A gamification project through the eyes of an analyst

We want an engaging gamification concept. Shareable rankings are a must – we need to have competition and viral aspect going on. This is, more or less, the level of specificity in project requirements that are defined in preliminary talks with the client. After that, programmers, UX designers, testers and graphic designers join the project. They want to know exactly how it is supposed to work. Is it possible that there is somebody who can speak the languages of the client, technical people and other specialists behind gamification? Read on to learn about the stages of a gamification project and find out what the role of an analyst in each of them is.

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Creating gamification – top myths busted!

What does a bowl of M&M’s, the legends of hard rock and gamification have in common? Why should attention to detail be a must-have skill of every gamificator? What can go wrong in building engagement? Today we are looking back and confess the sins of gamificators. Let’s confront the myths about creating gamification with the reality.

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4 steps to flow

What if we offered gamification users something that would make them get away from the daily reality? Let them feel flow! And it’s much more than just catchy wording: it’s a phenomenon that is well documented by scientists. Although there is no ready-made recipe that would guarantee the state of flow, surely it’s worth taking a look at a couple of tips that might help gamificators create an engaging concept.

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6 ways to gamify your day

From now on, I’ll drink lots of water every day and each morning I’ll get up right after the alarm goes off. That’s not all. Starting from tomorrow, I’ll go to the gym and the way I drive my car will finally be eco-friendly. Sounds like mission impossible? Let’s be honest, how many times have you actually managed to keep such resolutions? And what if we gamified our everyday life and helped ourselves achieve our goals? See 6 apps that can become your weapon in fighting with the omnipresent procrastination.

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Rewards in gamification. A few word about achievements you don’t include in your CV

Badges, trophies and points have been our constant companions since we were kids. Can you remember that spelling contest in which the only award was a certificate of participation? A badge for collecting ten water type Pokémons, the Champion of Breakfast title in the QuizUp app, a PlayStation gold trophy received for an exceptionally daring fight in the game... Why do non-material prizes bring us so much satisfaction? How is it possible that regardless of users’ age they still engage them?

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How to engage employees in CSR activities? Charity gamification vol. 3.

General Dzikorsky, chairman Niedźwiediev, or maybe good old Puchaczenko? These are only a few of the characters featuring in our Christmas charity campaign. Once again we gamified our team members and brought out the best in them. For over two weeks, they became the inhabitants of a virtual land and helped the residents of nursing homes with their actions. Take a look how our gamification had evolved since last year and what we managed to achieve with it.

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2016 – what a great year in gamification!

Ten new trends in gamification', 'End of gamification?', 'Can’t believe what happened with…' – these may be the headlines of 2016 summaries. For me the word that describes last year in gamification the best is 'stability'. Sounds boring, huh? Not necessarily. For gamificators good times have just begun.

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What type of player are you?

Engaging game mechanics? All set! Absorbing storytelling? Complete! Great design? Done! Sounds like ideal gamification design just waiting to be implemented? Nothing further from the truth. Even high quality of individual components of gamification will not guarantee success if we don’t get to know its potential users very well. But before we move on to building complex persona, it is worthwhile to begin with Bartle’s classical taxonomy of types of players. It is a popular and relatively simple characterization that answers the question about what gamers look for. Meet achievers, explorers, socializers and killers.

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Why do we like stories? Storytelling in gamification

Once upon a time, when a thunder meant the wrath of gods and the eclipse was connected to magical powers possessed by priests, tales allowed people to get a grasp of what makes the world go round. Today, even though our knowledge is based on scientific discoveries, human penchant for telling and listening to stories remains strong. What makes storytelling so effective and why should no one treat them as mere figments of imagination?

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Too sweet to be bad. Gamification in charity

Almost a hundred of employees. Project managers, graphic designers, marketing specialist, creative concept designers, business consultants and programmers. Different personalities, different expectations. What do they have in common? Their willingness to help. And we decided to make it easier for them. Needless to say, by using what we know best - gamification.

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Was it worth it? Quick thoughts on Gamification World Congress 2016

The biggest gamification authority figures, a huge dose of inspiration, a handful of statistics, examples of solutions and amazing tools. This is how I can summarize the fifth edition of the Gamification World Congress, which took place this year in the sunny Madrid. GWC is undoubtedly a point on the map of international gamification events that you can’t miss. It’s time to present a brief recap of the most interesting speeches.

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Ways of planting social engagement.

Have you ever been worried that your unwatered virtual eggplants will wither and uncollected apples will rot? No? Then you probably have never played FarmVille! Feeling concerned about virtual seed beds? Absurd but true for thousands of online farmers. Games are powerful. For their sake we are willing to change our plans, sit up till late at night, and call off get-togethers or even forget to eat dinner. How is that possible, you ask? Because games are not merely a source of entertainment.

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