Lean Gamification Canvas : A New Tool for Innovative Gamification Design Process

B. Yousefi, Hana Mirkhezri
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引用次数: 3

Abstract

In the contemporary circumstances where possessing a good and unique idea is not enough to start a successful business, it seems that how to perform and apprehend the idea itself is of great importance; The business model should support the designers/stakeholders to produce accurate information/knowledge about their users to be applied into their business model. The process of designing gamified systems/environment/services is no exception to the mentioned rule that paying attention to the needs of the users can improve the effectiveness of the gamified experience. Emphasizing the need of a user-oriented approach in the gamification process, the present article tries to selectively review the literature on the subject by conducting the interdisciplinary studies [business model and gamification], and in the next step, with the help of an analytical-descriptive approach in the process of the commercialization of gamification, we have introduced a model inspired by “Gamification 3.0”, “Lean Canvas” and focussing on the “Gamification Structure MDE”, entitled “Lean Gamification Canvas” to offer an effective way to accommodate user-related “deep knowledge” and eventually provide the “gamifiers” [gamification designers] with the sufficient knowledge to streamline their design process to increase gamified synergistic engagement and the successful commercialization of gamify-able ideas.
精益游戏化画布:创新游戏化设计过程的新工具
在拥有一个好的和独特的想法不足以成功创业的当代环境下,如何执行和理解这个想法本身似乎是非常重要的;业务模型应该支持设计者/涉众生成关于用户的准确信息/知识,并将其应用到业务模型中。游戏化系统/环境/服务的设计过程也不例外,关注用户的需求可以提高游戏化体验的有效性。本文强调在游戏化过程中需要一种以用户为导向的方法,本文试图通过进行跨学科研究[商业模式和游戏化]来选择性地回顾有关该主题的文献,并在下一步,借助游戏化商业化过程中的分析-描述方法,我们引入了一个受“游戏化3.0”,“精益画布”启发的模型,重点关注“游戏化结构MDE”。名为“精益游戏化画布”,提供一种有效的方法来容纳与用户相关的“深度知识”,并最终为“游戏化”(游戏化设计师)提供足够的知识来简化他们的设计过程,以增加游戏化的协同参与和游戏化理念的成功商业化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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