{"id":36117,"date":"2019-10-31T22:09:43","date_gmt":"2019-10-31T19:09:43","guid":{"rendered":"https:\/\/prohoster.info\/blog\/mehaniki-gejmifikatsii-drevo-navykov\/"},"modified":"2019-10-31T22:09:43","modified_gmt":"2019-10-31T19:09:43","slug":"mehaniki-gejmifikatsii-drevo-navykov","status":"publish","type":"post","link":"https:\/\/prohoster.info\/ro\/blog\/news\/mehaniki-gejmifikatsii-drevo-navykov","title":{"rendered":"Mecanica gamific\u0103rii: arborele abilit\u0103\u021bilor","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Salut, Habr! Continu\u0103m discu\u021bia despre mecanicile de gamificare. <noindex><a rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/post\/428355\/\">Articolul precedent<\/a><\/noindex> vorbea despre rating, iar \u00een acesta vom discuta despre arborele de abilit\u0103\u021bi (arbore tehnologic, skill tree). Vom analiza cum este folosit arborele \u00een jocuri \u0219i cum poate fi aplicat\u0103 aceast\u0103 mecanic\u0103 \u00een gamificare.<\/p>\n<p><img decoding=\"async\" alt=\"Mecanica gamific\u0103rii: arborele abilit\u0103\u021bilor\" src=\"\/wp-content\/uploads\/2019\/07\/9794ca6121725449ebdb1b8ef7b9c88b.jpg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><br \/>\nArborele de abilit\u0103\u021bi este un caz particular al arborelui tehnologic, prototipul c\u0103ruia a ap\u0103rut pentru prima dat\u0103 \u00een jocul de mas\u0103 Civilization \u00een anul 1980. Autorul s\u0103u, surprinz\u0103tor, nu este Sid Meier, ci Francis Tresham. Totu\u0219i, \u00een jocurile pe calculator, prima utilizare a acestei mecanici (\u0219i formarea final\u0103 \u00een forma sa obi\u0219nuit\u0103) \u00eei revine lui Sid \u00een clasicul Sid Meier\u2019s Civilization din 1991. De atunci, arborele tehnologic este folosit \u00een dezvoltarea jocurilor nu doar \u00een strategii \u0219i RPG-uri, ci chiar \u0219i \u00een ac\u021biuni \u0219i shooter-e. \u00cen articol nu voi acorda aten\u021bie diferen\u021bei dintre arborele de abilit\u0103\u021bi \u0219i arborele tehnologic, \u0219i sub arborele de abilit\u0103\u021bi m\u0103 refer la ambele. Consider c\u0103 ambele scrieri (arbore de abilit\u0103\u021bi \u0219i arborele abilit\u0103\u021bilor) sunt corecte, dar \u00een articol voi folosi pe ultima, deoarece este mai frecvent \u00eent\u00e2lnit\u0103 \u00een dezvoltarea jocurilor. <\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/fd\/hk\/er\/fdhkerm74qlnagtapzowoecw2q4.png\"><img decoding=\"async\" alt=\"Mecanica gamific\u0103rii: arborele abilit\u0103\u021bilor\" src=\"\/wp-content\/uploads\/2019\/07\/984c07dcddd11639e68ee5ba3b59d350.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>De aici a \u00eenceput totul. Arborele tehnologiilor din Civiliza\u021bia lui Sid Meier.<\/i><\/p>\n<p>Dac\u0103 dori\u021bi s\u0103 afla\u021bi mai multe despre istoria apari\u021biei mecanicii arborelui sau despre principiile de construire ale acestuia, punctul de plecare va fi <noindex><a rel=\"nofollow\" href=\"https:\/\/ru.wikipedia.org\/wiki\/%D0%A2%D0%B5%D1%85%D0%BD%D0%BE%D0%BB%D0%BE%D0%B3%D0%B8%D1%87%D0%B5%D1%81%D0%BA%D0%BE%D0%B5_%D0%B4%D1%80%D0%B5%D0%B2%D0%BE\">pagina omonim\u0103 de pe Wikipedia<\/a><\/noindex>. \u00cen articolul meu vom analiza tipurile de arbori din jocuri moderne (\u0219i nu foarte