Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Gamification with Unity 5.x
Gamification with Unity 5.x

Gamification with Unity 5.x: Build exhilarating gaming experiences using a wide range of game elements in Unity 5.x

Arrow left icon
Profile Icon Lauren S. Ferro
Arrow right icon
€18.99 per month
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3 (2 Ratings)
Paperback Nov 2016 328 pages 1st Edition
eBook
€8.99 €29.99
Paperback
€36.99
Subscription
Free Trial
Renews at €18.99p/m
Arrow left icon
Profile Icon Lauren S. Ferro
Arrow right icon
€18.99 per month
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3 (2 Ratings)
Paperback Nov 2016 328 pages 1st Edition
eBook
€8.99 €29.99
Paperback
€36.99
Subscription
Free Trial
Renews at €18.99p/m
eBook
€8.99 €29.99
Paperback
€36.99
Subscription
Free Trial
Renews at €18.99p/m

What do you get with a Packt Subscription?

Free for first 7 days. $19.99 p/m after that. Cancel any time!
Product feature icon Unlimited ad-free access to the largest independent learning library in tech. Access this title and thousands more!
Product feature icon 50+ new titles added per month, including many first-to-market concepts and exclusive early access to books as they are being written.
Product feature icon Innovative learning tools, including AI book assistants, code context explainers, and text-to-speech.
Product feature icon Thousands of reference materials covering every tech concept you need to stay up to date.
Subscribe now
View plans & pricing
Table of content icon View table of contents Preview book icon Preview Book

Gamification with Unity 5.x

Chapter 2.  Who or What Am I? Understanding the Player

There are approximately 7.125 billion humans on planet Earth. Each gaming experience that we design is for a small subset of these people. However, in a world with so many people it can be a daunting task when you need to design a game for any particular audience. With that said, we have a lot in common. We like and dislike similar things, even if they are for different reasons. We have consistent patterns of behavior, which have been observed both in reality (such as personality typologies) and in gaming experiences (for example, player typologies). So that you can get a better understanding about who you will be designing for, this chapter will explore the following topics:

  • To begin, The players - who are they and where are they from?, will discuss information that relates to who we are, who our audiences are, and how this all relates back to the design of our game.
  • Next, Who our application is targeting, looks at how to...

The players - who are they and where do they come from?

Imagine that the next person that you will pass on the street is your future client. It is your job to create a gaming experience that will captivate them; to keep them engaged and curious for long enough to explore the world that you have spent a tireless number of hours perfecting. What do you know about them and what do you need to know about them in order to create such a game? A few questions that immediately strike a game designer are:

  • Are they someone who responds well to challenges, or do they run from them?
  • Do they like games with a good story, or do they prefer action?
  • Or is it that they like a combination of the two?

Before we commence with the game designing process, we need to find out more about these things. We do this in order to provide an optimal game environment for not just this person, but for other people like them. For many years, attempts have been made to categorize gamers into what is known as player types. Player...

Who is our application targeting?

Due to the nature of gamified experiences relating to players on a more personal level, for example, they target changes in people's daily lifestyles; understanding the user is one of the most important considerations for any approach to be successful. Not only do user considerations include the demographics of the user, for example, who they are, and where they are from, but also the aim of the experience, the objectives that you are aiming to achieve, and outcomes that the objective(s) lead to.

Let's consider a few real-life consequences that your application/game will have on its audience:

  • For example, will a loyalty application encourage people to engage with your products/store in the areas that you're targeting it towards? Are you creating a game to teach Spanish to children, teenagers, or adults? This will change the way that you need to think about your audience. For example, children tend to be users who are encouraged to play by their...

The user

The user is the person or group of people within a particular demographic that you are targeting your experience towards. For example, you could be creating a fitness application for a 22-year-old female business student who lives in Melbourne, Australia. They could be a user who plays games on a regular basis, or someone who has never even played a game, or they could be a combination of the two. As a result, it is important that you define who your user is early on so that each decision that you make along the way is considered through their perspective.

