{"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\/sq\/blog\/news\/mehaniki-gejmifikatsii-drevo-navykov","title":{"rendered":"Mekanizmat e gamifikimit: pem\u00eb aft\u00ebsish","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>P\u00ebrsh\u00ebndetje, Habr! Po vazhdojm\u00eb bised\u00ebn p\u00ebr mekanizmat e gamifikimit. <noindex><a rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/post\/428355\/\">Artikulli i kaluar<\/a><\/noindex> foli p\u00ebr renditjen, nd\u00ebrsa n\u00eb k\u00ebt\u00eb do t\u00eb flasim p\u00ebr pem\u00ebn e aft\u00ebsive (pem\u00ebn teknologjike, skill tree). Do t\u00eb shqyrtojm\u00eb se si p\u00ebrdoret pema n\u00eb loj\u00ebra dhe si mund t\u00eb aplikohet ky mekaniz\u00ebm n\u00eb gamifikim.<\/p>\n<p><img decoding=\"async\" alt=\"Mekanizmat e gamifikimit: pem\u00eb aft\u00ebsish\" 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 \/>\nPema e aft\u00ebsive \u00ebsht\u00eb nj\u00eb rast i ve\u00e7ant\u00eb i pem\u00ebs teknologjike, prototipi i s\u00eb cil\u00ebs u shfaq p\u00ebr her\u00eb t\u00eb par\u00eb n\u00eb loj\u00ebn tavoline Civilization n\u00eb vitin 1980. Autori i saj, papritur, nuk \u00ebsht\u00eb Sid Meier, por Francis Tresham. Megjithat\u00eb, primati i p\u00ebrdorimit t\u00eb k\u00ebtij mekanizmi (si dhe formimi i tij p\u00ebrfundimtar n\u00eb form\u00ebn e njohur) i takon t\u00eb moshuarit Sid n\u00eb klasiken Sid Meier\u2019s Civilization t\u00eb vitit 1991. Q\u00eb nga ajo koh\u00eb, pema teknologjike p\u00ebrdoret n\u00eb zhvillimin e loj\u00ebrave jo vet\u00ebm n\u00eb strategji dhe RPG, por edhe n\u00eb aksion dhe shooter-a. N\u00eb k\u00ebt\u00eb artikull nuk po i kushtoj v\u00ebmendje ndryshimeve midis pem\u00ebs s\u00eb aft\u00ebsive dhe pem\u00ebs teknologjike, dhe duke folur p\u00ebr pem\u00ebn e aft\u00ebsive, kam parasysh t\u00eb dyja. Mendoj se t\u00eb dyja shkrimet (pema e aft\u00ebsive dhe pem\u00eb aft\u00ebsish) jan\u00eb t\u00eb sakta, por do t\u00eb p\u00ebrdor shkrimin e fundit, duke qen\u00eb m\u00eb i zakonsh\u00ebm n\u00eb industrin\u00eb e loj\u00ebrave. <\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/fd\/hk\/er\/fdhkerm74qlnagtapzowoecw2q4.png\"><img decoding=\"async\" alt=\"Mekanizmat e gamifikimit: pem\u00eb aft\u00ebsish\" src=\"\/wp-content\/uploads\/2019\/07\/984c07dcddd11639e68ee5ba3b59d350.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>K\u00ebtu gjith\u00e7ka filloi. Pema e teknologjive t\u00eb Civilization e Sid Meier.<\/i><\/p>\n<p>N\u00ebse d\u00ebshironi t\u00eb dini m\u00eb shum\u00eb rreth historis\u00eb s\u00eb shfaqjes s\u00eb mekanizmit t\u00eb pem\u00ebs ose rreth m\u00ebnyrave t\u00eb nd\u00ebrtimit t\u00eb tij, at\u00ebher\u00eb pika fillestare do t\u00eb jet\u00eb <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\">faqja e t\u00eb nj\u00ebjt\u00ebs em\u00ebr n\u00eb Wikipedia<\/a><\/noindex>. N\u00eb artikullin tim do t\u00eb shqyrtojm\u00eb llojet e pem\u00ebve nga loj\u00ebrat moderne (dhe jo vet\u00ebm), do t\u00eb v\u00ebm\u00eb re problemet e mekanizmit, do t\u00eb p\u00ebrpiqemi t\u00eb