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Adrian Dimech s3854477

GAMIFICATION. Adrian Dimech s3854477. O VERVIEW. Gamification is the use of game thinking and game mechanics in a non-game context. Engages users and solve problems . It is used in applications and processes.

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Adrian Dimech s3854477

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  1. GAMIFICATION Adrian Dimech s3854477

  2. OVERVIEW • Gamification is the use of game thinking and game mechanics in a non-game context. • Engages users and solve problems. • It is used in applications and processes. • Improve user engagement, Return on Investment, data quality, and learning.

  3. Why do we need it? • Builds loyalty. • Creates status. • Provides meaningful feedback. • Encourages exploration.

  4. Effects on user • 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. • Gamificationhas 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.

  5. GamificationTechniques • Competition • Achievements • Status • Self – Expression • Challenges • Reputation • Badges • Social graph

  6. Types of Gamification

  7. Mobile Applications Zombies, Run!

  8. Mobile Applications Zombies, Run! • Missions • Story • Progress bars • Achievement • Collection • Geo-Location

  9. Design Interface Zombies, Run!

  10. Gameplay

  11. Why is zombie, RUN successful? • Connects with real life (Interactive) • Help to be active and be outdoors • Keeps you fit • User friendly • Gameplay

  12. Negatives • No run history. • Costs $8 to purchase. • Swearing. • Not accurate while running. • GPS and Accelerometer will decrease battery.

  13. Issues • 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.

  14. Growth • “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.”

  15. Implementation • What will I implement to my application from my research? • Interaction • Motivation • Gameplay • Achievements • Badges • Points

  16. https://www.youtube.com/watch?v=B3LtPPOFeaI • Adrian Dimech s3854477

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