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Gamification of Collaborative Consumption

Gamification of collaborative consumption

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Gamification of Collaborative Consumption

Define business objectives:

• Increase generation of Shares

• Increase trade of Shares

• Increase spend of Shares

Delineate target behaviors:

• Increase amount of shared product & services (special everyweek, everymonth, etc quest with motivation to share products & services)

• Increase the usage of shares (todo lists service and special type of activity)

• Ensure of self-reproduction of audience (system will create social media awareness with special type of gamification activity -recomendation system)

• N points in different types of activity, proposal to complete another quest in different "skill tree".

• Collaborative Consumption Personal Radar Chart

Describe your players:

• Age: 25-54 (25-34, 34-45, 45-54)

• Married: 64,8%

• Countries: UK, USA, Netherlands, Denmark, Norway, Germany, Sweden, Spain, France, Italy, Brazil, Australia

• Social grade:

• UK - BC1C2E

• USA - Lower middle class, working class

• Household income: $25-50+k

• Behavior: active online consumer, active game player

• Children houshold: 40,2%

• Gender: 53% - men, 47% - women

Devise activity loop(for different types of players different and/or mix activity loops)

1. Feedback:

• N points in different types of activity, proposal to complete another quest in different "skill tree".

• For diffeernt types of players:

• Points

• Badges

• Leaderboards

• Statuses

• Rewards

Onboarding:

• The gamified system will engaged new players by providing a common task (business objective) in the form of simple quests.

• It will remain interesting for more experienced players by adding a complex quests from different mixtype activities quests and team work.

2. Engagement loops:

• 1.1. Explorers - quests (accomplishment of different lists/frameworks of recently posted products and services).

• Leisure frameworks (example, make a cycle tour at foreign city - book a flat, book a cycle, go to the somewhere and help anotherconsumer of the CC.com repair a house)

• TODO frameworks (example, garden todo list - making it clear - player need to book a lawn mower, book a car to go to the grocery store, get something else)

• 1.2. Killers - collaborative consumption products & services penny auction.

• 1.3. Socializers - products, professionals, services recomendation system ("i knew who can make/have it"), complex services graph ("Max knows 3 different people who can make a film (house, website, etc) if they would be a team).

• 1.4. Achievers - a different and broad types of achievements in different player roles

Progression loops:

We have complex social behavior and games strategies - not only achiever or killer. So for long-run progression we will use a gamified names for different types of activities related to the business goals.

The gamification idea: Collaborative Consumption Personal Radar Chart

Don’t forget the fun!

Gamified names for different collaborative consumption behavior strategies:

• Saint (volunteer activity)

• Scientist (volunteer + problem solving activities)

• Inventor (problem solving activity)

• Entrepreneur (problem solving + trading activities)

• Traider (shares trading activity)

• Tycoon (trading + peer-to-peer competitive activities)

• Warrior (direct peer-to-peer shares competitive activity)

• Revolutioner(volunteer + competitive activities)

Every activity/mixed activities has a tree of skills (like RPG games, which gives the players a special benefits - special for the achievers, explorers, socializersand killers types of play)

So when the player get achievements form different trees of skills he gets

• Benefits from different trees of skills

• Personal Radar Chart

• Long-run progression to the mastery gamified status (saint, inventor, tycoon, etc)

• He discern all other opportunities to explore different types of collabortiveconsumption

• He can compare the graphs of different people

Deploy the appropriate tools

Mechanics (from the text above):• we have virtual currency, so we have a Resource Acquisition - amount of earn, trade, spent Shares.• Challenges - quests• Chance - different todo lists, explorer leisure quests on recently posted products & services (some sort of random)• Cooperation & Competition - collaborative task solving, team work, auction activity.• Feedback - radar chart, points, successfully finished quests, changes in radar graph• Rewards - badges, statuses, benefits from high-level achievements, ect• Transactions - auction, collaborative and team work• Win states - leaderboards, auction points.

Components:• Achievements• Avatars• Badges• Boss Fights (complex activity types like complex "todo" lists, quests)• Combat - auction• Content Unlocking (different complexes of engagement leisure quests for high-level players)• Gifting (volunteer activity)• Leaderboards• Levels - pathway to mastery to achieve high-ranked states (saint, revolutioner, tycoon, etc)• Teams• Points• Quests

Platforms:• PC• Mac• Android• iOS