Gamification 
-Important elements- 
학번: 10981 
학과: 디지털콘텐츠학과 
성명: 이도현
Contents 
 Gamification 
 Elements of gamification 
- Reward 
- Status 
- Achievement 
- Assertiveness 
- Competition 
 Conclusion
Gamification? 
 Customer to focus on service to apply 
game’s funny 
technique to repeatedly use
Gamification’s elements 
 induce customer join and plunge 
customer Big Contribution 
→ Mechanism to Satisfy human’s 
Psychological Needs
-Reward- 
 Clarly and fairly give consideration 
about customer’s participation and 
effort 
 Reward to use virtual Goods 
→ Score, Item, Digital contents 
 Reward to use real Goods 
→ Discount Amount, Provide Gift
-example-
-status- 
 Numerical level or Gold / Silver 
typical status technique 
 Status technique to Satisfy parader 
Intentional discrimination by rank 
→ show gap by top rank 
→ Induce for customer to strive for 
upgrades
-Achievement- 
 provide Immediate results about 
committed effort 
 progress 
→ immediately show result 
 encourage user to effort 
 challenge/mission 
→ inspire new challenge desire 
 extend sense of accomplishment 
when success mission
-example-
-Assertiveness- 
 Express individuality through avatar 
and item 
 Express identity Through relation to 
SNS’s community active 
→ Group active ,Extend relation, 
Communication With Other user
-example-
-Competition- 
 System that reward cooperation or 
winning with other users in the 
competition 
 Stimulates fighting spirit and, 
uncertainty is increases by the 
others's intervention 
 Typical techniques 
→ Match, Share, Trade
-example-
Conclusion 
 gamification element combination  
change ‘custmoer’to‘fan’

More Related Content

PPTX
GAMIFICATION - IT TALKS ESAT GVT
PDF
Gamification - inspiração no curso de Gamification de Kevin Werbach
PDF
Student Motivation and Engagement Learning Forward 2015
PDF
Gamificação na prática: slides palestra innovation experts
PDF
The 7 Habits of Breakthrough Innovators
PPTX
gamification 김민지
PDF
Gamification 파포
PPTX
gamification 김민지
GAMIFICATION - IT TALKS ESAT GVT
Gamification - inspiração no curso de Gamification de Kevin Werbach
Student Motivation and Engagement Learning Forward 2015
Gamificação na prática: slides palestra innovation experts
The 7 Habits of Breakthrough Innovators
gamification 김민지
Gamification 파포
gamification 김민지

Similar to Gamification important elements- (9)

PPTX
Gamification
PPTX
게이미피케이션
PPTX
디지털미디어특강
PPTX
Gamification
PPTX
중간고사 대체과제
PDF
Gamification System _ How to motivate Your Employees, Your Customers, Or Our ...
PDF
Game design
PPTX
Gamification consumer apps
PDF
Collaboration Through Gamification
Gamification
게이미피케이션
디지털미디어특강
Gamification
중간고사 대체과제
Gamification System _ How to motivate Your Employees, Your Customers, Or Our ...
Game design
Gamification consumer apps
Collaboration Through Gamification
Ad

Recently uploaded (20)