moderne), ne vom concentra asupra problemelor mecanicii, vom \u00eencerca s\u0103 oferim solu\u021bii pentru aceste probleme \u0219i ne vom g\u00e2ndi la moduri concrete de aplicare a mecanicii skill tree \u00een gamificare. De ce ne vom g\u00e2ndi doar? Din p\u0103cate, nu am reu\u0219it s\u0103 g\u0103sesc exemple \u00een care arborele de abilit\u0103\u021bi este utilizat \u00een context non-joc. Dac\u0103 a\u021bi \u00eent\u00e2lnit exemple de acest fel, a\u0219 fi recunosc\u0103tor pentru men\u021bionarea lor \u00een comentariile la acest articol. <\/p>\n<p>\u00cenainte de a utiliza mecanica de joc \u00een gamificare, trebuie s\u0103 studiem experien\u021ba dezvolt\u0103rii jocurilor. S\u0103 analiz\u0103m cum este utilizat\u0103 mecanica \u00een jocuri, ce o face atractiv\u0103 pentru juc\u0103tori, ce distrac\u021bie primesc oamenii interac\u021bion\u00e2nd cu aceast\u0103 mecanic\u0103. Pentru arborele de abilit\u0103\u021bi, v\u0103 recomand s\u0103 viziona\u021bi <noindex><a rel=\"nofollow\" href=\"https:\/\/www.youtube.com\/watch?v=wsmEuHa1eL8\">video-ul lui Mark Brown<\/a><\/noindex> sau <noindex><a rel=\"nofollow\" href=\"https:\/\/dtf.ru\/gamedev\/32408-kak-sozdat-pravilnoe-drevo-navykov\">articolul tradus<\/a><\/noindex> al principalelor puncte din acest video pe dtf.ru. Tezele lui Mark sunt relevante nu doar \u00een dezvoltarea jocurilor, ci \u0219i pentru gamificarea sistemelor \u0219i proiectelor non-joc. <\/p>\n<p>Despre tipurile de arbori de abilit\u0103\u021bi (\u00een func\u021bie de modul de construc\u021bie, tipul de joc etc.) este discutat \u00een detaliu \u00een articolul men\u021bionat mai sus din Wikipedia. Nu v\u0103d rostul s\u0103 citez, a\u0219a c\u0103 propun s\u0103 ne uit\u0103m la c\u00e2teva arbori interesan\u021bi care apar \u00een jocuri.<\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/cp\/4p\/j5\/cp4pj5ofi1wcw7gvq9vhilyzrzs.jpeg\"><img decoding=\"async\" alt=\"Mecanica gamific\u0103rii: arborele abilit\u0103\u021bilor\" src=\"\/wp-content\/uploads\/2019\/07\/f7d9601c6e94f304a61a85ea677ab0bc.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>Un exemplu de referin\u021b\u0103 al arborilor de abilit\u0103\u021bi din jocul Path of Exile. Acesta apare \u00een majoritatea men\u021biunilor, meme-urilor \u0219i demotivatoarelor despre arborii de abilit\u0103\u021bi. \u00cen ciuda complexit\u0103\u021bii aparente, arborele este logic \u0219i este rapid \u00eenv\u0103\u021bat de juc\u0103tori. Dar pentru gamificare, o asemenea dimensiune a arborelui este prea mare; nivelul de implicare al utilizatorilor din sistemele gamificate nu va fi suficient pentru a-l \u00een\u021belege. <\/i><\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/ml\/7_\/vl\/ml7_vlbiccir6j5dxb0lqewffjc.png\"><img decoding=\"async\" alt=\"Mecanica gamific\u0103rii: arborele abilit\u0103\u021bilor\" src=\"\/wp-content\/uploads\/2019\/07\/579f238a456e1a38185641d0b23629bc.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>Un alt arbore mare \u0219i complex din jocul Final Fantasy X.<\/i><\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/da\/qp\/xf\/daqpxf_opg7uk1qud2jwfac13oq.png\"><img decoding=\"async\" alt=\"Mecanica gamific\u0103rii: arborele abilit\u0103\u021bilor\" src=\"\/wp-content\/uploads\/2019\/07\/ba53e608b9ebb496f9f9d8159f8dd3be.