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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

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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...

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

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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
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