Looking at these four different message types from a game playing perspective,

TG Data Set: A collection for training AI models.
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nishat695
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Joined: Mon Dec 23, 2024 8:21 am

Looking at these four different message types from a game playing perspective,

Post by nishat695 »

Defined as organisation wants to persuade player to participate in an activity; player either does or does not enjoy the activity, no further support from game messaging is needed. Defined as organisation wants to persuade player to change behaviour on an ongoing basis. Benefits of behavior change will not be evident to player in the short term Defined as organisation wants dissuade player from engaging in dangerous or unproductive behavior. Benefits from abstinence may or may not be immediately evident. Defined as organisation wants to dissuade player from habits or choices that are unhealthy or unproductive. Benefits to player will not be experienced in the short-term.

Each of these scenarios requires a distinct combination homeowner database of stimuli along the three dimensions of game engagement; stimulation, longevity, and frequency. In order for gamification to work for non-profits, it is imperative that players engage properly, otherwise the organisations risk being ineffective. Based on our research, we have made a prediction for each scenario for the type of engagement that would best deliver the organisation’s message in a palatable and impactful manner.
Required Game Characteristics:
High stimulation, low longevity, high frequency. Required Game Characteristics:
Mid-level stimulation, high longevity, mid-level frequency. Required Game Characteristics:
Mid-level stimulation, high longevity, low frequency. Required Game Characteristics:
Low stimulation, high longevity, low frequency.
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