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Gamification 2017 遊戲化(Gamification ) 人本設計: 優化人類動機

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Presentation on theme: "Gamification 2017 遊戲化(Gamification ) 人本設計: 優化人類動機"— Presentation transcript:

1 Gamification 2017 遊戲化(Gamification ) 人本設計: 優化人類動機
行為設計(Behavioral Design)

2 How Uber Uses Psychological Tricks to Push Its Drivers' Buttons

3 Outline Octalysis (八角分析法) Skinner Box Bartle’s player types 左腦 vs 右腦

4 Octalysis Yu-Kai Chou 心理動機 Yu-Kai Chou

5 1. 重大使命與呼召 Wikipedia Narrative Hero

6 2. 發展與成就 Status Points Badges Leaderboard

7 3. 賦與創造力與回饋 Lego Real-time control Instant feedback

8 4. 所有權與占有欲 Exchangeable Points Avatar

9 5. 社會影響力與同理心 Friending Social treasure

10 6. 稀缺性與迫切 Appointment Dynamics Torture breaks

11 7. 不確定性與好奇心 Random rewards

12 Skinner Box 操控反射(operant conditioning)

13 8. 損失與避免 Sunk cost Prison

14 外部傾向 vs. 內部傾向 Left: goal, reward Right: enjoyable

15 白帽遊戲化 vs.黑帽遊戲化

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18 Bartle taxonomy of player types

19 Flow (1990) Mihaly Csikszent
Mihaly Csikszentmihályi (1990). Flow: The Psychology of Optimal Experience. Harper & Row. ISBN  mihalyi

20 Reference Actionable Gamification: Beyond Points, Badges, and Leaderboards 2015


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