ofrojm\u00eb zgjidhje p\u00ebr k\u00ebto probleme dhe do t\u00eb mendojm\u00eb p\u00ebr m\u00ebnyrat konkrete t\u00eb aplikimit t\u00eb mekanizmit t\u00eb skill tree n\u00eb gamifikim. Pse vet\u00ebm do t\u00eb mendojm\u00eb? Fatkeq\u00ebsisht, nuk kam arritur t\u00eb gjej shembuj aktiv\u00eb t\u00eb p\u00ebrdorimit t\u00eb pem\u00ebs s\u00eb aft\u00ebsive n\u00eb nj\u00eb kontekst jo-loj\u00ebrash. N\u00ebse keni hasur ndonj\u00eb shembuj t\u00eb till\u00eb, do t\u00eb isha mir\u00ebnjoh\u00ebs p\u00ebr t\u2019i p\u00ebrmendur ato n\u00eb komentet e k\u00ebtij artikulli. <\/p>\n<p>Para se t\u00eb p\u00ebrdorni mekanik\u00ebn e loj\u00ebrave n\u00eb gamifikim, duhet t\u00eb studiohet p\u00ebrvoja e zhvillimit t\u00eb loj\u00ebrave. T\u00eb analizohet se si mekanizma p\u00ebrdoren n\u00eb loj\u00ebra, \u00e7far\u00eb e b\u00ebn t\u00ebrheq\u00ebse p\u00ebr lojtar\u00ebt, se \u00e7far\u00eb arg\u00ebtime merr njer\u00ebzi duke nd\u00ebrvepruar me k\u00ebt\u00eb mekaniz\u00ebm. P\u00ebr pem\u00ebn e aft\u00ebsive, rekomandoj t\u00eb shikoni <noindex><a rel=\"nofollow\" href=\"https:\/\/www.youtube.com\/watch?v=wsmEuHa1eL8\">videon e Mark Brown<\/a><\/noindex> \u0438\u043b\u0438 <noindex><a rel=\"nofollow\" href=\"https:\/\/dtf.ru\/gamedev\/32408-kak-sozdat-pravilnoe-drevo-navykov\">artikullin-e p\u00ebrkthyer<\/a><\/noindex> pikat kryesore t\u00eb k\u00ebtij videoje n\u00eb dtf.ru. Tezat e Markut jan\u00eb t\u00eb r\u00ebnd\u00ebsishme jo vet\u00ebm n\u00eb industrin\u00eb e loj\u00ebrave, por gjithashtu p\u00ebr gamifikimin e sistemeve dhe projekteve jo-loj\u00ebrave. <\/p>\n<p>P\u00ebr llojet e pem\u00ebs s\u00eb aft\u00ebsive (sip\u00ebrfaq\u00ebsisht t\u00eb nd\u00ebrtimit, sipas llojit t\u00eb loj\u00ebs etj.) \u00ebsht\u00eb shkruar n\u00eb m\u00ebnyr\u00eb t\u00eb detajuar n\u00eb artikullin e p\u00ebrmendur m\u00eb sip\u00ebr n\u00eb Wikipedia. Nuk shoh ndonj\u00eb kuptim t\u00eb citoj, prandaj propozoj t\u00eb shikoni disa pem\u00eb interesante q\u00eb ndodhin n\u00eb loj\u00ebra.<\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/cp\/4p\/j5\/cp4pj5ofi1wcw7gvq9vhilyzrzs.jpeg\"><img decoding=\"async\" alt=\"Mekanizmat e gamifikimit: pem\u00eb aft\u00ebsish\" src=\"\/wp-content\/uploads\/2019\/07\/f7d9601c6e94f304a61a85ea677ab0bc.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>Nj\u00eb shembull referent i pem\u00ebs s\u00eb aft\u00ebsive nga loja Path of Exile. Ajo shfaqet n\u00eb shumic\u00ebn e p\u00ebrmendjeve, memeve dhe demotivator\u00ebve p\u00ebr pem\u00ebn e aft\u00ebsive. Pavar\u00ebsisht dukjes s\u00eb komplikuar, pema \u00ebsht\u00eb logjike dhe shpejt m\u00ebsohet nga lojtar\u00ebt. Por p\u00ebr gamifikimin, nj\u00eb madh\u00ebsi e till\u00eb e pem\u00ebs \u00ebsht\u00eb shum\u00eb e madhe, niveli i angazhimit t\u00eb p\u00ebrdoruesve t\u00eb sistemit t\u00eb gamifikuar nuk do t\u00eb jet\u00eb i mjaftuesh\u00ebm p\u00ebr ta kuptuar at\u00eb. <\/i><\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/ml\/7_\/vl\/ml7_vlbiccir6j5dxb0lqewffjc.png\"><img decoding=\"async\" alt=\"Mekanizmat e gamifikimit: pem\u00eb aft\u00ebsish\" src=\"\/wp-content\/uploads\/2019\/07\/579f238a456e1a38185641d0b23629bc.