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From ego-centered touser-centered design of gamification
Mgr. Andrea Hrčková, PhD.Bc. Andrej Garaj
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Gamification
Gamefulness
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Book ClashMultiplayer or single
quiz
Book WorldVisualization of
personal or global statistic
Full shelfCompulsory
reading application
“I think”
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EGO FEEDBACK
2016
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2014 “I think”
2016 “What people
need”
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Young people
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Empathy mapping
“What do you feel?”
“What do you do?”
“What do you think?”
What is difficult to overcome?
8
people
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Results:What do readers like?- connecting and comparing information
they read with their reality - thinking about values
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Results:What do gamers like?- the possibility to evolve, discover, cooperate
or to destroy / kill the enemies.- striving to gain the final objective, adrenaline
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Most important for gamers and readers:
EMOTIONS
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- feeling of thrill and conflict- identification with the character- to build or to see something new- immersion to the story
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Pains:- the senselessness (missing purpose)- bad graphics - difficult text and cliche
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Feature for thrill, killing:
Killing daemons of stupidity
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Evolution feature:
Spirit
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Explorers feature:new books on the map, cleaning and completing the quiz
EXCELLENT
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Social feature: Best thoughts on book
Best thoughtWith big power goes big responsibility
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5
people
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Impact on quality of life?
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Our team
Words Words
Boss Boss IT Code Code
Ilustration Coffee
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