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>Din nou, seria Final Fantasy se distinge, de data aceasta \u2014 partea a dou\u0103sprezecea. Arborele este mai mic dec\u00e2t \u00een partea a zecea, dar arat\u0103 prea neobi\u0219nuit \u0219i complicat pentru a fi \u00een\u021beles. Unde este startul aici? Unde este sf\u00e2r\u0219itul? Acesta este un arbore \u00een sine? <\/i><\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/w6\/e_\/a0\/w6e_a0phpg3p3ihc8v89zakb1nu.jpeg\"><img decoding=\"async\" alt=\"Mecanica gamific\u0103rii: arborele abilit\u0103\u021bilor\" src=\"\/wp-content\/uploads\/2019\/07\/62694d5eab5ea36ff18a1505f4224d07.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>Un arbore de abilit\u0103\u021bi old-school din Diablo 2 (colaj din dou\u0103 capturi de ecran). Observa\u021bi principiul de separare a arborelui \u00een trei tab-uri, care reprezint\u0103 de fapt trei arbori de abilit\u0103\u021bi de dimensiuni mai mici. <\/i><\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/do\/o9\/hp\/doo9hpa_wgqjf3u5w3n5oslhtag.png\"><img decoding=\"async\" alt=\"Mecanica gamific\u0103rii: arborele abilit\u0103\u021bilor\" src=\"\/wp-content\/uploads\/2019\/07\/ffb565454261d48bce8f4a7a852e47bb.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>Un sistem bun \u0219i util de abilit\u0103\u021bi din gamingul modern. Assassin's Creed: Origins. Observa\u021bi solu\u021bia de design reu\u0219it\u0103: eviden\u021bierea vibrant\u0103 \u0219i contrastant\u0103 a abilit\u0103\u021bilor \u00eenv\u0103\u021bate \u0219i a c\u0103ilor pe care le deschid.<\/i><\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/hh\/wm\/f8\/hhwmf894kugwom2k2mwskfos1ti.jpeg\"><img decoding=\"async\" alt=\"Mecanica gamific\u0103rii: arborele abilit\u0103\u021bilor\" src=\"\/wp-content\/uploads\/2019\/07\/8ca5b09126f4bad347231c672f422acb.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>Cel mai chtonian exemplu pe care l-am putut g\u0103si. Arborele tehnologic Warzone 2100. Recomand s\u0103 treci <noindex><a rel=\"nofollow\" href=\"https:\/\/betaguide.wz2100.net\/Research.php?tree=1\">la link<\/a><\/noindex>, pentru a-l vedea la 100% din scar\u0103.<\/i><\/p>\n<p>Cum poate fi aplicat\u0103 mecanica arborilor de abilit\u0103\u021bi \u00een gamificare? Dou\u0103 variante evidente sunt: a) sistemele de formare \u0219i rezervele de personal, \u0219i b) programele de loialitate. Arborele de abilit\u0103\u021bi \u00een programele de loialitate reprezint\u0103 un sistem de reduceri \u0219i alte bonusuri, configurabile de fiecare client, de c\u0103tre clientul \u00eensu\u0219i. <\/p>\n<p>Prima op\u021biune: portaluri de \u00eenv\u0103\u021bare la distan\u021b\u0103 \u0219i portaluri corporative interne. \u00cen ambele cazuri, scopul este acela\u0219i - de a structura abilit\u0103\u021bile teoretice posibile, ar\u0103t\u00e2nd utilizatorului sistemului care este calea pe care trebuie s\u0103 o parcurg\u0103 pentru a ob\u021bine o competen\u021b\u0103 specific\u0103. S\u0103 presupunem c\u0103 te-ai angajat \u00eentr-o nou\u0103 companie ca analist junior. Pe portalul corporativ, ai acces la un arbore al competen\u021belor personale, din care po\u021bi \u00een\u021belege cu u\u0219urin\u021b\u0103 ce abilit\u0103\u021bi