
Gamification with Unity 5.x
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Lastly, we have gamified experiences. The aim of these experiences is to improve something about ourselves in ways that are ideally more motivating than how we perceive them in real life. For example, think of something that you find difficult to stay motivated with. This may be anything from managing your finances, learning a new language, or even exercising.
Now, if you make a deal with yourself to buy a new dress once you finished managing your finances or to go on a trip once you have learned a new language, you are turning the experience into a game. The rules are simply to finish the task, and the condition of finishing it results in a reward, either a dress or the trip. The fundamental thing to remember is that gamified experiences aim to make ordinary tasks extraordinary and enjoyable for the player.
Games, gaming, and gamified experiences can give rise to many types of opportunities for us to play or even escape reality. To finish this brief exploration into the design of games, we must realize that games are not solely about sitting in front of the TV, playing on the computer, or being glued to the seat transfixed by a digital character dodging bullets. The game mechanics to make a task more engaging and fun have been defined as Gamification. Gamification relates to the use of games to tackle issues related to real-world situations, and while the term has become popular, the concept is not entirely new. Think about loyalty cards, not just frequent flyer mile programs, but maybe even at your local butcher or café. Do you get a discount after a certain number of purchases; maybe the 10th coffee is free. For a while, various reward schemes have already been in place; even giving children a reward for completing household chores or good behavior and awarding gold stars for academic excellence constitute gamification. If you consider social activities such as Scouts, they utilize gamification as part of their procedures. Scouts learn new skills, such as cooperativeness, and by doing so gain different status, and receive badges to demonstrate levels of competency. Gamification has become a favorable approach to engaging clients with new and exciting design schemes to maintain interest and promote a more enjoyable and ideally "fun" product. The product in question does not have to be digital. Therefore, gamification can exist both in a physical realm (as mentioned before with gold stars awards) as well as in a more prominent digital sense (such as badge and point reward systems) as an effective way to motivate and engage users. Some common examples of gamification include:
DuoLingo (www.duolingo.com) is an interesting application in terms of its design. It is a simple yet powerful tool for grasping foundational concepts in a range of different languages. DuoLingo has quite a fresh color palette and it immediately grabs the attention of the user with its bold and simple graphics. If we have a look at the following screenshot, we can see that the content is contained in small chunks (for example, basic vocabulary, food) and each lesson focuses on a small section of each part. This works well because it doesn't become too overwhelming to the player.
Various screenshots displaying different parts of the DuoLingo application
DuoLingo includes a number of different game elements and of course they are used in varying ways. The following is a list of the game elements that are used as part of the DuoLingo application and how they are used:
Real life can be mundane in some parts, especially when we are trying to keep on top of to-do lists, or develop better habits. However, don't worry, Habitica is one gamified application that adds a bit of drama to whatever new habit you are trying to develop (or stop). As we can see in the following image, Habitica has a dashboard as its main interface. All the information is displayed to the player at a glance, and more specific information, such as daily tasks and chats, is displayed in other, yet easily accessible, parts.
Screenshot of the rewards section of Habitica
Like DuoLingo, it uses similar elements and some new ones to achieve different things. The following is a list of game elements that are found in Habitica and how they are used as part of the gaming experience:
While we many not necessarily need an excuse to shop, because let's face it we can always buy ourselves something, AliExpress (www.aliexpress.com) has turned part of its service into a game with their mobile application. To encourage users to download, install, and use their application a number of games and exclusive offers have been designed to offer savings and some items for almost free (+ $0.01 for shipping), if you are lucky enough to grab them in time. As we can see in the following screenshot, Ali Express keeps a log of the user's interactions, for example, how successful or unsuccessful they have been with daily spins.
In addition, the user is also rewarded with feedback when good things happen, such as winning coins from spinning the wheel.
Screenshot of various elements from Ali Express that encourage the user to engage with gamified elements such as spining the Wheel and collecting daily coins.
Ali Express is slightly different from both DuoLingo and Habitica; it's an application for purchasing goods, rather than curving a spending habit or learning Italian. The following is a list of how various game elements are used to engage the user:
Feedback is also associated with points. Each time a user gives and receives feedback they are provided with points that are then attributed to a level.
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