What attracts so much in a video game?

What makes you want to come back, again and again?
What creates such an engaging experience?
What can even make you addicted?

Gamification brings together all the sciences (psychology, sociology, narratology...) and all the know-how hidden behind the video game.

She knows the essential elements to ensure a maximum enjoyment quality of use to any type of interactive activity.

What can Gamification do?

  • to a marketing strategy
  • to the conception of a product, a website or an app
  • to any kind of content, activity...

His expertise in the art of motivating his users!

Attraction, Retention, Commitment

are its watchwords.

Gamification and Marketing

Gamification is not a loyalty marketing program.
It acts on the activity to transform the user experience and excite:

  • his intrinsic motivation
  • and his long term pleasure

Gamification and marketing work together!

An in-depth experience

It is not enough to integrate a system of points, levels or rankings for magic to work. It is widely proven that this approach, called PBL (Points, Badges, Leaderboards), does not work at all!

The true quality of a 'gameplay' profoundly transforms the user experience!

'Fun', 'game feel', 'meaningfull play'... there is a whole range of tools to build a real fun experience.

A precise knowledge of the user

There is no trick that works every time. Each project has its own audience.
To improve the control of users' needs and desires, they must be actively studied. Gamification will try to discover how to trigger the motivation of this audience.

In order to move people, you have to study the 'triggers' of your audience.

A set of studies

Gamification is a set of applied studies that present ideas of better features, from a 'fun to use' point of view.

Unlike other approaches, it is human centered and not feature centered.

By applying scientific knowledge and know-how from the video game, it reinforces the best in your business, while respecting your business objectives.

It works in stages, iteratively, and follows the end-to-end development process.

With each step, it regulates, corrects, refines, reinforces
the final quality.

©François Provansal 2017

FAQ

No, Gamification does not turn what it touches into play!
It adds and composes with the essentials that ensure maximum enjoyment of use.
For example, Facebook contains elements of Gamification but it does not look like a game at all.
Transforming an activity into play is the specialty of the Serious Game.
Gamification is not a recipe!
It is now widely known and proven that it is not enough to add points, rankings or badges for it to work in the long run. It's not that simple.
Gamification is at the crossroads of psychology, culture and art. Every project is unique!
Gamification does not sell absolute success!
The video game industry has already proven that ludicism does not lead to guaranteed success.
The most entertaining video games are not necessarily the ones that sell best . Even if playfulness is a crucial component, success also relies heavily on marketing, art, quality of content, cultural dimension ...
Gamification sells the improvement of an activity, a product, a service ... By integrating mechanisms resulting from the playfulness, it reinforces the initial quality. This enhances the Attraction, Retention and Commitment that the product already has. Gamification is an improvement, a boost.
It is totally dedicated to business objectives. Some well-known authors speak of a profit of 30%, some go up to 600% of success. But that depends a lot on the initial quality.
Gamification is a set of studies that present ideas of better features, from a point of view of the 'pleasure of use'.
So it is about several documents of study, of surveys, follow-ups ...
The more studies there are, the more ideas will be rich and profound.
It should be noted that some companies want only a summary of the results of the studies, whereas others like to have the details.
Gamification intervenes at different stages of the development of the project:

  • a first global study that delivers several strategic solutions on how to integrate fun (always with the aim of strengthening the business model)
  • a comprehensive study that defines the essential mechanics
  • one or more studies of the results of the test phases, leading to adjustments and re-adjustments
  • follow-up studies after launch, to refine the setting of the long-term commitment of users