By Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, Tobias Brockmann
This compendium introduces online game conception and gamification to a few various domain names and describes their expert software in details platforms. It explains how playful capabilities might be applied in a variety of contexts and highlights more than a few concrete situations deliberate and built for a number of huge firms. In its first half the e-book offers the basics, thoughts and theories of gamification. this is often via separate application-oriented sections – every one containing numerous circumstances – that target using gamification in buyer administration, innovation administration, educating and studying, cellular purposes and as a component of digital worlds. The booklet bargains a worthwhile source for readers searching for thought and suggestions find a pragmatic method of gamification.
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Extra info for Gamification: Using Game Elements in Serious Contexts
Point Distributions Inspecting the distribution of points over users can help experts to detect flaws in the balance of point amounts for gamiﬁed actions. For example, noticing that 1 % of the users own 90 % of the points might be an indicator that the point amount for gamiﬁed actions should be reconsidered. Achievable Gamiﬁcation Elements Gamiﬁcation experts can explore user progression statistics of achievable gamiﬁcation elements such as badges, levels, or missions to see the overall progression of users in the gamiﬁcation design.
In the IT-ticket scenario, experts might be interested in discovering user groups based on their role in the system, the amount of earned points, or geographical region. 40 B. Heilbrunn et al. 5 Simulation Simulations are a common tool in the game design phase (Dormans 2012). In gamiﬁcation design they are also considered as useful in supporting early design decisions (Rimon 2013). Gamiﬁcation experts can simulate their early design ideas with existing user and behaviour data. Given that an appropriate dataset of historical user behaviour exists, a simulation can help to identify major flaws in the mechanics of a new gamiﬁcation design.
There they can be queried through an integrated Business Intelligence tool which allows multidimensional analysis of recorded event data by executing queries in Multidimensional Expressions (MDX) language. The BI tool can be leveraged for deﬁning custom KPIs or implementing gamiﬁcation metrics. However, each metric needs to be deﬁned and maintained manually which radically reduces the comfort that an automated solution could have. The tool supports the process of A/B testing in a generic form, which requires the actual variation logic to reside in the client application.