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>Nj\u00eb tjet\u00ebr pem\u00eb e madhe dhe e komplikuar nga loja 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=\"Mekanizmat e gamifikimit: pem\u00eb aft\u00ebsish\" src=\"\/wp-content\/uploads\/2019\/07\/ba53e608b9ebb496f9f9d8159f8dd3be.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>S\u00ebrish seria Final Fantasy ka b\u00ebr\u00eb daljen, k\u00ebt\u00eb her\u00eb - pjesa e dymb\u00ebdhjet\u00eb. Pema \u00ebsht\u00eb m\u00eb e vog\u00ebl se ajo n\u00eb pjes\u00ebn e dhjet\u00eb, por duket shum\u00eb e pazakont\u00eb dhe e komplikuar p\u00ebr t'u kuptuar. Ku \u00ebsht\u00eb fillimi k\u00ebtu? Ku \u00ebsht\u00eb finishi? A \u00ebsht\u00eb kjo pema n\u00eb fakt? <\/i><\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/w6\/e_\/a0\/w6e_a0phpg3p3ihc8v89zakb1nu.jpeg\"><img decoding=\"async\" alt=\"Mekanizmat e gamifikimit: pem\u00eb aft\u00ebsish\" src=\"\/wp-content\/uploads\/2019\/07\/62694d5eab5ea36ff18a1505f4224d07.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>Nj\u00eb pem\u00eb aft\u00ebsish old-school nga Diablo 2 (pjes\u00eb e dy skrinave t\u00eb bashkuara). Vini re parimin e ndarjes s\u00eb pem\u00ebs n\u00eb tre skeda, q\u00eb n\u00eb thelb paraqesin tre pem\u00eb t\u00eb ve\u00e7anta aft\u00ebsish m\u00eb t\u00eb vogla. <\/i><\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/do\/o9\/hp\/doo9hpa_wgqjf3u5w3n5oslhtag.png\"><img decoding=\"async\" alt=\"Mekanizmat e gamifikimit: pem\u00eb aft\u00ebsish\" src=\"\/wp-content\/uploads\/2019\/07\/ffb565454261d48bce8f4a7a852e47bb.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>\u0425\u043e\u0440\u043e\u0448\u0435\u0435, \u0433\u043e\u0434\u043d\u043e\u0435 \u0434\u0440\u0435\u0432\u043e \u043d\u0430\u0432\u044b\u043a\u043e\u0432 \u0438\u0437 \u0441\u043e\u0432\u0440\u0435\u043c\u0435\u043d\u043d\u043e\u0433\u043e \u0438\u0433\u0440\u043e\u0441\u0442\u0440\u043e\u0435\u043d\u0438\u044f. Assassin&#8217;s Creed: Origins. \u041e\u0431\u0440\u0430\u0442\u0438\u0442\u0435 \u0432\u043d\u0438\u043c\u0430\u043d\u0438\u0435 \u043d\u0430 \u0443\u0434\u0430\u0447\u043d\u043e\u0435 \u0434\u0438\u0437\u0430\u0439\u043d\u0435\u0440\u0441\u043a\u043e\u0435 \u0440\u0435\u0448\u0435\u043d\u0438\u0435: \u044f\u0440\u043a\u043e\u0435, \u043a\u043e\u043d\u0442\u0440\u0430\u0441\u0442\u043d\u043e\u0435 \u0432\u044b\u0434\u0435\u043b\u0435\u043d\u0438\u0435 \u0438\u0437\u0443\u0447\u0435\u043d\u043d\u044b\u0445 \u043d\u0430\u0432\u044b\u043a\u043e\u0432 \u0438 \u043f\u0443\u0442\u0435\u0439, \u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u043e\u043d\u0438 \u043e\u0442\u043a\u0440\u044b\u0432\u0430\u044e\u0442.<\/i><\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/hh\/wm\/f8\/hhwmf894kugwom2k2mwskfos1ti.jpeg\"><img decoding=\"async\" alt=\"Mekanizmat e gamifikimit: pem\u00eb aft\u00ebsish\" src=\"\/wp-content\/uploads\/2019\/07\/8ca5b09126f4bad347231c672f422acb.