The document discusses different levels of complexity in game design and gamification. It begins with very simple examples of gamification that just reward points and badges. It then provides examples of basic game loops that involve killing monsters to level up, get loot, and earn gold. More complex examples incorporate social and emotional elements, like boosts for tagging content within a time period or tipping producers. The most intricate example outlines a daily system of collecting coins, leveling up, boosting rewards, and attracting premium content through viewing and sharing.
2. Simple “Gamification” :-(
User Performs
Desired Action
User Gets Points
User Gets Free
Stuff
End
Please do it again!
After X Points
3. Simple “Gamification” :-(
User Performs
Desired Action
User Gets Points User Gets Badge End
Please do it again!
After X Points
4. Simple “Gamification” :-(
User Performs
Desired Action
User Gets Points
User Gets Badge
End
Please do it again!
Aftercertain
m
ilestones
End
Please do it again!
5. Simple Game
Kill Monsters
Get EXP Level Up Become Stronger
Boost
After certain EXP
Get Gold
Get Treasure
Chest/Loot
Get Gear Look Cooler
After certain Gold
Random
ly
Earn
End
6. Slightly More Complex
Kill Monsters
Get EXP Level Up Become Stronger
Boost
After certain EXP
Get Gold
Get Treasure
Chest/Loot
Get Gear Look Cooler
After certain Gold
Random
ly
Earn
End
Boost%
Boost
7. Bandwagon Streak
Emotion-Tag
InterestingVideos
Get EXP Level Up
Increase Emotion
Tag Limit
Boost
After certain EXP
Get Emotion Tags
End
If people
same-tag
within X Hours
Extend Emotion
Tag Hours
Ifpeople
sam
e-tag
w
ithin
X
Hours
Boost
If people
same-tag with
X Hours
Get High Level
Frame
8. Daily Tipper (Consumer)
Return Daily Collect Coins
Level Up
Boost Daily Coins
After certain EXPLike/Share/
Comment Items
Tip Coins to
Producers
Gets High Level
Frame
Get EXP
Buy Item
View Producer
Item
Attract Premium Items to View (Boost)
Get EXP and Coin
Boosters
Boost
Attract Premium Items to View (Boost)