teoretice \u00ee\u021bi lipsesc pentru a deveni analist senior, fiind clar ce trebuie s\u0103 studiezi dac\u0103 dore\u0219ti s\u0103 treci \u00een domeniul managementului de proiecte etc. Conducerea companiei, la r\u00e2ndul s\u0103u, ob\u021bine o imagine de ansamblu complet\u0103 a competen\u021belor angaja\u021bilor. O astfel de sistem\u0103, \u00een teorie, faciliteaz\u0103 formarea unui rezervor de cadre \u0219i cre\u0219terea vertical\u0103 a angaja\u021bilor \u00een companie, sporind nivelul general de competen\u021be al acestora.<\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/cl\/_e\/mx\/cl_emx-aplyrqzvpgy1tgodztli.png\"><img decoding=\"async\" alt=\"Mecanica gamific\u0103rii: arborele abilit\u0103\u021bilor\" src=\"\/wp-content\/uploads\/2019\/07\/2294bfb97f94a9a0a67574870f6ca4f6.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>Un model simplu al unei p\u0103r\u021bi a arborelui abilit\u0103\u021bilor pentru portalul intern al companiei. \u00centr-o companie real\u0103, arborele va fi mai mare, dar pentru exemplul care reflect\u0103 sensul de baz\u0103, acesta este suficient.<\/i><\/p>\n<p>S\u0103 examin\u0103m modelul \u00een detaliu. Abilit\u0103\u021bile studiate sunt eviden\u021biate cu umplutur\u0103 verde ( dreptunghiuri) \u0219i specializ\u0103rile (elipse), iar abilit\u0103\u021bile disponibile pentru studiu sunt marcate cu umplutur\u0103 alb\u0103. Abilit\u0103\u021bile \u0219i specializ\u0103rile indisponibile sunt eviden\u021biate cu umplutur\u0103 gri. Liniile portocalii \u0219i gri arat\u0103 traseele dintre abilit\u0103\u021bi \u0219i specializ\u0103ri, cele portocalii indic\u00e2nd traseul parcurs, iar cele gri - traseul \u00eenc\u0103 neparcurs. La clic pe dreptunghi, ar fi logic s\u0103 deschizi o fereastr\u0103 cu op\u021biunea de a te \u00eenscrie \u00eentr-un curs pentru abilitatea selectat\u0103, sau cu informa\u021bii despre unde \u0219i cum poate fi urmat acest curs \u0219i validat (de exemplu, dac\u0103 portalul nu este integrat cu sistemul de \u00eenv\u0103\u021bare la distan\u021b\u0103). La clic pe elips\u0103, se deschide o fereastr\u0103 cu descrierea specializ\u0103rii (responsabilit\u0103\u021bi, interval salarial etc.). Observa\u021bi experien\u021ba de munc\u0103: strict vorbind, aceasta nu este o abilitate, dar demonstreaz\u0103 posibilitatea de a integra \u00een arbore abilit\u0103\u021bi nu doar teoretice, ci \u0219i alte cerin\u021be necesare specializ\u0103rii. \u00cen dreptunghiul experien\u021bei de munc\u0103 este \u00eencorporat un bar de progres, care ilustreaz\u0103 vizibil progresul utilizatorului. <\/p>\n<p>A doua utilizare a mecanicii arborelui abilit\u0103\u021bilor este dezvoltarea cardurilor de loialitate. S\u0103 lu\u0103m ca exemplu un card de loialitate tipic al unui magazin mare, de exemplu, de produse sportive, \u00eembr\u0103c\u0103minte \u0219i \u00eenc\u0103l\u021b\u0103minte. De regul\u0103, un astfel de card ofer\u0103 un procent de reducere atunci c\u00e2nd clientul atinge o sum\u0103 de achizi\u021bii stabilit\u0103, sau cardul poate acumula bonusuri pentru achizi\u021bii, care pot fi folosite pentru a pl\u0103ti par\u021bial viitoarele cump\u0103r\u0103turi. Este mai bine dec\u00e2t nimic, func\u021bioneaz\u0103, dar un astfel de card nu ofer\u0103 