The document discusses gamification and how it can be used to engage target audiences and achieve difficult goals. It outlines some of the most commonly used gamification elements like points, badges, levels, leaderboards, and challenges. It provides examples of how these elements have been implemented in apps and social media. Finally, it briefly mentions that there are four types of players and notes gamification can help motivate people who otherwise may not want to participate.
1 of 16
Download to read offline
More Related Content
Crossmedia 18 a gamefication deel 1
1. Crossmedia
Les 18
Gamification
CROSSMEDIA - The New School 1
2012
2. Achtergrond
• Hoe activeer je de doelgroep?
• Hoe realiseer je lastige doelstellingen?
• Als mensen wel moeten maar niet willen?
CROSSMEDIA - The New School 2
2012