CollectingThe ability to collect things such as virtual goods or elements of gameplay.
Curiosity And DiscoveryStoking curiosity by creating a sense that there's much to be discovered.
Engagement CurveTaking care to sustain engagement at all points in the game flow. In other words, avoiding annoyances and interruptions that cause engagement to drop.
Game AchievementsBuilding a sense of achievement by including milestones in the game flow.
AestheticsGames tend to be visually stunning with aesthetics that invoke emotions or create a sense of well-being and calm.
Game AnticipationBuilding a sense of anticipation using techniques such as dramatic tension.
Game ChallengeIn many cases, games adapt to the skill of the player to be slightly challenging to all.
Game CharactersGame characters are often highly developed with a history and personality.
Game ChoiceProviding a large number of choices and paths of gameplay.
Game CompetitionInstilling a sense of competition between players.
Game CooperationAllowing players to cooperate with each other.
Game CultureGames often resemble a subculture with their own vocabulary and social conventions. This can help to build a strong sense of community amongst players.
Game FairnessInstilling a sense of fairness by preventing cheating.
Game FortuneGames typically have an element of luck that is balanced with skill driven results.
Game GoalsA series of escalating goals.
Game KarmaImproving a players luck based on their gameplay. For example, making those who cooperate with others more lucky.
Game LevelsLevels are a way to keep gameplay fresh. For example, a new setting, challenge and goals may be associated with a level.
Game RewardsConstantly reward actions. For example, a player may collect points every few seconds during gameplay.
Game RulesAll games have rules that constrain play. These are typically learnable within the game itself without any reading. In some cases, minor tips are provided but these can be seen as an interruption and are avoided by many game designers.
Game Self ExpressionAllowing players to express elements of their personality in the game. For example, many games allow players to customize their character.
Game SettingProviding a setting such as an alternative reality that has a background story.
Game SkillGames typically reward skill and memory. This boosts the replay value of a game as players progressively improve.
Game SpeedGames usually simulate real world speeds or faster.
Game StatisticsProvide users with extensive game play statistics.
Game SurpriseThe element of surprise encourages a sense that the game has endless possibilities.
Game TimeIn many cases, time is used to maintain a sense of urgency.
Game VanityAppealing to vanity with regular recognition of achievements.
GrindingGrinding is the element of repetition that's found in most games. Games are generally expected to consume all of a player's attention and grinding is busy work in the game that commands attention. It is typically rewarded and is often variable length as users who are seeking rewards or status may grind for longer.
Imagination And OdditiesGames are first and foremost a playground for the imagination where the limitations of the real world don't exist.
Massively Multiplayer EnvironmentsThe social element of gaming is best accomplished with a technique known as Massively Multiplayer Gaming that allows users to engage others who are playing at the same time on a global basis.
Mini GamesIt is common for a complex game to include smaller games that are independent. These improve the longevity of gameplay.
QuestsQuests are a mission within a game that potentially involve cooperation or competition with other players.
Role PlayingThe chance to play the role of various characters in a game.
Status And EnvyVisible status such as a rank that can may cause a sense of envy amongst players.
Story And PlotGames are typically wrapped in a storyline and gameplay often acts as the plot.
UnlockableStatus and achievements unlock new things such as abilities and hidden levels.
Virtual EconomyGames may include a system of currency and markets. In some cases, such virtual currencies have achieved real world value.
Virtual GoodsGames commonly allow players to collect virtual goods that may be traded in a virtual economy.
Real WorldGames may be integrated with the real world using techniques such as augmented reality.
The use of game design techniques for non-game applications.
Games are generally recognized as more engaging than a typically business application. As such, there is interest in replicating this success in areas such as employee productivity and marketing.
A business has far more constraints than a video game. Gamification strategies consider things such as laws, regulations, ethics and reputation that apply to the real world.