PPT
Retail Management and Retail Markets and Concepts
PDF
Tortilla Mexican Grill 发射点犯得上发射点发生发射点犯得上发生
PDF
Chapter 2 - AI chatbots and prompt engineering.pdf
PDF
Vinod Bhatt - Most Inspiring Supply Chain Leader in India 2025.pdf
PPTX
IITM - FINAL Option - 01 - 12.08.25.pptx
PPTX
operations management : demand supply ch
PPTX
BUSINESS CYCLE_INFLATION AND UNEMPLOYMENT.pptx
PDF
Comments on Clouds that Assimilate Parts I&II.pdf
PPTX
basic introduction to research chapter 1.pptx
DOCX
80 DE ÔN VÀO 10 NĂM 2023vhkkkjjhhhhjjjj
DOCX
Handbook of Entrepreneurship- Chapter 5: Identifying business opportunity.docx
PDF
Engaging Stakeholders in Policy Discussions: A Legal Framework (www.kiu.ac.ug)
PDF
Communication Tactics in Legal Contexts: Historical Case Studies (www.kiu.ac...
PDF
533158074-Saudi-Arabia-Companies-List-Contact.pdf
DOCX
Center Enamel A Strategic Partner for the Modernization of Georgia's Chemical...
PPTX
2 - Self & Personality 587689213yiuedhwejbmansbeakjrk
PPTX
chapter 2 entrepreneurship full lecture ppt
PDF
MBA2024 CGE 1.pdf file presentation 2025
PDF
Middle East's Most Impactful Business Leaders to Follow in 2025
PDF
Highest-Paid CEO in 2025_ You Won’t Believe Who Tops the List.pdf
Retail Management and Retail Markets and Concepts
Tortilla Mexican Grill 发射点犯得上发射点发生发射点犯得上发生
Chapter 2 - AI chatbots and prompt engineering.pdf
Vinod Bhatt - Most Inspiring Supply Chain Leader in India 2025.pdf
IITM - FINAL Option - 01 - 12.08.25.pptx
operations management : demand supply ch
BUSINESS CYCLE_INFLATION AND UNEMPLOYMENT.pptx
Comments on Clouds that Assimilate Parts I&II.pdf
basic introduction to research chapter 1.pptx
80 DE ÔN VÀO 10 NĂM 2023vhkkkjjhhhhjjjj
Handbook of Entrepreneurship- Chapter 5: Identifying business opportunity.docx
Engaging Stakeholders in Policy Discussions: A Legal Framework (www.kiu.ac.ug)
Communication Tactics in Legal Contexts: Historical Case Studies (www.kiu.ac...
533158074-Saudi-Arabia-Companies-List-Contact.pdf
Center Enamel A Strategic Partner for the Modernization of Georgia's Chemical...
2 - Self & Personality 587689213yiuedhwejbmansbeakjrk
chapter 2 entrepreneurship full lecture ppt
MBA2024 CGE 1.pdf file presentation 2025
Middle East's Most Impactful Business Leaders to Follow in 2025
Highest-Paid CEO in 2025_ You Won’t Believe Who Tops the List.pdf
Ad

Gamification important elements-

  • 1. Gamification -Important elements- 학번: 10981 학과: 디지털콘텐츠학과 성명: 이도현
  • 2. Contents  Gamification  Elements of gamification - Reward - Status - Achievement - Assertiveness - Competition  Conclusion
  • 3. Gamification?  Customer to focus on service to apply game’s funny technique to repeatedly use
  • 4. Gamification’s elements  induce customer join and plunge customer Big Contribution → Mechanism to Satisfy human’s Psychological Needs
  • 5. -Reward-  Clarly and fairly give consideration about customer’s participation and effort  Reward to use virtual Goods → Score, Item, Digital contents  Reward to use real Goods → Discount Amount, Provide Gift
  • 7. -status-  Numerical level or Gold / Silver typical status technique  Status technique to Satisfy parader Intentional discrimination by rank → show gap by top rank → Induce for customer to strive for upgrades
  • 8. -Achievement-  provide Immediate results about committed effort  progress → immediately show result  encourage user to effort  challenge/mission → inspire new challenge desire  extend sense of accomplishment when success mission
  • 10. -Assertiveness-  Express individuality through avatar and item  Express identity Through relation to SNS’s community active → Group active ,Extend relation, Communication With Other user
  • 12. -Competition-  System that reward cooperation or winning with other users in the competition  Stimulates fighting spirit and, uncertainty is increases by the others's intervention  Typical techniques → Match, Share, Trade
  • 14. Conclusion  gamification element combination  change ‘custmoer’to‘fan’