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>Shembulli m\u00eb kataklizmik q\u00eb kam mundur t\u00eb gjej. Pema teknologjike nga Warzone 2100. Rekomandoj t\u00eb kaloni <noindex><a rel=\"nofollow\" href=\"https:\/\/betaguide.wz2100.net\/Research.php?tree=1\">n\u00eb lidhje<\/a><\/noindex>, p\u00ebr t\u00eb par\u00eb at\u00eb n\u00eb mas\u00ebn 100%.<\/i><\/p>\n<p>Si mund t\u00eb aplikohet mekanika e pem\u00ebs s\u00eb aft\u00ebsive n\u00eb gamifikim? Dy opsione t\u00eb duhura - jan\u00eb a) sistemet e Ausbildung dhe rezervat e punonj\u00ebsve, dhe b) programet e besnik\u00ebris\u00eb. Pema e aft\u00ebsive n\u00eb programet e besnik\u00ebris\u00eb paraqet nj\u00eb sistem zbritjesh dhe bonusesh t\u00eb tjera, t\u00eb personalizuara p\u00ebr \u00e7do klient nga vet\u00eb klienti. <\/p>\n<p>Variants e para: portalet e m\u00ebsimit n\u00eb distanc\u00eb dhe portalet e brendshme korporative. N\u00eb t\u00eb dyja rastet, detyra \u00ebsht\u00eb e nj\u00ebjt\u00eb - t\u00eb strukturosh ato aft\u00ebsi teorike t\u00eb mundshme, t\u00eb tregosh p\u00ebrdoruesit t\u00eb sistemit se cili \u00ebsht\u00eb rrug\u00ebtimi q\u00eb duhet t\u00eb ndjek\u00eb p\u00ebr t\u00eb fituar nj\u00eb kompetenc\u00eb t\u00eb caktuar. Supozoni se jeni pun\u00ebsuar n\u00eb nj\u00eb kompani t\u00eb re si analist i ri. N\u00eb portalin korporativ, ju \u00ebsht\u00eb e qasshme nj\u00eb pem\u00eb e kompetencave personale, p\u00ebrmes s\u00eb cil\u00ebs \u00ebsht\u00eb e leht\u00eb t\u00eb kuptohet se cilat aft\u00ebsi teorike ju mungojn\u00eb p\u00ebr t\u00eb arritur nivelin e analistit t\u00eb lart\u00eb, dhe \u00ebsht\u00eb e qart\u00eb se \u00e7far\u00eb duhet t\u00eb studioni, n\u00ebse d\u00ebshironi t\u00eb kaloni n\u00eb fush\u00ebn e menaxhimit t\u00eb projekteve, etj. Menaxhmenti i kompanis\u00eb, nga ana tjet\u00ebr, merr nj\u00eb ide t\u00eb plot\u00eb mbi kompetencat e punonj\u00ebsve. Nj\u00eb sistem i till\u00eb, n\u00eb teori, leht\u00ebson formimin e rezervave t\u00eb punonj\u00ebsve dhe rritjen vertikale t\u00eb tyre brenda kompanis\u00eb, duke rritur nivelin e p\u00ebrgjithsh\u00ebm t\u00eb kompetencave t\u00eb punonj\u00ebsve.<\/p>\n<p><noindex><a rel=\"nofollow\" href=\"https:\/\/habrastorage.org\/webt\/cl\/_e\/mx\/cl_emx-aplyrqzvpgy1tgodztli.png\"><img decoding=\"async\" alt=\"Mekanizmat e gamifikimit: pem\u00eb aft\u00ebsish\" src=\"\/wp-content\/uploads\/2019\/07\/2294bfb97f94a9a0a67574870f6ca4f6.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><br \/>\n<i>Nj\u00eb model i thjesht\u00eb i nj\u00eb pjese t\u00eb pem\u00ebs s\u00eb aft\u00ebsive p\u00ebr portalin e brendsh\u00ebm t\u00eb kompanis\u00eb. N\u00eb nj\u00eb kompani reale, pem\u00eb do t\u00eb jet\u00eb m\u00eb e madhe, por p\u00ebr nj\u00eb shembull q\u00eb pasqyron kuptimin themelor, ky model \u00ebsht\u00eb i p\u00ebrshtatsh\u00ebm.