Project Part III: Design Document

Now that you know the essential concepts about gamification and game design, it's time to use them. For this final task, we ask you to bridge this gap as you meld creativity and structure to match peoples' needs with technical feasibility and business realities.

You are approached by Cheyenne Kendrick, the CEO of Go Digital Press (GDP), a global publisher of electronic books for devices such as the Kindle, Nook, and iPad. She knows you are one of the top experts on gamification, which she has heard can revolutionize publishing. She asks you to present a proposal for a gamified system to take her business to the next level.

GDP concentrates on the trade segment of the book market, i.e. non-fiction publications that would traditionally appear in bookstores, rather than mass-market paperbacks. Approximately 50% of its titles are targeted at business professionals; 25% are educational resources on technical topics such as computer programming; and the remainder address a variety of different subjects.

As a pioneer in e-book publishing, GDP faces the challenge that many users, even in the U.S., do not yet own reader devices. As of April 2012, only 21% of American adults reported that they had read an e-book in the past year, although those numbers are increasing rapidly. Kendrick tells you that another concern is that the device manufacturers and their associated distribution platforms control the sales process, making it difficult for publishers such as GDP to obtain data or develop direct customer relationships. On the positive side, an e-book is a flexible digital asset, which can offer interactive features beyond any physical book. Kendrick asks you to propose a way to gamify the distribution or consumption of e-books, or both.

Provide a detailed description of your proposal, organized according to the design framework described in the lectures in Unit 7:

  • Define business objectives
  • Delineate target behaviors
  • Describe your players
  • Devise activity loops
  • Don’t forget the fun!
  • Deploy the appropriate tools

A summary of each concept is provided on the Gamification Design Framework page.

Format: Maximum of 1500 words. A normal answer will have descriptive text, and/or a set of bullet points, for each of the six sections of the design framework.

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