Social Science Courses / Course

Gamification & the Pyramid of Elements

Instructor Kimberly Uptmor

Kimberly has a Bachelor's degree from Lewis Clark State College in Secondary Education Science and has a Master's degree in Curriculum and Instruction from Concordia University. She has taught a variety of subjects in the last 7 years, from Biology, Chemistry, Physical Science, Life Science, Geology, Educational Assessment, and Educational Psychology to high school, college, and online.

The Pyramid of Elements explains the elements of gamification, which includes the dynamics, mechanics, and components. This lesson explains each category and why they are important.

Think of two games right now, one that you enjoy playing anytime and one that you would rather not play. Why is one of the games addictive while the other one is not enjoyable? It seems that when it comes to the game we enjoy, time could fly by, and you would not notice it. However, what makes the other game difficult to play? When it comes to a well-designed game, there are certain elements that make it enjoyable as well as addictive. The designer has purposefully made it that way so that each time you play it, you would want to play it again.

When looking at gamification, the Pyramid of Elements is a pyramid diagram that explains what is necessary for gamification to motivate and encourage players to participate. For the designer, the pyramid of elements explains what needs more emphasis and detail when using gamification. The bottom contains more elements versus the top of the pyramid. The pyramid that is most popular for gamification is Kevin Werbach's Pyramid of Elements. Werbach is a faculty member at the University of Pennsylvania and a businessman. He teaches how to use gamification and designed the Pyramid of Elements with three categories, which are the Dynamics, Mechanics, and Components of gamification. Below are the details of each category and why they are important.

Dynamics

When you are designing the big picture of gamification, dynamics is the category that is being designed, which at the top of the pyramid. The player may not understand the dynamics until they have completed the game because it involves the narrative, emotions, and relationships of the game.

  1. The narrative is the story that the player goes through as they progress from one level to the next. The hope is that the narrative should lead the players from a newbie state to one who has mastered the goal of the game.
  2. Emotions can be indirectly planned within the dynamics of the game, which are the mind-sets the designer wants the players to experience.
  3. Lastly, if there are many players, the designer can develop the relationships or how each player is connected to one another. Either the players are competing against each other or working towards a certain goal.

The dynamics of gamification are important when designing because it gives purpose to the actions of the game. Just as teachers have a reason for students to complete a project or assignment, the dynamics helps motivate the student to achieve a certain goal. When teachers use gamification within their classroom, they should make sure the dynamics follow the goals and objectives of their subject or classroom behaviors.

Mechanics

In the middle of the pyramid is the mechanics category, which explains how the dynamics of the game will be accomplished. Often, mechanics is known as the ''action'' of the game. It contains the challenges, points and feedback, and cooperation. Also, the mechanics of the game includes how chance occurs and turns are made within a game.

Pyramid of Elements is a pyramid diagram that explains what is necessary for gamification to motivate and encourage players to participate. The pyramid contains three categories. Dynamics is the top of the pyramid and helps explain the big picture of gamification. Dynamics include the narrative, emotions, and relationships of the game. Mechanics explain how the dynamics of the game will be accomplished. This category includes details on challenges, points and feedback, cooperation of players, and chances and turns of the player. The last category that is on the bottom of the pyramid is the Components. This category gives the aesthetics of the game and includes awards, characters, Levels, teams, combat, and leaderboard.

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