Chief Science Officer and PhD(c)
Insert Coin (IC) continuously collects data on the platform through user surveys and A/B testing. Runtime information, such as anonymous user actions, is sent by the client’s system to the platform. This data is made available to the entire team so that it can be added to the platform development. The information is later utilised in design iterations, back-end balancing, and development of new gamification features. IC uses modules – game mechanic patterns – in a manner where modules can be implemented individually or together.
The Levels module, for example, is a combination of game mechanics, experience points, progress bars, and avatar. The mission module is the combination of the mechanics’ quest, progress bar, and skill tree. It is possible for a client to choose with the gamification design team which module(s) they want to use and/or combine in a GWEN implementation. The game mechanics that are applied correlate to the user onboarding process, the platform tutorials, and the user journey (from novice to adept user).
Insert Coin explores another psychological model for understanding, designing and evaluating gamification the multidimensional PERMA(V) model of Martin Seligman. PERMA(V) is the foundation of the Well-Being theory and it has been used to explain why video games have a positive impact on the players’ well-being. Positive psychology is a reaction against the psychological focus on human mental illness and rehabilitation which emphasizing maladaptive behaviours.