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Gamification Thinking
Gamification thinking is a hot business term in the last two years. According to the subtitle of this book, it is the new force that will change the future of business. For some people, Angry Birds is a game; for others, it's golf or Texas Hold'em; and for still others, it's the number of followers on the microblogging site, high scores in exams, and so on. The same applies to gamification at work; wanting to fight for first place in your group, fighting for your product to beat the competition, are all specific manifestations of gamification.

Fun is an invaluable tool for solving business development problems in marketing, productivity improvement, technological innovation, customer engagement, human resource rationalization and sustainable development. In the era of globalized competition, technology has radically lowered the barrier to entry for competition, and stronger engagement is your competitive advantage, and gamification design techniques provide exactly the way to enhance engagement. Gamification is the right direction for a deep change in the way businesses are managed.

Gamification practices fall into three broad categories: first internal gamification, which emphasizes that participants are part of the company and can facilitate a powerful mind-flow experience between company employees; second external gamification, which emphasizes the use of gamification to push marketing and motivate customers; and third behavioral change gamification, which is designed to help everyone form better habits.

There are three points to be made about whether companies should gamify: engagement - gamification increases participation; experimentation - opens up more possibilities; and results - the Gamification into business brings positive results.

Gamification is precisely about creating fun to achieve more realistic goals. Thinking about getting fun in a planned, directed way is called gamification thinking. Players play games to win, and game designers design games to entice players to play. Players are at the center of the game and they need to have a sense of control in the game. The player's excitement stems from the player's sense of autonomy.

The 4 core issues of gamification thinking: 1. Motivation: how to get value from the behaviors that are motivated? 2. Meaningful choices: are all the target activities you set interesting? 3. Structure: can it be patterned with its behaviors by a fixed program? 4. Potential conflicts: can the game avoid conflicts with the existing incentive system?

Behaviorism emphasizes that human knowledge responds passively to external stimuli, whereas self-determination theory focuses on the developmental trends of human beings themselves - their internal needs. Self-determination theory divides these needs into three categories: competence, relatedness, and autonomy.

Competence needs, also known as mastery, imply the ability to positively manage relationships with the external environment, such as learning to tango and completing tax returns.

Relationship needs involve social relationships, the general desire to interact with family members, friends, and others. It can manifest itself in higher desire goals, such as making a difference.

Autonomy needs, which are people's innate calling, are meaningful and aligned with personal values.

The game is a perfect example of the interpretation of the self-determination system. The most important aspect of the game is the process by which the user experiences the experience, not the content of the reward.

5 Lessons from Gamification:

First, rewards squeeze out fun, don't blindly attach extrinsic motivations to intrinsic ones.

Second, extrinsic reward mechanisms apply to activities that are not inherently that fun.

Third, coordinate your feedback. 1) Users want the unexpected: feedback increases autonomy and self-reported intrinsic motivation. 2) Users want feedback on how well they are doing. 3) Users can adjust their behavior based on the criteria provided. 4) Users want to know how well they are doing. 5) Users want to know how well they are doing. 6) Users want to know how well they are doing. 7) Users want to know how well they are doing. 8) Users want to know how well they are doing.

Fourth, integrating internal and external motivations. The design of the Player's Guild is such that the relevance of the players to each other dramatically changes the perceived motivations of the players.

Fifth, do no evil.

Game Elements PBL and DMC

Points, Badges, Leaderboards

There are 6 different ways that points are used:

1) Effective scoring 2) Determining winning status 3) Building a link between game play and external rewards 4) Providing feedback 5) Being a way of externally displaying user achievements. Providing feedback6. Providing analytics to microgame designers

Dynamics: overall concepts in a gamification system that are not directly usable in a game;

Mechanics: the basic flow of pushing the game forward and engaging the user;

Components: the basic flow of pushing the game forward and engaging the user;

Components: the basic flow of pushing the game forward and engaging the user;

Components: the basic flow of pushing the game forward and engaging the user;

Component elements ( components): specific examples of dynamics and mechanics;

How to Effectively Gamify

1. Define business goals

2. Delineate target behaviors

3. Describe your users: achievers, explorers, socializers, and assassins

4. Specify activity cycles

5. Don't forget about the fun< /p>

6. Deploy appropriate tools

Avoid gamification pitfalls and failures

1. Don't focus too much on point-based reward mechanisms; PBLs are just game components, not the whole of gamification. Don't use gamification as a cheap marketing technique, but as a subtle, deep engagement technique.

2. Don't contradict legal and regulatory mechanisms.

3. Don't become a tool for exploitation.

4. Play your game

Gamification is gradually being y applied to every aspect of our lives, and user behavioral data analytics in the era of big data are better equipped to provide us with a foundation for gamification design. Gamification presents a new perspective and narrative on organizational and personal goal setting, and therefore will be an opportunity for internal system innovation.