Book Image

Build Gamified Websites with PHP and jQuery

By : Detrick DeBurr
Book Image

Build Gamified Websites with PHP and jQuery

By: Detrick DeBurr

Overview of this book

Gamification involves the process of leveraging the features of real games into real life. A gamified website has the potential to increase user engagement, ROI, and learning. This book will help you build gamified websites with PHP and jQuery by making you understand the gamification design process to implement game mechanics in practical applications. Gamified websites are very popular amongst Internet users. The gamification of a web content draws users into action to empower them and help them develop new skills. Games engage user attention into the task and each task accomplished will mean the development and enhancement of new skills. This book will help you to apply the essence of games into real word applications such as business and education. Build Gamified Websites with PHP and jQuery aims at empowering and educating the users with an educational gamified website. The book walks through the process of developing a gamified website. Through the course of the book, you will learn gamification development process. The book emphasizes on the application of game mechanics to motivate the user. You will then use the Fogg behaviour model to influence the user behaviour. By the end of the book, you will see yourself building more engaging yet simple websites based on rational principles.
Table of Contents (15 chapters)

Triggers


Suppose that we now have a sufficiently motivated user with the ability to take the action defined in our target behavior. In other words, they are over the activation threshold for our target behavior. But for some reason, our players are not behaving like we expect them to. According to FBM, there must be an appropriate trigger to make the user aware of taking the action and why he/she should take that action. All of this needs to be happening simultaneously. Triggers come in three forms depending on the user and where he/she is relative to the activation threshold:

  • Facilitator: This form is most effective when the motivation level is high but the ability is low. This trigger attempts to make it easier for the already motivated user to go ahead and take on the target behavior.

  • Signal: This form is most effective when the motivational level and the ability to do the task are high. This trigger serves merely as a reminder to take an action (for example, an alarm clock).

  • Spark: This...