<\/i><\/p>\n<p>T\u00eb shqyrtojm\u00eb modelin m\u00eb n\u00eb detaje. Aft\u00ebsit\u00eb e studiuara jan\u00eb theksuar me ngjyr\u00eb t\u00eb gjelb\u00ebr (drejt\u00ebk\u00ebnd\u00ebshat) dhe specialitetet (elipset), nd\u00ebrsa aft\u00ebsit\u00eb e aksesueshme p\u00ebr studim jan\u00eb theksuar me ngjyr\u00eb t\u00eb bardh\u00eb. Aft\u00ebsit\u00eb dhe specialitetet q\u00eb nuk jan\u00eb t\u00eb aksesueshme jan\u00eb theksuar me ngjyr\u00eb gri. Linjat portokalli dhe gri tregojn\u00eb rrug\u00ebt midis aft\u00ebsive dhe specialiteteve, me portokalli q\u00eb tregon rrug\u00ebn e kaluar dhe gri q\u00eb tregon rrug\u00ebn q\u00eb ende nuk \u00ebsht\u00eb kaluar. Kur klikoni n\u00eb drejt\u00ebk\u00ebnd\u00ebsh, sipas mendimit tim, do t\u00eb ishte logjike t\u00eb hapni nj\u00eb dritare me mund\u00ebsin\u00eb p\u00ebr t'u regjistruar n\u00eb nj\u00eb kurs p\u00ebr aft\u00ebsin\u00eb e zgjedhur, ose me informacione se ku dhe si mund t\u00eb kaloni k\u00ebt\u00eb kurs dhe ta konfirmoni (p\u00ebr shembull, n\u00ebse n\u00eb portal nuk ka integrim me sistemin e m\u00ebsimit n\u00eb distanc\u00eb). Kur klikoni n\u00eb elips, ne tregojm\u00eb nj\u00eb dritare me p\u00ebrshkrimin e specialitetit (detyrat, paga, etj.). Kushtojini v\u00ebmendje p\u00ebrvoj\u00ebs n\u00eb pun\u00eb: me t\u00eb v\u00ebrtet\u00eb, ajo nuk \u00ebsht\u00eb nj\u00eb aft\u00ebsi, por tregon mund\u00ebsin\u00eb e integrimit n\u00eb pem\u00ebn e aft\u00ebsive jo vet\u00ebm t\u00eb kompetencave teorike, por edhe t\u00eb k\u00ebrkesave t\u00eb tjera t\u00eb nevojshme p\u00ebr specialitet. N\u00eb drejt\u00ebk\u00ebnd\u00ebshin e p\u00ebrvoj\u00ebs n\u00eb pun\u00eb \u00ebsht\u00eb integruar nj\u00eb bar avancimi, i cili tregon qart\u00eb progresin e p\u00ebrdoruesit. <\/p>\n<p>Varianti i dyt\u00eb i p\u00ebrdorimit t\u00eb mekanizmit t\u00eb pem\u00ebs s\u00eb aft\u00ebsive \u00ebsht\u00eb zhvillimi i kartave t\u00eb besnik\u00ebris\u00eb. Le t\u00eb imagjinojm\u00eb versionin klasik t\u00eb nj\u00eb karte besnik\u00ebrie t\u00eb nj\u00eb dyqani t\u00eb madh, p\u00ebr shembull, p\u00ebr mallra sportive, veshje dhe k\u00ebpuc\u00eb. N\u00eb p\u00ebrgjith\u00ebsi, nj\u00eb kart\u00eb e till\u00eb ofron nj\u00eb p\u00ebrqindje zbritjeje kur klienti arrin nj\u00eb shum\u00ebn e caktuar t\u00eb blerjeve, ose pik\u00ebt mund t\u00eb akumulohen p\u00ebr blerjen, t\u00eb cilat p\u00ebrdoren p\u00ebr pages\u00ebn e pjesshme t\u00eb blerjeve t\u00eb ardhshme. Kjo \u00ebsht\u00eb m\u00eb mir\u00eb se asgj\u00eb, funksionon, por nj\u00eb kart\u00eb e till\u00eb nuk parashikon asnj\u00eb konfigurim fleksib\u00ebl p\u00ebr klientin e caktuar. Po si do t\u00eb ishte n\u00ebse do t\u2019i jepej klientit mund\u00ebsia t\u00eb zgjidhte, p\u00ebr shembull, 5% zbritje n\u00eb t\u00eb gjitha produktet ose 10%, por vet\u00ebm n\u00eb k\u00ebpuc\u00ebt p\u00ebr burra? Ose n\u00eb nivelin e ardhsh\u00ebm t\u00eb arritur, p\u00ebr shembull, zgjerimi i garancis\u00eb deri n\u00eb 365 dit\u00eb ose 2% zbritje n\u00eb snowboard? N\u00eb teori, nj\u00eb sistem i till\u00eb besnik\u00ebrie do t\u00eb funksiononte m\u00eb mir\u00eb se ai tradicional, pasi askush nuk e di m\u00eb mir\u00eb se vet\u00eb personi se \u00e7far\u00eb i nevojitet. Kompania q\u00eb e implementon nj\u00eb sistem t\u00eb till\u00eb do t\u00eb dallonte n\u00eb