The amount of dedication

Not everyone who plays your game may game on a regular basis. There are varying ends of the spectrum from Newbie to Hardcore gamers and the following list explains each in a bit more detail:

  • Newbie gamers are people who are more than likely trying games for the first time. They are from all ages and demographics. When creating games that include these types of gamer, it is important that you have help available...

Deciding on what you want your users to achieve

Consider the following points to determine the end goal for your users:

  • Aim: The aim of what you want your players to achieve at the end. For example, the aim of your gaming experience may be to increase productivity within users. Ultimately, without a clear aim you can begin to ask what the point of the experience is and why you are designing it. If you are unsure about your aim, chances are the player will be as well.
  • Objectives: The list of objectives includes different actions that the user must perform to achieve the listed outcomes. These can be anything from finding items, rescuing a princess, and so forth. Some objectives may be hidden and only revealed to the player after certain conditions have been met, such as unlockables. For example, an objective in a language application might be to learn grammar rules and punctuation.
  • Outcomes: The list of outcomes extends from the aim. For example, for increasing productivity, an outcome involves...

The players - who are they and where do they come from?


Imagine that the next person that you will pass on the street is your future client. It is your job to create a gaming experience that will captivate them; to keep them engaged and curious for long enough to explore the world that you have spent a tireless number of hours perfecting. What do you know about them and what do you need to know about them in order to create such a game? A few questions that immediately strike a game designer are:

  • Are they someone who responds well to challenges, or do they run from them?

  • Do they like games with a good story, or do they prefer action?

  • Or is it that they like a combination of the two?

Before we commence with the game designing process, we need to find out more about these things. We do this in order to provide an optimal game environment for not just this person, but for other people like them. For many years, attempts have been made to categorize gamers into what is known as player types. Player...

Who is our application targeting?


Due to the nature of gamified experiences relating to players on a more personal level, for example, they target changes in people's daily lifestyles; understanding the user is one of the most important considerations for any approach to be successful. Not only do user considerations include the demographics of the user, for example, who they are, and where they are from, but also the aim of the experience, the objectives that you are aiming to achieve, and outcomes that the objective(s) lead to.

Let's consider a few real-life consequences that your application/game will have on its audience:

  • For example, will a loyalty application encourage people to engage with your products/store in the areas that you're targeting it towards? Are you creating a game to teach Spanish to children, teenagers, or adults? This will change the way that you need to think about your audience. For example, children tend to be users who are encouraged to play by their parents; teenagers...

Left arrow icon Right arrow icon
Download code icon Download Code

Key benefits

  • Achieve your goals in a fun-filled way by creating gamification projects from scratch
  • Leverage the Unity 5.X toolkit to create stunning and appealing projects
  • Make your transition towards a pro project manager/ developer by learning tricks and techniques

Description

Are you looking at implementing gamification techniques for your business and wondering where to get a complete rundown of all the tricks and techniques? Well, you have come to the right place! This book will start right from the basics such as gameplay elements and their functionalities before gradually moving onto creating your first gamification project from scratch. You’ll be given the tools and shown how to perform various techniques for creating gamified applications in different contexts. Finally, you will implement various game elements into Unity, publish your own task management application, and get to know the best practices and approaches when designing gamified experiences.

Who is this book for?

If you are a project manager, game developer, or programmer who wants to create successful end-to-end gamification projects from scratch, then this is the book for you. You do not need any previous experience of working with Unity 5.X. All the details required to make the most of gamifying your projects are provided in the book.

What you will learn

  • Assess your learners' abilities by setting up challenges and quests
  • Implement the game elements that relate to the project into Unity
  • Publish your own task management application to better engage readers
  • Improve your design using methods of playtesting and iteration
  • Issue OpenBadges to recognize achievements and set up an online database to store your users achievements.

