Designing for User Motivation: Understanding the Four Quadrants & How They Affect Your Product Design
Jon Radoff, Disruptor Beam; Author of Game On
Growing out of lessons learned in the recently released book, Game On: Energize Your Business with Social Media Games, author Jon Radoff shares his extensive experience in bringing game design to business. Adapted from Bartle, the four quadrants-immersion, achievement, cooperation and competition-shape how players interact with a game, and also come into play in how consumers engage with a company. Jon Radoff shares his experience in this Design Intensive.
The Gamification Summit brings together top thought leaders in game mechanics and engagement science. Hear what works and what doesn't in this dynamic and fast-moving field through case studies, keynotes and panels delivered by experts such as Gabe Zichermann (Game-Based Marketing), James Gardner (Spigit), Jon Radoff (Disruptor Beam), Michael Wu (Lithium) and Alexandra Wilkis Wilson (founder of Gilt Groupe). Learn how game mechanics and the new science of engagement are rewriting the rules of brand marketing, product design and customer acquisition and get your business in the game.
Bio
Jon Radoff
Jon Radoff is an entrepreneur focused on the intersection of the Internet, entertainment and social communities. Jon is founder of Disruptor Beam, a social game company that will disrupt the current social game landscape by leveraging Jon’s experience with software platforms, analytics and online communities. In 1992, he started NovaLink, an online game publisher that created Legends of Future Past, distributed commercially on the CompuServe network. Legends became one of the first independent, commercial game products on the Internet.
In 1997, Jon founded Eprise, the creator of a content management system that was a forerunner of modern blog and wiki technology. At Eprise, Jon raised venture capital, established product strategy and recruited a management team that succeeded in taking Eprise to Fortune 500 customers, culminating in a public offering on NASDAQ in 2000.
In 2006, Jon started GamerDNA, a venture-capital funded social media company that built products driven by real-time gamer behavior. GamerDNA’s advertising product reached over 10 million unique users per month and counted top-tier game publishers including Blizzard/Activision, Electronic Arts, Namco and Turbine amongst its customers. GamerDNA merged with Crispy Gamer in 2009.
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