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(We are sorry for the Word 2000-feel of the model) |
This is a modelling of the method we are using. The red boxes represents important deliverables, the green boxes represents our imperical studies and the blue boxes represents analysis of our results.
The development of the gamification system is divided into three major steps illustrated by the arrows to the right; Empirics, analysis and verification/validation. The first part of the project, before the actual development started, was the research and theory phase. The downward arrow to the left shows how the results of theory study influences every part of the gamification system development.
In short, the method includes the following steps: Finding out what motivates the consultants at Cybercom, turning these motivators into things people find engaging and fun and combine that result with clearly identified barriers that we intend to overcome with the gamification system. Finally, a selection of suiting game mechanics will then be derived from that combination.
The Survey
The survey is based on Steven Reiss' theory about the 16 motivators and we have used the survey he presented to establish a general motivation profile for the employees at Cybercom.
Focus Groups and Interviews
This part of the imperical study are meant to identify what exactly the barriers are that the gamification system intends to overcome. The purpose is to increase the awareness and use of the consultant model, what hinders usage of it today?
Workshop
The workshops intend to serve as a way to verify and vaildate the game dynamics and mechanisms that we have come up with. Is it feasable?, is it reasonable?, are they engaging? These are some of the questions that need answers. This phase will be iterated until we have a accomplished gamification system.
We our currently analysing the results from the survey which has provided interesting input on people's motivations at Cybercom. The next step is preparing for interviews and brainstorming different suitable game mechanics.
Keep Gaming!
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