Product Details

Country selected
Publication date, Length, Edition, Language, ISBN-13
Publication date : Nov 28, 2016
Length: 328 pages
Edition : 1st
Language : English
ISBN-13 : 9781786463487
Vendor :
Unity Technologies
Languages :
Concepts :
Tools :

What do you get with a Packt Subscription?

Free for first 7 days. $19.99 p/m after that. Cancel any time!
Product feature icon Unlimited ad-free access to the largest independent learning library in tech. Access this title and thousands more!
Product feature icon 50+ new titles added per month, including many first-to-market concepts and exclusive early access to books as they are being written.
Product feature icon Innovative learning tools, including AI book assistants, code context explainers, and text-to-speech.
Product feature icon Thousands of reference materials covering every tech concept you need to stay up to date.
Subscribe now
View plans & pricing

Product Details

Publication date : Nov 28, 2016
Length: 328 pages
Edition : 1st
Language : English
ISBN-13 : 9781786463487
Vendor :
Unity Technologies
Languages :
Concepts :
Tools :

Packt Subscriptions

See our plans and pricing
Modal Close icon
€18.99 billed monthly
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Simple pricing, no contract
€189.99 billed annually
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just €5 each
Feature tick icon Exclusive print discounts
€264.99 billed in 18 months
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just €5 each
Feature tick icon Exclusive print discounts

Frequently bought together


Stars icon
Total 115.97
Gamification with Unity 5.x
€36.99
Getting Started with Unity 5.x 2D Game Development
€36.99
Mastering Unity 5.x
€41.99
Total 115.97 Stars icon
Banner background image

Table of Contents

10 Chapters
1. The Anatomy of Games Chevron down icon Chevron up icon
2. Who or What Am I? Understanding the Player Chevron down icon Chevron up icon
3. An Engaged Player is a Happy Player Chevron down icon Chevron up icon
4. Organized Chaos - Getting Ideas Out of Your Head and on to Paper Chevron down icon Chevron up icon
5. Sculpting the Conceptual Beast Chevron down icon Chevron up icon
6. Breathing Life into Your First Creation - Creating and Importing Assets for Your Application Chevron down icon Chevron up icon
7. Get Your Motor Running Chevron down icon Chevron up icon
8. Break, Destroy, and Rebuild - the Art of Playtesting and Iteration Chevron down icon Chevron up icon
9. Graduating Your Project to Completion Chevron down icon Chevron up icon
10. Being the Best That You Can Be! Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
(2 Ratings)
5 star 0%
4 star 50%
3 star 0%
2 star 50%
1 star 0%
P. M. Roos Aug 11, 2018
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
For the intermediate level (at least) UNITY programmer, this is a very valuable book. You need to have experience in UNITY "to connect the lines between the dots". I love this book.
Amazon Verified review Amazon
J Lee Thompson Mar 17, 2020
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
I was looking for some good Unity books, and this was one that came up in the recommended list, and after starting to read it, I quickly regretted my purchase.I'd never heard the term "gamification" before, and while I could have easily looked it up on the internet, I wanted to find out how the author defined it for the reader. However, gamification isn't defined until around page 20, which is after you've been bombarded with a lot of buzzwords/terms over and over, sometimes multiple times in the same sentence. Some of the concepts are defined using the name of the concept within the definition (imagine the dictionary doing that with words). There are also a lot of grammatical issues that make some parts difficult to read.You don't start getting to work with Unity until around page 60, but the instructions don't walk the reader through step-by-step, which means you must already be experienced with Unity even though the intro seems to indicate you don't. Also, the website referenced to download the image files used in the projects seems to be an empty WordPress site that's unrelated to the book.I wasn't impressed with the material.
Amazon Verified review Amazon
Get free access to Packt library with over 7500+ books and video courses for 7 days!
Start Free Trial

FAQs

What is included in a Packt subscription? Chevron down icon Chevron up icon

A subscription provides you with full access to view all Packt and licnesed content online, this includes exclusive access to Early Access titles. Depending on the tier chosen you can also earn credits and discounts to use for owning content

How can I cancel my subscription? Chevron down icon Chevron up icon

To cancel your subscription with us simply go to the account page - found in the top right of the page or at https://subscription.packtpub.com/my-account/subscription - From here you will see the ‘cancel subscription’ button in the grey box with your subscription information in.

