By the end of 2014, Gartner Research Report predicts that over 70 percent of Global 2000 organizations will have at least one "gamified" application, and that "gamification is positioned to become a significant trend in the next five years.
Visual rewards are one of the tools that allow for gamification to be successful. I would like to better understand how specific designs and affordances are applied to visual reward structures. For example, User profile completion is represented with a variety of charts while badges represent specific achievements as in StackExchange sites.
In StackExchange sites badges are used because they follow an "addition model"; the more you do and participate the more score and badges you acquire).
Below is an example of how profile completion is handled in Linkedin and how percived affordance could impact on scalability.
Clarifications : affordance and scalability of Linkedin profile
Your profile strength is a circle which is filled like a cup each time you enter your page, according to how complete your profile is. The highest rank (All-Star) would prioritize your profile in the network’s search engines. It is interesting to point that even as you reach “All-Star” level, the circle (cup) is not never entirely full, insinuating that there is always room for updates and changes.
Linkedin moved away from a progress bar to the circle shape to scale up, Here is an analysis of why this was done. This example portrays very well the challenge I am facing. hope this helps to clarify my questions below:
What considerations should be taken into account when designing a visual reward structure that will scale up comfortably both at IA and visual design levels without users being overwhelmed or missguided ?
Meaningful Play Framework :
Found the below presentation by Sebastian Deterding quite interesting, goes in-depth in explaining how to structure a reward system:
Below is the situation I am designing for:
Level 1- Profile completion (basic information about the user)
Level 2- Completing certain activities on the site. (Reading documents, answering survey questions)
Level 3 and up to level 6 more complex and hierarchically dependant tasks or activities.
Is there any specific literature that deals with scalability and gamification? (Of course no need for a full literature review about gamification but anything specific to the issue of scalability :)
Any opinion or experience directly related to game mechanics and scalability?