nicio setare flexibil\u0103 adaptat\u0103 la nevoile clientului. Dar ce-ar fi s\u0103 oferim clientului posibilitatea de a alege, de exemplu, o reducere de 5% la toate produsele sau 10%, dar doar la \u00eenc\u0103l\u021b\u0103mintea b\u0103rb\u0103teasc\u0103? Iar la urm\u0103toarea etap\u0103 atins\u0103, de exemplu, s\u0103 cre\u0219tem garan\u021bia la 365 de zile sau o reducere de 2% la snowboarduri? Teoretic, un astfel de sistem de loialitate ar func\u021biona mai bine dec\u00e2t unul obi\u0219nuit, deoarece nimeni nu \u0219tie mai bine dec\u00e2t persoana \u00eens\u0103\u0219i ce nevoie are. Compania care implementeaz\u0103 un astfel de sistem se va diferen\u021bia pe o pia\u021b\u0103 monoton\u0103 a programelor de loialitate (\u00een care de mult timp nu mai exist\u0103 nout\u0103\u021bi interesante), va ob\u021bine mai multe date despre preferin\u021bele clien\u021bilor, va cre\u0219te nivelul de fidelitate al acestora fa\u021b\u0103 de magazin \u0219i va putea chiar, \u00een final, s\u0103 reduc\u0103 cheltuielile pentru sistemul de loialitate comparativ cu versiunea clasic\u0103. <\/p>\n<p>Reducerea costurilor este posibil\u0103 printr-o configurare corect\u0103 a echilibrului din arborele abilit\u0103\u021bilor. La dezvoltare, este necesar s\u0103 se calculeze c\u00e2\u021bi puncte condi\u021bionate (\u00een echivalentul \u00een lei) va costa fiecare dintre abilit\u0103\u021bi (nu este obligatoriu ca abilit\u0103\u021bile s\u0103 aib\u0103 acela\u0219i pre\u021b), s\u0103 se compare rezultatele ob\u021binute cu un program clasic de loialitate \u0219i s\u0103 se \u201ecalibreze\u201d sistemul rezultat. De exemplu, s\u0103 lu\u0103m un magazin de \u00eenc\u0103l\u021b\u0103minte care vinde \u00eenc\u0103l\u021b\u0103minte pentru b\u0103rba\u021bi, femei \u0219i copii. Programul clasic de loialitate ofer\u0103 o reducere de 5% la toate produsele dup\u0103 atingerea unei sume de achizi\u021bii de 20.000 de lei. \u00cen noul sistem, vom face costul unei abilit\u0103\u021bi egal cu 10.000 de lei \u0219i vom oferi clientului trei op\u021biuni \u2014 5% la \u00eenc\u0103l\u021b\u0103mintea de b\u0103rba\u021bi, 5% la cea de femei \u0219i 5% la cea de copii. S\u0103 presupunem c\u0103 nu impunem o alegere strict\u0103, iar clientul va putea deschide toate cele trei abilit\u0103\u021bi. Pentru aceasta, el va trebui s\u0103 cheltuie \u00een magazin nu 20.000 de lei, ca \u00een varianta clasic\u0103, ci 30.000. Dar majoritatea clien\u021bilor vor fi mul\u021bumi\u021bi de aceast\u0103 \u201estr\u00e2ngere a \u0219uruburilor\u201d (\u0219i nici nu o vor considera ca atare), deoarece reducerea pe categoria cea mai important\u0103 pentru ei o vor ob\u021bine cheltuind de dou\u0103 ori mai pu\u021bini bani dec\u00e2t \u00een varianta clasic\u0103. <\/p>\n<p>Imediat vom contesta: dar clientul va ob\u021bine mai repede reducerea pentru categoria de produse cea mai important\u0103 pentru el. A\u0219a este, dar consider c\u0103 cei mai mul\u021bi clien\u021bi nu fac cump\u0103r\u0103turi doar \u00een categoria aleas\u0103. Ast\u0103zi, o persoan\u0103 \u00ee\u0219i cump\u0103r\u0103 ghete, m\u00e2ine \u2014 pantofi pentru so\u021bia sa, iar peste \u0219ase luni au un copil c\u0103ruia \u00eei trebuie \u0219i lui \u00eenc\u0103l\u021b\u0103minte. Cu