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Lesson 5 - Gamification elements

Total questions: 15

Worksheet time: 8mins

Name
Class
Date
1.

Which of these elements automatically turns anything into “gamification”?

a)

Progress bars

b)

Points

c)

Customization

d)

None of them

2.

How many different elements are comprised in the “Periodic Table of Gamification elements”?

a)

50

b)

52

c)

56

d)

60

3.

Apart from those geared towards HEXAD user types, the “Periodic Table” also includes generic gamification elements that can be applied in any case. Which of the following is one of them?

a)

Theme

b)

Badges

c)

Quests

d)

Competition

4.

Which generic element from the “Periodic Table” is specifically about providing the player clear goals, and what are the next steps to take?

a)

Onboarding

b)

Signposting

c)

Progress

d)

Time Pressure

5.

According to the “Periodic Table”, the Player user type is the main recipient of the so-called “PBL” approach, widely adopted by (too) many gamified apps. This acronym stands for Leaderboards, Badges and…

a)

Prizes

b)

Progress

c)

Points

d)

Power

6.

According to the “Periodic Table”, Free Spirits really like…

a)

Easter eggs

b)

Gifting/Sharing

c)

Guilds/Teams

d)

Levels

7.

The Disruptor user type is always problematic, but the “Periodic Table” at least provides some suggestions on how to appease them, such as…

a)

Prizes

b)

Voting

c)

Challenges

d)

Narrative

8.

Although the “Periodic Table” is very useful, nothing is perfect. Marcewski tries too hard to divide everything in groups of exactly six items. For instance, collecting things is considered part of the elements that motivate “Philanthropists”, but maybe it could be better geared towards…

a)

Achievers

b)

Socializers

c)

Players

d)

Free Spirits

9.

In the “Periodic Table”, “Flow” is considered an element of its own (a fact that is quite abstract and debatable). But there are also some other elements that would actually contribute to attaining this state of mind. Choose the most obvious one according to Flow theory.

a)

Leaderboards

b)

Time pressure

c)

Progress/Feedback

d)

Customization

10.

Following the “Periodic Table” classification, a possible gamification element that Achievers and Socializers could both enjoy would be…

a)

Boss Battle

b)

Exploration

c)

Virtual economy

d)

Gifting

11.

Once more, the “Periodic Table” is an example of a modern approach that actually just expands on the very basic principles of SDT/Drive. For instance, “Autonomy” would be aligned with the element…

a)

Challenges

b)

Gifting/Sharing

c)

Leaderboards

d)

Exploration

12.

“Competition” is the bread and butter of Bartle’s “Killer” player type. However, in the “Periodic Table”, it is considered as a motivator for…

a)

Players

b)

Achievers

c)

Disruptors

d)

Socializers

13.

Now that we know about the “Periodic Table”, which gamification element was mainly found in the “Bottle Bank Arcade” gamified experience?

a)

Points

b)

Badges

c)

Random rewards

d)

Time Pressure

14.

Let’s remember our good old fellow neurotransmitter “Dopamine”. The element of the “Periodic Table” that would be better suited towards it would be…

a)

Time dependent rewards

b)

Fixed rewards

c)

Random rewards

d)

Time pressure

15.

QUALITY ROUND: A wise animal will often guide Link where to go.

a)

An eagle

b)

A rooster

c)

An owl

d)

A cuckoo