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Activity loops

Gamified systems, like other systems, are simply a series of actions. The player acts on the system and the system responds. We refer to how the user interacts with the system as activity loops. We will talk about two types of activity loops, engagement loops and progression loops, to describe our player interactions.

Engagement loops describe how a player engages with the system. They outline what a player does and how the system responds. Activity will be different for players depending on their motivations, so we must also take into consideration why the player is taking the action he is taking.

A progression loop describes how the player engages with the system as a whole. It outlines how he/she might progress through the game itself. Whereas engagement loops discuss what the player does on a detailed level, progression loops outline the movement of the player through the system.

For example, when a person drives a car, he/she is interacting with the car almost constantly. This interaction is a set of engagement loops. All the while, the car is going somewhere. Where the car is going describes its progression loops.

Activity loops tend to follow the Motivation, Action, Feedback pattern.

Note

For more details on this, see Appendix, Tables.

The players are sufficiently motivated to take an action. When the players take the action and they get a feedback from the system, the feedback hopefully motivates the players enough to take another action. They take that action and get more feedback. In a perfect world, this cycle would continue indefinitely and the players would never stop playing our gamified system. Our goal is to get as close to this continuous activity loop as we possibly can.

Progression loops

We have spent the last few pages looking at the detailed interactions that a player will have with the system in our engagement loops. Now it's time to turn our attention to the other type of activity loop, the progression loop. Progression loops look at the system at a macro level. They describe the player's journey through the system. We usually think about levels, badges, and/or modes when we are thinking about progression loops We answer questions such as: where have you been, where are you now, and where are you going. This can all be summed up into codifying the player's mastery level.

In our application, we will look at the journey from the vantage point of a novice, an expert, and a master.

Upon joining the game, players will begin at novice level.

At novice level we will focus on:

  • Welcome
  • On-boarding and getting the user acclimated to using the system
  • Achievable goals

In the Welcome stage, we will simply introduce the user to the game and encourage him/her to try it out. Upon on-boarding, we need to make the process as easy as possible and give back positive feedback as soon as possible. Once the user is on board, we will outline the easiest way to get involved and begin the journey.

At the expert level, the player is engaging regularly in the game. However, other players would not consider this player a leader in the game. Our goal at this level is to increasingly present more difficult challenges. When the player reaches a challenge that is appearing too difficult, we can include surprise alternatives along the way to keep him/her motivated until they can break through the expert barrier to master level.

The game and other players recognize masters. They should be prominently displayed within the game and might tend to want to help others at novice and expert levels. These options should become available at later stages in the game.

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