c\u00e2t magazinul este mai mare, cu at\u00e2t mai mul\u021bi clien\u021bi vin \u0219i cu c\u00e2t mai variat este sortimentul, cu at\u00e2t mai bine va func\u021biona acest model, \u0219i cu at\u00e2t mai interesant va fi pentru magazin s\u0103 ofere clien\u021bilor posibilitatea de a alege reduceri pe anumite categorii de produse (chiar \u0219i pe categorii \u00eenguste). <\/p>\n<p>O alt\u0103 motivare pentru utilizarea arborelui de abilit\u0103\u021bi \u00een programele de loialitate este aversiunea creierului uman fa\u021b\u0103 de ac\u021biunile incomplet terminate. Acest principiu st\u0103 la baza unei alte mecanici de joc: bara de progres. Cred c\u0103 \u00een cazul nostru, min\u021bile consumatorilor vor fi stimulante pentru a deschide noi \u0219i noi abilit\u0103\u021bi \u00een arbore, angaj\u00e2ndu-se \u00eentr-un fel de munchkinism, dorind s\u0103 ob\u021bin\u0103 toate abilit\u0103\u021bile din arbore. \u0218i vor cheltui mai mul\u021bi bani dec\u00e2t \u00een programele clasice de loialitate. A\u0219adar, de\u0219i Mark Brown recomand\u0103 \u00een jocuri s\u0103 creeze arborescen\u021be care s\u0103 nu poat\u0103 fi deschise complet, \u00een programele de loialitate eu, dimpotriv\u0103, sf\u0103tuiesc s\u0103 nu limit\u0103m consumatorii \u0219i s\u0103 nu-i facem s\u0103 se g\u00e2ndeasc\u0103 la alegerea unei distribu\u021bii corecte a punctelor. \u00cen fond, nivelul de implicare al clientului \u00een programul de loialitate este mai mic dec\u00e2t nivelul de implicare al juc\u0103torului \u00eentr-un joc nou, a\u0219a c\u0103 nu trebuie s\u0103 le oferim astfel de sarcini f\u0103r\u0103 necesitate. <\/p>\n<p>\u00cen partea final\u0103 a articolului, vom discuta despre problemele \u0219i \u00eentreb\u0103rile aplic\u0103rii mecanicii arborelui de abilit\u0103\u021bi \u00een practic\u0103. <\/p>\n<p>Trebuie s\u0103 ar\u0103ta\u021bi sau nu arborele de abilit\u0103\u021bi \u00een \u00eentregime \u0219i imediat? \u00cen unele jocuri, juc\u0103torul nu vede \u00eentregul arbore \u0219i afl\u0103 despre abilit\u0103\u021bile posibile pe m\u0103sur\u0103 ce le ob\u021bine. Cred c\u0103, \u00een gamificare, o astfel de ascundere nu aduce beneficii. Ar\u0103ta\u021bi arborele imediat, motiva\u021bi utilizatorul s\u0103-\u0219i construiasc\u0103 propria strategie de st\u0103p\u00e2nire a arborelui. <\/p>\n<p>Atunci c\u00e2nd proiecta\u021bi o arbore pentru gamificare, include\u021bi posibilitatea de a reseta abilit\u0103\u021bile p\u0103str\u00e2nd experien\u021ba acumulat\u0103 \u0219i oferind op\u021biunea de a redistribui abilit\u0103\u021bile. Aceast\u0103 func\u021bie va scuti utilizatorii de o responsabilitate excesiv\u0103 \u00een distribuirea abilit\u0103\u021bilor, oferind oportunitatea de a adapta programul de loialitate la schimb\u0103rile din via\u021ba utilizatorului. Na\u0219terea unui copil, mutarea \u00eentr-un alt ora\u0219, promovarea sau concedierea de la locul de munc\u0103, fluctua\u021biile cursului dolarului - o mul\u021bime de factori influen\u021beaz\u0103 schimb\u0103ri semnificative \u00een obiceiurile de consum. Func\u021bia de resetare a abilit\u0103\u021bilor va permite sistemului s\u0103 r\u0103m\u00e2n\u0103 relevant \u00een astfel de situa\u021bii. Dar nu face\u021bi