Below is a list of various elements and mechanics that support different User Types and contexts and can enhance your gamification designs. These are by no means all there are, but these are the ones that I chose to include with my Gamification Inspiration Cards.
When people invest time, effort, emotions or money, they will value the outcomes all the more.
General |
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On-boarding / TutorialsNo one uses manuals anymore! Help people get used to your system with a nice tutorial or a gentle introduction on how everything works. |
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SignpostingSometimes, even the best people need to be pointed in the right direction. Signpost next actions to help smooth the early stages of a journey. Use “just in time” cues to help users who are stuck. |
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Loss AversionNo one likes to lose things. Fear of losing status, friends, points, achievements, possessions, progress etc can be a powerful reason for people to do things. |
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Progress / FeedbackProgress and feedback come in many forms and have many mechanics available. All User Types need some sort of measure of progress or feedback, but some types work better than others. |
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ThemeGive your gamification a theme, often linked with narrative. Can be anything from company values to werewolves. Add a little fantasy, just make sure users can make sense of it. |
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Narrative / StoryTell your story and let people tell theirs. Use gamification to strengthen understanding of your story by involving people. Think like a writer! |
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Curiosity / Mystery BoxCuriosity is a strong force. Not everything has to be fully explained, a little mystery may encourage people in new directions. |
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Time PressureReducing the amount of time people have to do things can focus them on the problem. It can also lead to different decisions. |
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ScarcityMaking something rare can make it all the more desirable. |
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StrategyMake people think about what they are doing, why they are doing it and how it might affect the outcomes of the game. |
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FlowGetting the perceived levels of challenge and skill just right can lead to a state of Flow. Balance is the key. |
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ConsequencesIf the user gets things wrong, what are the consequences? Do they lose a life, points or items they have earned? |
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InvestmentWhen people invest time, effort, emotions or money, they will value the outcomes all the more. |
Schedules |
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Random RewardsSurprise and delight people with unexpected rewards. Keep them on their toes and maybe even make them smile. |
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Fixed Reward ScheduleReward people based on defined actions and events. First activity, level up, progression. Useful during on-boarding and to celebrate milestone events. |
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Time Dependent RewardsEvents that happen at specific times (birthdays etc.) or are only available for set period of time (e.g. come back each day for a reward). Users have to be there to benefit. |
Socialiser |
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Guilds / TeamsLet people build close-knit guilds or teams. Small groups can be much more effective than large sprawling ones. Create platforms for collaboration but also pave the way for team based competitions. |
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Social NetworkAllow people to connect and be social with an easy to use and accessible social network. It is can be more fun to play with other people than to play on your own. |
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Social StatusStatus can lead to greater visibility for people, creating opportunities to create new relationships. It can also feel good. You can make use of feedback mechanics such as leaderboards and certificates. |
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Social DiscoveryA way to find people and be found is essential to building new relationships. Matching people based on interests and status can all help get people started. |
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Social PressurePeople often don’t like feeling they are the odd one out. In a social environment, this can be used to encourage people to be like their friends. Can demotivate if expectations are unrealistic. |
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CompetitionCompetition gives people a chance to prove themselves against others. It can be a way to win rewards, but can also be a place where new friendships and relationships are born. |
Free Spirit |
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ExplorationGive your Free Spirits room to move and explore. If you are creating virtual worlds, consider that they will want to find the boundaries and give them something to find. |
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Branching ChoicesLet the user choose their path and destiny. From multiple learning paths to responsive narratives. Remember, choice has to be or at least feel meaningful to be most effective and appreciated. |
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Easter EggsEaster eggs are a fun way to reward and surprise people for just having a look around. For some, the harder they are to find, the more exciting it is! |
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Unlockable / Rare ContentAdd to the feeling of self expression and value, by offering unlockable or rare content for free spirits to make use of. Link to Easter eggs and exploration as well as achievement. |
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Creativity ToolsAllow people to create their own content and express themselves. This may be for personal gain, for pleasure or to help other people (teaching materials, levels, gear, FAQ etc). |
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CustomisationGive people the tools to customise their experience. From avatars to the environment, let them express themselves and choose how they will present themselves to others. |
Achiever |
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ChallengesChallenges help keep people interested, testing their knowledge and allowing them to apply it. Overcoming challenges will make people feel they have earned their achievement. |
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CertificatesDifferent from general rewards and trophies, certificates are a physical symbol of mastery and achievement. They carry meaning, status and are useful. |
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Learning / New SkillsWhat better way to achieve mastery than to learn something new? Give your users the opportunity to learn and expand. |
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QuestsQuests give users a fixed goal to achieve. Often made up from a series of linked challenges, multiplying the feeling of achievement. |
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Levels / ProgressionLevels and goals help to map a users progression through a system. It can be as important to see where you can go next as it is to see where you have been. |
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Boss BattlesBoss battles are a chance to consolidate everything you have learned and mastered in one epic challenge. Usually signals the end of the journey – and the beginning of a new one. |
Philanthropists |
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Meaning / PurposeSome just need to understand the meaning or the purpose of what they are doing (epic or otherwise). For others they need to feel they are part of something greater than themselves. |
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Care-takingLooking after other people can be very fulfilling. Create roles |
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AccessAccess to more features and abilities in a system can give people more ways to help others and to contribute. It also helps make them feel valued. More meaningful if earned. |
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Collect & TradeMany people love to collect things. Give them a way to collect and trade items in your system. Helps build relationships and feelings of purpose and value. |
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Gifting / SharingAllow gifting or sharing of items to other people to help them achieve their goals. Whilst a form of altruism, the potential for reciprocity can be a strong motivator. |
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Sharing KnowledgeFor some, helping other people by sharing knowledge with them is its own reward. Build the in the ability for people to answer questions and teach others. |
Disruptor |
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Innovation PlatformDisruptors think outside the box and boundaries of your system. Give them a way to channel that and you can generate great innovations. |
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Voting / VoiceGive people a voice and let them know that it is being heard. Change is much easier if everyone is on the same page. |
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Development ToolsThink modifications rather than hacking and breaking. Let them develop new add-ons to improve and build on the system. |
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AnonymityIf you want to encourage total freedom and lack of inhibitions, allow your users to remain anonymous. Be very, very careful as anonymity can bring out the worst in people! |
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Light TouchWhilst you must have rules, if you are encouraging disruption, apply them with a light touch. See how things play out before jumping in. Keep a watchful eye and listen to the feedback of users. |
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AnarchySometimes you just have to burn it all to the ground and start again. Sit back, throw the rule book out of the window and see what happens! Consider running short “no rules” events. |
The Periodic Table of Gamification Elements
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Andrzej, are these elements also in your book? I need to refer.
Beautifully done 🙂 Thanks a lot
could you explain me the difference between the game mechanics and the game elements ? thank you
Mechanics are sets of rules. So for instance, the rules that determine how fast a bullet travels in a game is a mechanic. I refer to elements as “things from games”, like the concept of sign posting, onboarding, points etc.
Nicely clasified, Andrzej. Now it’s so easy to go deeper into each type. Thanks!
Great Andrzej! Is this based on some formal research? Or have you written about it elsewhere? I might want to reference it on a presentation for an academic environment. Great resource!
Interesting article!
Hi I am pursuing my research on Gamification. Would be thankful if you can share some more resources and insights on the same area.
Great article, thank you!