nj\u00eb treg t\u00eb zakonsh\u00ebm t\u00eb programeve t\u00eb besnik\u00ebris\u00eb (n\u00eb t\u00eb cilin prej koh\u00ebsh nuk ka asnj\u00eb novacion interesant), do t\u00eb marr\u00eb m\u00eb shum\u00eb t\u00eb dh\u00ebna mbi preferencat e klient\u00ebve, do t\u00eb rris\u00eb nivelin e angazhimit t\u00eb tyre ndaj dyqanit dhe madje do t\u00eb arrij\u00eb t\u00eb reduktoj\u00eb shpenzimet p\u00ebr sistemin e besnik\u00ebris\u00eb krahasuar me versionin klasik. <\/p>\n<p>Kursin e shpenzimeve \u00ebsht\u00eb i mundur p\u00ebrmes nj\u00eb konfigurimi t\u00eb men\u00e7ur t\u00eb balancit n\u00eb pem\u00ebn e aft\u00ebsive. Kur zhvillohet, duhet t\u00eb llogaritet se sa pik\u00eb t\u00eb kushalloj\u00eb (n\u00eb ekuivalentin rubla) do t\u00eb kushtoj\u00eb \u00e7do aft\u00ebsi (nuk \u00ebsht\u00eb aspak e nevojshme q\u00eb aft\u00ebsit\u00eb t\u00eb ken\u00eb t\u00eb nj\u00ebjtin \u00e7mim), t\u00eb krahasohen rezultatet me programin klasik t\u00eb besnik\u00ebris\u00eb dhe t\u00eb \u201ckalibrohet\u201d sistemi i krijuar. P\u00ebr shembull, t\u00eb marrim nj\u00eb dyqan k\u00ebshillash ku shiten k\u00ebpuc\u00eb p\u00ebr burra, gra dhe f\u00ebmij\u00eb. Programi klasik i besnik\u00ebris\u00eb ofron nj\u00eb zbritje prej 5% p\u00ebr t\u00eb gjitha produktet pas arritjes s\u00eb shum\u00ebs s\u00eb blerjeve prej 20,000 rublesh. N\u00eb sistemin e ri, t\u00eb vendosim \u00e7mimin e nj\u00eb aft\u00ebsie t\u00eb barabart\u00eb me 10,000 rubla, dhe t'i ofrojm\u00eb klientit tri mund\u00ebsi \u2014 5% p\u00ebr k\u00ebpuc\u00ebt p\u00ebr burra, 5% p\u00ebr k\u00ebpuc\u00ebt p\u00ebr gra dhe 5% p\u00ebr k\u00ebpuc\u00ebt p\u00ebr f\u00ebmij\u00eb. Le t\u00eb supozojm\u00eb se ne nuk vendosim nj\u00eb zgjedhje rigoroze, dhe klienti do t\u00eb mund t\u00eb aktivizoj\u00eb t\u00eb tri aft\u00ebsit\u00eb. P\u00ebr k\u00ebt\u00eb, do t'i nevojitet t\u00eb shpenzoj\u00eb n\u00eb dyqan tashm\u00eb jo 20,000 rubla, si\u00e7 ishte rasti me variantin klasik, por 30,000 rubla. Por shumica e klient\u00ebve do t\u00eb jen\u00eb t\u00eb k\u00ebnaqur me k\u00ebt\u00eb \u201cngjizje t\u00eb rrotave\u201d (madje as q\u00eb do ta konsideronin si t\u00eb till\u00eb), sepse zbritjen p\u00ebr kategorin\u00eb q\u00eb \u00ebsht\u00eb m\u00eb e r\u00ebnd\u00ebsishme p\u00ebr ta do ta marrin duke shpenzuar dy her\u00eb m\u00eb pak para se n\u00eb variantin klasik. <\/p>\n<p>Menj\u00ebher\u00eb do t\u00eb kund\u00ebrshtojm\u00eb: por n\u00eb t\u00eb v\u00ebrtet\u00eb, ai do t\u00eb marr\u00eb zbritjen m\u00eb shpejt p\u00ebr kategorin\u00eb m\u00eb t\u00eb r\u00ebnd\u00ebsishme t\u00eb produkteve. E v\u00ebrtet\u00eb, por mendoj se shumica e bler\u00ebsve nuk b\u00ebjn\u00eb blerje vet\u00ebm n\u00eb kategorin\u00eb e zgjedhur. Sot nj\u00eb njeri blen k\u00ebpuc\u00eb p\u00ebr veten, nes\u00ebr nj\u00eb pal\u00eb k\u00ebpuc\u00eb p\u00ebr gruan, dhe pas gjasht\u00eb muajsh kan\u00eb nj\u00eb f\u00ebmij\u00eb, i cili gjithashtu ka nevoj\u00eb p\u00ebr k\u00ebpuc\u00eb. Sa m\u00eb i madh t\u00eb jet\u00eb dyqani, aq m\u00eb shum\u00eb bler\u00ebs dhe m\u00eb