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A gamified system for an online collaborative consumption website

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A gamified system for an online collaborative consumption website
1. BUSINESS OBJECTIVES:
• The overall business goal of the company is to make money.
• Objective of gamifying the system is to get people to share more products and services.
• The company wants more shares to be sold, traded or spent to make more money on transactional fee.
• Since the prospect of collaborative consumption is already so appealing to the people, adding gamification to the system would make it more enticing
• Also, gamification would help provide feedback from the customers which would help attain information on processes which are running well and processes which still need to be ironed out
• Provision of game elements like badges, points, leader boards, social graph etc. in the system would make the experience richer.
• At the end of it all, gamification implanted user experience would help the company attain more profits by making people share more and by generating, trading and selling shares
• The social aspect of gamification would attract more customers and in turn help grow the user base which will eventually lead to a profit.
2. TARGET BEHAVIORS:
• We want our players to share more products and services.
• We want our customers to use, generate and trade more shares.
• We want to make the experience of sharing products online more rich and engaging for the users
Success metrics:
• Players are sharing more by using the site more often as compared to earlier.
• They are trading, generating and using more shares as compared to earlier.
• The rate at which users joining the service is more compared to earlier
Analytics:
• Daily average users/monthly average users: indicating how often users are returning to the website and sharing products and services.
• Virality: how many new users are joining the service via the already existent users
• Volume of activity: the number of products and services and/or shares people are sharing or playing around with now, after gamifying the system as opposed to before.
3. PLAYER

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