aceast\u0103 func\u021bie prea accesibil\u0103, altfel utilizatorii vor reseta pur \u0219i simplu abilit\u0103\u021bile la cas\u0103 \u00eenainte de plat\u0103, aleg\u00e2nd ceea ce este necesar \u00een acel moment \u0219i lipsind sistemul de sensul s\u0103u ini\u021bial. Este normal s\u0103 oferi\u021bi aceast\u0103 posibilitate o dat\u0103 pe an, dup\u0103 s\u0103rb\u0103torile de Anul Nou sau de ziua companiei. <\/p>\n<p>G\u00e2ndi\u021bi-v\u0103 la mecanica acumul\u0103rii de puncte \u00een sistem. O punctare va fi egal\u0103 cu un leu? Sau cu o mie de lei? Ar trebui s\u0103 include\u021bi \u00een sistem posibilitatea unui coeficient crescut de acumulare a punctelor \u00een anumite perioade sau pentru anumite produse? Poate fi folosit aceste puncte pentru a pl\u0103ti produse \u00een loc s\u0103 deschid\u0103 abilit\u0103\u021bi? Sau punctele bonus \u0219i cele necesare pentru deschiderea de abilit\u0103\u021bi vor fi entit\u0103\u021bi diferite \u00een sistem? <\/p>\n<p>Un aspect important este din ce va consta arborele abilit\u0103\u021bilor? Ce bonusuri ve\u021bi include \u00een acesta? Vor avea abilit\u0103\u021bile nivele? De exemplu, o abilitate de nivel \u00eent\u00e2i ofer\u0103 o reducere de 1%, iar aceea\u0219i abilitate de nivel cinci - deja 5%. Dar nu v\u0103 concentra\u021bi doar pe astfel de bonusuri: at\u00e2t \u00een jocuri, c\u00e2t \u0219i \u00een gamificare, un arbore similar va deveni plictisitor. Ad\u0103uga\u021bi noi func\u021bii \u0219i oportunit\u0103\u021bi, nu doar \u00eembun\u0103t\u0103\u021bi\u021bi cele existente. De exemplu, \u00een arborele de abilit\u0103\u021bi poate fi deblocat accesul la cas\u0103 f\u0103r\u0103 coad\u0103, sau invita\u021bii la v\u00e2nz\u0103ri private, sau alte oportunit\u0103\u021bi exclusive. Arborele abilit\u0103\u021bilor \u00een programele de loialitate nu este doar despre reduceri la produse \u0219i servicii. Arborele abilit\u0103\u021bilor din joc ar trebui s\u0103 provoace juc\u0103torii s\u0103 exploreze con\u021binut nou, \u00een timp ce \u00een programul de loialitate s\u0103 stimuleze achizi\u021biile suplimentare \u00een diferite categorii de produse. <\/p>\n<p>Cine poate utiliza aceast\u0103 mecanic\u0103 pentru gamificarea programelor de loialitate? Din punctul meu de vedere, micile, mijlociile \u0219i marile afaceri care opereaz\u0103 \u00een domeniul B2C \u0219i ofer\u0103 cel pu\u021bin cinci (ideal zece) tipuri de produse \u0219i servicii. Pizza, wok-uri, rulouri \u0219i sushi sunt tipuri diferite de produse \u00een opinia mea. T\u0103ierea b\u0103rbii, a must\u0103\u021bii \u0219i a p\u0103rului, tunsul copiilor \u0219i vopsirea p\u0103rului sunt tipuri diferite de servicii. Pantofi ro\u0219ii sau verzi, pizza Margarita \u0219i pizza barbecue sunt tipuri similare de produse. Un arbore de abilit\u0103\u021bi, const\u00e2nd din bonusuri pentru unu sau dou\u0103 tipuri de produse, nu este necesar din punctul meu de vedere. \u00centr-o astfel de situa\u021bie, este mai simplu s\u0103 folose\u0219ti un program de loialitate clasic.