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R9 - 52 Gamification Mechanics and Elements - Gamified UK - #Gamification Expert

The document lists 52 gamification mechanics and elements that can be used to support different player types and contexts in gamification design. It includes general mechanics like onboarding/tutorials and signposting as well as mechanics tailored to specific player types like challenges for achievers and customization for free spirits.

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Fathima Heera
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0% found this document useful (0 votes)
122 views12 pages

R9 - 52 Gamification Mechanics and Elements - Gamified UK - #Gamification Expert

The document lists 52 gamification mechanics and elements that can be used to support different player types and contexts in gamification design. It includes general mechanics like onboarding/tutorials and signposting as well as mechanics tailored to specific player types like challenges for achievers and customization for free spirits.

Uploaded by

Fathima Heera
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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» HEXAD: A Player Type Framework for Gamification Design » 52 Gamification


Mechanics and Elements

52 Gamification Mechanics and


Elements
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

On-boarding / Tutorials
No one uses manuals anymore! Help people get used to your system with a
nice tutorial or a gentle introduction on how everything works.

Signposting
Sometimes, 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.

Loss Aversion
No 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.

Progress / Feedback
Progress 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.

Theme
Give 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.
Narrative / Story
Tell your story and let people tell theirs. Use gamification to strengthen
understanding of your story by involving people. Think like a writer!

Curiosity / Mystery Box


Curiosity is a strong force. Not everything has to be fully explained, a little
mystery may encourage people in new directions.

Time Pressure
Reducing the amount of time people have to do things can focus them on
the problem. It can also lead to different decisions.

Scarcity
Making something rare can make it all the more desirable.

Strategy
Make people think about what they are doing, why they are doing it and how
it might affect the outcomes of the game.

Flow
Getting the perceived levels of challenge and skill just right can lead to a
state of Flow. Balance is the key.

Consequences
If the user gets things wrong, what are the consequences? Do they lose a life,
points or items they have earned?
52
Gamification
Investment
Mechanics
When people invest time, effort, emotions or money, they will value the
and Elements
outcomes all the more.

Schedules

Random Rewards
Surprise and delight people with unexpected rewards. Keep them on their
toes and maybe even make them smile.

Fixed Reward Schedule


Reward people based on defined actions and events. First activity, level up,
progression. Useful during on-boarding and to celebrate milestone events.

Time Dependent Rewards


Events 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

Guilds / Teams
Let 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.

Social Network
Allow 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.

Social Status
Status 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.

Social Discovery
A 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.

Social Pressure
People 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.

Competition
Competition 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

Exploration
Give 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.

Branching Choices
Let 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.

Easter Eggs
Easter 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!

Unlockable / Rare Content


Add 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.

Creativity Tools
Allow 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).

Customisation
Give 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

Challenges
Challenges help keep people interested, testing their knowledge and
allowing them to apply it. Overcoming challenges will make people feel they
have earned their achievement.

Certificates
Different from general rewards and trophies, certificates are a physical
symbol of mastery and achievement. They carry meaning, status and are
useful.

Learning / New Skills


What better way to achieve mastery than to learn something new? Give your
users the opportunity to learn and expand.

Quests
Quests give users a fixed goal to achieve. Often made up from a series of
linked challenges, multiplying the feeling of achievement.

Levels / Progression
Levels 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.

Boss Battles
Boss 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

Meaning / Purpose
Some 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.

Care-taking
Looking after other people can be very fulfilling. Create roles

a parental
for administrators, moderators, curators etc. Allow users to take
role.

Access
Access 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.

Collect & Trade


Many 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.

Gifting / Sharing
Allow 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.

Sharing Knowledge
For 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

Innovation Platform
Disruptors think outside the box and boundaries of your system. Give them a
way to channel that and you can generate great innovations.

Voting / Voice
Give people a voice and let them know that it is being heard. Change is much
easier if everyone is on the same page.

Development Tools
Think modifications rather than hacking and breaking. Let them develop new
add-ons to improve and build on the system.

Anonymity
If 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!

Light Touch
Whilst 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.

Anarchy
Sometimes 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.

Player

Points / Experience Points (XP)


Points and XP are feedback mechanics. Can track progress, as well as be used
as a way to unlock new things. Award based on achievement or desired
behaviour.

Physical Rewards / Prizes


Physical rewards and prizes can promote lots of activity and when used well,
can create engagement. Be careful of promoting quantity over quality.

Leaderboards / Ladders
Leaderboards come in different flavours, most commonly relative or
absolute. Commonly used to show people how they compare to others and
so others can see them. Not for everyone.

Badges / Achievements
Badges and achievements are a form of feedback. Award them to people for
accomplishments. Use them wisely and in a meaningful way to make them
more appreciated.

Virtual Economy
Create a virtual economy and allow people to spend their virtual currency on
real or virtual goods. Look into the legalities of this type of system and
consider the long term financial costs!

Lottery / Game of Chance


Lotteries and games of chance are a way to win rewards with very little effort
from the user. You have to be in it, to win it though!

The Periodic Table of Gamification


Elements
Most of the icons are available at game-icons.net. For more information, check the icons

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