Gamification and IaP
In order to add to the value proposition of the service and to help maintain a user base, IaP is able to really benefit from gamification. By incorporating some game design techniques IaP will be able to create an additional layer on the service which can engage an audience. Gamification applies very well to the social media features that are the core of the service already. Indeed many similar location based services, such as FourSquare and Gowalla have incorporated such game mechanics successfully. While it is a good idea to draw on the framework of gamification and from the successes of the others in the market, IaP must however come up with a certain originality in its mechanics.
Here is one view of gamification:
“Gamification works to satisfy some of the most fundamental human desires: recognition and reward, status, achievement, competition and collaboration, self-expression, and altruism. People are hungry for these things both in their everyday world and online. Gamification taps directly into this.”
It can definitely be seen as a useful strategy to encourage people to adopt the application. These “fundamental human desires” should not solely relied on, but would be put to work together with a strong value proposition at the core.
In addition to the initial encouragement to start using the IaP-service, the suggested gamification would be useful to prioritize the actions we want the users to take (eg. together with a partner party or venue). This can also be a useful way to get users to realize the full scope of the service, to steer them towards discovering everything they can do with it.
The initial idea of IaP, and indeed one of the suggested selling-points, was its simplicity. While game mechanics are seen as a potentially effective strategy, it will create some complexity into the service. This will need to be balanced in order to keep the simplicity at desired level.
One of the main points of developing and implementing game mechanics is to achieve user loyalty. Even a simple gamification (such as reputation or status points) can achieve this and keep user coming back to the app. In this way IaP is again seen as something to do while you going out and socializing – an added level of interaction.
Here are some initial ideas about IaP game mechanics:
- * Reputation and status (levels + leader board)
- * Achievements and badges (FourSquare style)
- * earned virtual goods into real goods
- * virtual currency
- * progress bar (visual meter of task completion)
- * secret discounts with secret passwords (real life)
- * special parties
- * “honor parties” (a party in honor of a user)
- * party challenges (a real life task to carry out)
- * challenges between parties
- * “battles” between parties
On top of finer research and thinking of the gamification elements for IaP, some sort of ethnographic research should be done to see how people interact with similar apps within the assumed context of the service (partying). There is some research which has been done in regards to FourSquare and other apps, and this will serve as a good starting point in this regard. This kind of research will be useful to gain insight into the interests of the users and to develop the gamification concept in term of those.




rimental method and it is potentially very useful alternative to other qualitative methods. 