What are credits? Chevron down icon Chevron up icon

Credits can be earned from reading 40 section of any title within the payment cycle - a month starting from the day of subscription payment. You also earn a Credit every month if you subscribe to our annual or 18 month plans. Credits can be used to buy books DRM free, the same way that you would pay for a book. Your credits can be found in the subscription homepage - subscription.packtpub.com - clicking on ‘the my’ library dropdown and selecting ‘credits’.

What happens if an Early Access Course is cancelled? Chevron down icon Chevron up icon

Projects are rarely cancelled, but sometimes it's unavoidable. If an Early Access course is cancelled or excessively delayed, you can exchange your purchase for another course. For further details, please contact us here.

Where can I send feedback about an Early Access title? Chevron down icon Chevron up icon

If you have any feedback about the product you're reading, or Early Access in general, then please fill out a contact form here and we'll make sure the feedback gets to the right team. 

Can I download the code files for Early Access titles? Chevron down icon Chevron up icon

We try to ensure that all books in Early Access have code available to use, download, and fork on GitHub. This helps us be more agile in the development of the book, and helps keep the often changing code base of new versions and new technologies as up to date as possible. Unfortunately, however, there will be rare cases when it is not possible for us to have downloadable code samples available until publication.

When we publish the book, the code files will also be available to download from the Packt website.

How accurate is the publication date? Chevron down icon Chevron up icon

The publication date is as accurate as we can be at any point in the project. Unfortunately, delays can happen. Often those delays are out of our control, such as changes to the technology code base or delays in the tech release. We do our best to give you an accurate estimate of the publication date at any given time, and as more chapters are delivered, the more accurate the delivery date will become.

How will I know when new chapters are ready? Chevron down icon Chevron up icon

We'll let you know every time there has been an update to a course that you've bought in Early Access. You'll get an email to let you know there has been a new chapter, or a change to a previous chapter. The new chapters are automatically added to your account, so you can also check back there any time you're ready and download or read them online.

I am a Packt subscriber, do I get Early Access? Chevron down icon Chevron up icon

Yes, all Early Access content is fully available through your subscription. You will need to have a paid for or active trial subscription in order to access all titles.

How is Early Access delivered? Chevron down icon Chevron up icon

Early Access is currently only available as a PDF or through our online reader. As we make changes or add new chapters, the files in your Packt account will be updated so you can download them again or view them online immediately.

How do I buy Early Access content? Chevron down icon Chevron up icon

Early Access is a way of us getting our content to you quicker, but the method of buying the Early Access course is still the same. Just find the course you want to buy, go through the check-out steps, and you’ll get a confirmation email from us with information and a link to the relevant Early Access courses.

What is Early Access? Chevron down icon Chevron up icon

Keeping up to date with the latest technology is difficult; new versions, new frameworks, new techniques. This feature gives you a head-start to our content, as it's being created. With Early Access you'll receive each chapter as it's written, and get regular updates throughout the product's development, as well as the final course as soon as it's ready.We created Early Access as a means of giving you the information you need, as soon as it's available. As we go through the process of developing a course, 99% of it can be ready but we can't publish until that last 1% falls in to place. Early Access helps to unlock the potential of our content early, to help you start your learning when you need it most. You not only get access to every chapter as it's delivered, edited, and updated, but you'll also get the finalized, DRM-free product to download in any format you want when it's published. As a member of Packt, you'll also be eligible for our exclusive offers, including a free course every day, and discounts on new and popular titles.