From wiki.gpii
Revision as of 01:07, 18 February 2014 by Till (talk | contribs) (Created page with "Here are the some gamification concepts [")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Here are the some gamification concepts [1] that could be particularly relevant for building the different GPII interaction mechanisms:

Epic Meaning

Actors act in a goal-oriented and can be motivated by meaningful goals. The element "Epic Meaning" in this context describes the work on something (in the eyes of the player) Grand or aspirational. Here, on the one hand the goal plays an important role, on the other hand it is for players also about being part of the fulfilling group, as acts "epic" often are not alone feasible.

Visible Status

The achieved status is displayed in the games in various ways, eg in the form of titles and lists of titles, achievements or especially so-called "Badges". The basic principle is the same in all these ways: they present to the outside, that the player reached a certain goal or level or fulfilled different tasks .


The game mechanism "Feedback" as feedback for activity of the player, is a collective term for all Game Mechanics that evaluate the actions of the user's visible to him. Since the evaluation usually takes place immediately after the main action, an intense "actio et reactio" experience is mediated.

Community Collaboration

Games often require larger group of players (in the extreme case, the entire community) to be brought together to solve a puzzle or problem property. For this purpose, tasks or quests will be provided that motivate the participants to collaborate, so that they communicate with each other and so that the network of personal contacts is extended.

Cascading information

Cascading information provides that a player only certain for the current task (see also quests) necessary information is communicated. This is done primarily so as not to overwhelm the players [...] The game concept is used in particular in educational games to teach the learner continuously and sequentially based information that further put him in the game without anticipating future learning content.