i shum\u00ebllojsh\u00ebm asortimenti, aq m\u00eb mir\u00eb do t\u00eb funksionoj\u00eb nj\u00eb model i till\u00eb, dhe aq m\u00eb interesante do t\u00eb jet\u00eb p\u00ebr dygaran t'u jap\u00eb klient\u00ebve mund\u00ebsin\u00eb t\u00eb zgjedhin vet\u00eb zbritjet p\u00ebr kategori t\u00eb caktuara produktesh (madje edhe p\u00ebr kategori t\u00eb ngushta). <\/p>\n<p>Nj\u00eb arsye tjet\u00ebr p\u00ebr t\u00eb p\u00ebrdorur pem\u00ebn e aft\u00ebsive n\u00eb programet e besnik\u00ebris\u00eb \u00ebsht\u00eb mosdashja e trurit njer\u00ebzor p\u00ebr t\u00eb l\u00ebn\u00eb gj\u00ebrat p\u00ebrgjysm\u00eb. Kjo \u00ebsht\u00eb baza e nj\u00eb mekanizmi tjet\u00ebr loj\u00ebrash: barra e progresit. Mendoj se n\u00eb situat\u00ebn ton\u00eb, mendjet e bler\u00ebsve do t\u00eb inkurajohen t\u00eb zbulojn\u00eb aft\u00ebsi t\u00eb reja n\u00eb pem\u00eb, t\u00eb angazhohen n\u00eb nj\u00eb lloj man\u00e7kinizmi dhe t\u00eb tentojn\u00eb t\u00eb fitojn\u00eb t\u00eb gjitha aft\u00ebsit\u00eb e pem\u00ebs. Dhe do t\u00eb shpenzojn\u00eb m\u00eb shum\u00eb para p\u00ebr k\u00ebt\u00eb sesa n\u00eb nj\u00eb program klasike besnik\u00ebrie. Prandaj, edhe pse Mark Brown rekomandon q\u00eb n\u00eb loj\u00ebra t\u00eb krijohen pem\u00eb q\u00eb nuk mund t\u00eb zbulohen plot\u00ebsisht, n\u00eb programet e besnik\u00ebris\u00eb, un\u00eb, p\u00ebrkundrazi, k\u00ebshilloj q\u00eb t\u00eb mos kufizojm\u00eb bler\u00ebsit dhe t\u00eb mos i b\u00ebjm\u00eb ata t\u00eb mendojn\u00eb p\u00ebr ndarjen e duhur t\u00eb pik\u00ebve. N\u00eb fund t\u00eb fundit, niveli i angazhimit t\u00eb bler\u00ebsit n\u00eb programin e besnik\u00ebris\u00eb \u00ebsht\u00eb m\u00eb i ul\u00ebt se niveli i angazhimit t\u00eb lojtarit n\u00eb nj\u00eb loj\u00eb t\u00eb re, prandaj nuk duhet t\u00eb jepni detyra t\u00eb tilla pa nevoj\u00eb. <\/p>\n<p>N\u00eb pjes\u00ebn p\u00ebrfundimtare t\u00eb artikullit, do t\u00eb flasim p\u00ebr problemet dhe pyetjet lidhur me zbatimin e mekanik\u00ebs s\u00eb pem\u00ebs s\u00eb aft\u00ebsive n\u00eb praktik\u00eb. <\/p>\n<p>T\u00eb shfaqim apo jo pem\u00ebn e aft\u00ebsive plot\u00ebsisht dhe menj\u00ebher\u00eb? N\u00eb disa loj\u00ebra, lojtari nuk e sheh t\u00eb gjith\u00eb pem\u00ebn dhe merr vesh p\u00ebr aft\u00ebsit\u00eb e mundshme vet\u00ebm nd\u00ebrsa i arrin ato. Mendoj se n\u00eb gamifikim, nj\u00eb fshehje e till\u00eb nuk sjell dobi. Shfaqni pem\u00ebn menj\u00ebher\u00eb, motivoni p\u00ebrdoruesin t\u00eb krijoj\u00eb strategjin\u00eb e vet p\u00ebr t\u00eb m\u00ebsuar pem\u00ebn. <\/p>\n<p>Kur nd\u00ebrtoni nj\u00eb pem\u00eb p\u00ebr gamifikimin, planifikoni mund\u00ebsin\u00eb p\u00ebr t\u00eb rikuperuar aft\u00ebsit\u00eb duke ruajtur p\u00ebrvoj\u00ebn e grumbulluar dhe duke pasur mund\u00ebsin\u00eb p\u00ebr t\u00eb shp\u00ebrndar\u00eb s\u00ebrish aft\u00ebsit\u00eb. Ky funksion do t'i lejoj\u00eb p\u00ebrdoruesit t\u00eb shmangin ndjesin\u00eb e tep\u00ebrt t\u00eb p\u00ebrgjegj\u00ebsis\u00eb kur ndajn\u00eb aft\u00ebsit\u00eb, duke iu dh\u00ebn\u00eb mund\u00ebsin\u00eb p\u00ebr t\u00eb