Adrian Dimech s3854477.  Gamification is the use of game thinking and game mechanics in a non- game context.game mechanics  Engages users and solve.

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Presentation transcript:

Adrian Dimech s

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

 Builds loyalty.  Creates status.  Provides meaningful feedback.  Encourages exploration.

 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.  Gamification has 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.

 Competition  Achievements  Status  Self – Expression  Challenges  Reputation  Badges  Social graph

 Missions  Story  Progress bars  Achievement  Collection  Geo-Location

 Connects with real life (Interactive)  Help to be active and be outdoors  Keeps you fit  User friendly  Gameplay

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

 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.

 “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.”

 What will I implement to my application from my research?  Interaction  Motivation  Gameplay  Achievements  Badges  Points

  Adrian Dimech s