic motivation to explore, create and learn about the world.

27 Ownership Controlling the use of an object or resource increases the player s status and creates loyalty.

28 Mastery The motive to develop skills for personal growth, fulfilment and achievement.

29 Winning The need for challenge, success and recognition.

30 Free We all love the feeling of something for nothing. Freebies are an incentive to start and keep playing.

31 Instant gratification The players need to have what they want straight away, without having to wait.

32 Meaning Believing in working towards achieving something great through playing the game.

33 ? Motivation

34 Victory Conditions How to win the game

35 Victory conditions We all like to win, there is no exception in games.

36 Goals & Objectives A game-specific outcome which the player is tasked to complete.

37 Checkpoint A reference point where the player s progress in the game is recorded

38 Elimination A Goal to wipe out the opposition.

39 Race A Competition between players to be the first to reach a goal.

40 Territory Control A land grab - whoever occupies the biggest area wins.

41 ? Victory Conditions

42 Game Mechanics Rules that define game-play

43 Points A Unit of score point. Points can be positive or negative and affect health, wealth or abilities.

44 Levels A Section of the game in which all player actions take place until a certain goal has been reached.

45 Reward A Point or item given in the recognition of a players effort or achievement. Used to reinforce encouragement in the game.

46 Turns Players take turns to perform their actions. Like in chess.

47 Time The clock is ticking and sets a period in which activities must be completed. It keeps the player moving through the game.

48 Difficulty Pitching the challenge at the right level to keep the game interesting for different types of players

49 Resource Management Players must control, plan and deploy resource flow in order to achieve the game s goals

50 Auction Buying or selling items, through taking bids and then selling the item to the highest buyer.

51 Capture Taking hold of an opponent s tokens or resources.

52 The types of game mechanics Behavioural Solely focused on human behaviour and the human psyche. Progression Used to structure and stretch the accumulation of meaningful Skill. Feedback These types complete the feedback loop in the mechanic.

53 Behavioural Progression Game-play Feedback The game-play should always be fun, otherwise your player s won t continue the experience. Richard Garriott MMORPG Game Designer

54 ? Game Mechanics

55 Social Game Mechanics How we bring players together and allow them to interact with each other.

56 Social Status The display of social standing showing ability, privileges or achievements. This is key to credibility and acceptance.

57 Leaderboard A virtual board displaying names, rank and current scores or achievements of the players. Helps to visibly demonstrate status.

58 Achievement Challenges for the player to complete, resulting in social recognition as well as personal fulfilment.

59 Customisation Providing the ability to personalise aspects of a game world, enabling players to express their identity to others.

60 Communal Collaboration The action of players working together to create something, fulfilling a need for community and belonging.

61 Social Points The points players award each other through interacting in a community environment.

62 Gifting Evokes the ancient anthropological need for reciprocity. It feels good to give and to receive.

63 Currency The monetary units players trade in the game world, which may or may not have a real world exchange.

64 Virtual Goods Objects or abilities purchased by the player with real or virtual currency.

65 ? Social Game Mechanics

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67 e Victory You are points now PlayDesigners

68 Just add salt The just add salt methodology. It s nice but adding salt makes it better. We see many companies, sites and brands using this method in Gamification. Just add game mechanics ^ By adding game mechanics just doesn't cut it We don t name and shame! People aren t going to play a game on brushing their teeth If they brush their teeth already everyday.

69 Understanding human motivation Looking at the psychological components in game design.

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71 Gamification is Psychology Gamification = ^ 10% Game Design 90% Psychology A deeper understanding in how we can use psychological theories with gaming mechanisms in order to motivate human behaviour.

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73 11 th - 12 th August Radisson Blu Hotel, Edinburgh

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