<\/p>\n<p>Problema \u00een proiectarea \u0219i implementarea unui astfel de sistem, din punctul meu de vedere, este lipsa competen\u021belor necesare \u00een compania proprietar\u0103. Un arbore de abilit\u0103\u021bi este greu de f\u0103cut comercial viabil de c\u0103tre departamentul de marketing, f\u0103r\u0103 experien\u021b\u0103 \u00een gamificare \u0219i, mai ales, f\u0103r\u0103 un designer de jocuri care s\u0103 aib\u0103 experien\u021b\u0103 \u00een echilibrarea unui astfel de sistem. Cu toate acestea, nu este necesar s\u0103 angajezi noi angaja\u021bi pentru aceasta, majoritatea sarcinilor pot fi acoperite prin munc\u0103 la distan\u021b\u0103 \u0219i consultan\u021b\u0103.<\/p>\n<p>Mul\u021bumesc tuturor celor care au citit articolul p\u00e2n\u0103 la cap\u0103t, sper c\u0103 informa\u021biile din acesta v-au fost utile. A\u0219 fi \u00eenc\u00e2ntat dac\u0103 a\u021bi \u00eemp\u0103rt\u0103\u0219i experien\u021bele, problemele \u0219i g\u00e2ndurile interesante \u00een domeniul gamific\u0103rii programelor de loialitate \u0219i sistemelor de \u00eenv\u0103\u021bare \u00een comentarii.<br \/>\n<br \/>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/post\/459542\/\">habr.com<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u0440\u0438\u0432\u0435\u0442, \u0425\u0430\u0431\u0440! \u041f\u0440\u043e\u0434\u043e\u043b\u0436\u0430\u0435\u043c \u0440\u0430\u0437\u0433\u043e\u0432\u043e\u0440 \u043e \u043c\u0435\u0445\u0430\u043d\u0438\u043a\u0430\u0445 \u0433\u0435\u0439\u043c\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u0438. \u041f\u0440\u043e\u0448\u043b\u0430\u044f \u0441\u0442\u0430\u0442\u044c\u044f \u0440\u0430\u0441\u0441\u043a\u0430\u0437\u044b\u0432\u0430\u043b\u0430 \u043e \u0440\u0435\u0439\u0442\u0438\u043d\u0433\u0435, \u0430 \u0432 \u044d\u0442\u043e\u0439 \u043f\u043e\u0433\u043e\u0432\u043e\u0440\u0438\u043c \u043e \u0434\u0440\u0435\u0432\u0435 \u043d\u0430\u0432\u044b\u043a\u043e\u0432 (\u0442\u0435\u0445\u043d\u043e\u043b\u043e\u0433\u0438\u0447\u0435\u0441\u043a\u043e\u043c \u0434\u0440\u0435\u0432\u0435, skill tree). \u0420\u0430\u0441\u0441\u043c\u043e\u0442\u0440\u0438\u043c, \u043a\u0430\u043a \u0434\u0440\u0435\u0432\u043e \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u0443\u0435\u0442\u0441\u044f \u0432 \u0438\u0433\u0440\u0430\u0445 \u0438 \u043a\u0430\u043a \u044d\u0442\u0443 \u043c\u0435\u0445\u0430\u043d\u0438\u043a\u0443 \u043c\u043e\u0436\u043d\u043e \u043f\u0440\u0438\u043c\u0435\u043d\u0438\u0442\u044c \u0432 \u0433\u0435\u0439\u043c\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u0438. \u0414\u0440\u0435\u0432\u043e \u043d\u0430\u0432\u044b\u043a\u043e\u0432 \u2014 \u044d\u0442\u043e \u0447\u0430\u0441\u0442\u043d\u044b\u0439 \u0441\u043b\u0443\u0447\u0430\u0439 \u0442\u0435\u0445\u043d\u043e\u043b\u043e\u0433\u0438\u0447\u0435\u0441\u043a\u043e\u0433\u043e \u0434\u0440\u0435\u0432\u0430, \u043f\u0440\u043e\u043e\u0431\u0440\u0430\u0437 \u043a\u043e\u0442\u043e\u0440\u043e\u0433\u043e \u0432\u043f\u0435\u0440\u0432\u044b\u0435 \u043f\u043e\u044f\u0432\u0438\u043b\u0441\u044f \u0435\u0449\u0435 \u0432 \u043d\u0430\u0441\u0442\u043e\u043b\u044c\u043d\u043e\u0439 \u0438\u0433\u0440\u0435 Civilization \u0432 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":27010,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-36117","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u0440\u0438\u0432\u0435\u0442, \u0425\u0430\u0431\u0440! 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