Mechanics Library

Mechanics Library

Our Definitions:

Like much in gamification, there are different opinions regarding the definitions and type of mechanics and dynamics that exist out there. Below find our definitions based on our experience and perspective.

Mechanic

Static objects, either tangible or digital, that have been placed strategically in the player journey. They only have the potential to become interactive. Their utilisation is dependent on players finding them interesting or valuable. Example: A Clock

Dynamic

As the name suggests, these are dynamic and therefore moving. Generally intangible and dependent on the existence of a mechanic. Provides the energy to power a mechanic so that the mechanic becomes engaging. Their utilisation is dependent on players finding them interesting or valuable. For example. Countdown. A clock’s value to player becomes high if the player is given only a certain amount of time to achieve an objective.

Geared Mechanic-Dynamic

A combination of two or more mechanics or dynamics, whose interaction changes the space-time continuum in the gamified experience. For example, a countdown could be slowed down or sped up with the activation of a big red button a player could click.

Progress Mechanic

A special class of mechanics which help the player understand his or her level of progress. Most commonly takes the form of Points, Badges, and Leaderboards.

Progress Dynamic

The dynamics that power progress mechanics. For example a stratified Leaderboard. When you have many players, displaying the whole leaderboard can lead to players becoming overwhelmed with info and possibly demotivated them – for example, when they compare their position in relation to other players. Stratifying by geographical area, or relative to other similar players, etc keeps leaderboards relevant to individual players and fosters motivation and meaning.

More to come…

Please be patient we are still busy thinking around this…

Mechanics libraries by others:

Browse the mechanic libraries by others below. Its always useful to consider how others define mechanics and dynamics and to understand how they apply them. In the very least these libraries give you a more than sufficient database of options. Don’t forget though that you should never apply mechanics and dynamics without and underlying strategy. Doing so is setting yourself up for an epic fail.

Click on the link above to discover the “Periodic Table of Gamification Elements” by Marczewski. This library has been formulated in a manner that links various mechanics and dynamics to Marczewski’s player types.

Designed with Reiss’ 16 Motivators and the “42 things that are fun”, this is good collection of mechanics. Having these mechanics in card form is useful when prototyping a player journey and you need to quickly test various mechanics at a point in the player journey.

Sententia have put together a list of 100 mechanics based on Reiss. Click on the image to download the pdf file. Be sure to check out their website here for info on gamification training.

More to come…

We will add more mechanics libraries here as and when we find them. If you have a mechanics library you would like to share please contact me.

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Our A – Z Mechanics Library:

Below we will slowly but surely create our own a – z list of mechanics.

Clock

Used to indicate or measure time.

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More to come

We will add to this list as we get the time to do so. Its important to note that it is not the quantity of mechanics available that matters, in fact, when you become a master gamified experience designer, you should be able to use anything as a mechanic. It is understanding the underlying principles and the application of mechanics that is vital.

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Our A – Z Dynamics Library:

Below we will slowly but surely create our own a -z list of dynamics.

Countdown

Usually associated with a clock or an integer based scale mechanic. Counts down the remaining time or numbers. Can create pressure in either a positive or negative manner. Think of a countdown timer on a bomb.

Count-up

The opposite of a countdown. Usually associated with a clock or an integer based scale mechanic. For example, the moment a player accepts a task a count up starts from 1 and the task must be completed before the counter reaches the number 100.

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More to come

We will add to this list as we get the time to do so. Unlike mechanics there are a lot less dynamics that we have come across. And this makes sense because most them are intangible. A single dynamic can be used with multiple mechanics to keep things fresh and exciting. Although no mechanic should go without a dynamic as a general rule, in practice you may find that less is more. To become a master, it is important to learn the underlying nature of each dynamic and then practice its application as much as you can.

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