p\u00ebrshtatur programin e besnik\u00ebris\u00eb me ndryshimet n\u00eb jet\u00ebn e tyre. Lindja e nj\u00eb f\u00ebmije, zhvendosja n\u00eb nj\u00eb qytet tjet\u00ebr, promovimi ose reduktimi n\u00eb pun\u00eb, luhatjet e valut\u00ebs - shum\u00eb faktor\u00eb ndikojn\u00eb n\u00eb nj\u00eb ndryshim t\u00eb fort\u00eb t\u00eb zakoneve t\u00eb konsumit. Funksioni i rikuperimit t\u00eb aft\u00ebsive do ta mbaj\u00eb sistemin t\u00eb p\u00ebrdit\u00ebsuar n\u00eb k\u00ebto situata. Por mos e b\u00ebni k\u00ebt\u00eb funksion shum\u00eb t\u00eb leht\u00eb, p\u00ebrndryshe p\u00ebrdoruesit do t\u00eb thjesht rikuperojn\u00eb aft\u00ebsit\u00eb para pages\u00ebs duke zgjedhur ato q\u00eb u nevojiten n\u00eb at\u00eb moment dhe do t'ia heqin sistemit kuptimin e tij fillestar. \u00cbsht\u00eb normale t\u00eb jepni nj\u00eb mund\u00ebsi t\u00eb till\u00eb nj\u00eb her\u00eb n\u00eb vit, pas festave t\u00eb vitit t\u00eb ri ose n\u00eb dit\u00eblindjen e kompanis\u00eb. <\/p>\n<p>Mendoni p\u00ebr mekanik\u00ebn e akumulimit t\u00eb pik\u00ebve n\u00eb sistem. Nj\u00eb pik\u00eb do t\u00eb jet\u00eb e barabart\u00eb me nj\u00eb rubel? Ose nj\u00eb mij\u00eb rubla? A duhet t\u00eb p\u00ebrfshihet n\u00eb sistem mund\u00ebsia p\u00ebr nj\u00eb koeficient m\u00eb t\u00eb lart\u00eb pik\u00eb akumulimi n\u00eb periudha t\u00eb caktuara ose p\u00ebr produkte t\u00eb caktuara? A mund t\u00eb paguhen produktet me k\u00ebto pika n\u00eb vend t\u00eb hapjes s\u00eb aft\u00ebsive? Ose pik\u00ebt bonus dhe pik\u00ebt e nevojshme p\u00ebr hapjen e aft\u00ebsive do t\u00eb jen\u00eb entitete t\u00eb ndryshme n\u00eb sistem? <\/p>\n<p>Nj\u00eb \u00e7\u00ebshtje e r\u00ebnd\u00ebsishme - \u00e7far\u00eb do t\u00eb p\u00ebrb\u00ebhet pem\u00eb e aft\u00ebsive? Cilat bonuse do t\u00eb p\u00ebrfshij\u00eb? A do t\u00eb ket\u00eb nivele p\u00ebr aft\u00ebsit\u00eb? P\u00ebr shembull, aft\u00ebsia e nivelit t\u00eb par\u00eb jep nj\u00eb zbritje prej 1%, nd\u00ebrsa e nj\u00ebjta aft\u00ebsi n\u00eb nivelin e pest\u00eb jep tashm\u00eb 5%. Por mos u ngat\u00ebrroni vet\u00ebm me k\u00ebto bonuse: dhe n\u00eb loj\u00ebra, si dhe n\u00eb gamifikim, nj\u00eb pem\u00eb e till\u00eb do t\u00eb jet\u00eb e m\u00ebrzitshme. Shtoni funksione dhe mund\u00ebsi t\u00eb reja, jo vet\u00ebm p\u00ebrmir\u00ebsoni ato ekzistuese. P\u00ebr shembull, n\u00eb pem\u00eb mund t\u00eb zhbllokoni kalimin n\u00eb kas\u00eb pa radh\u00eb, ose nj\u00eb ftes\u00eb p\u00ebr shp\u00ebrndarje t\u00eb mbyllur, ose mund\u00ebsi ekskluzive t\u00eb tjera. Pem\u00eb e aft\u00ebsive n\u00eb programet e besnik\u00ebris\u00eb nuk jan\u00eb vet\u00ebm zbritje n\u00eb produkte dhe sh\u00ebrbime. Pem\u00eb e aft\u00ebsive n\u00eb loj\u00eb duhet t\u00eb provokoj\u00eb lojtar\u00ebt p\u00ebr t\u00eb m\u00ebsuar p\u00ebrmbajtje t\u00eb re, nd\u00ebrsa n\u00eb programin e besnik\u00ebris\u00eb t\u00eb stimuloj\u00eb blerje t\u00eb shtesave n\u00eb kategori t\u00eb ndryshme produktesh. <\/p>\n<p>Kush mund ta p\u00ebrdor\u00eb k\u00ebt\u00eb mekanik\u00eb p\u00ebr gamifikimin e programeve t\u00eb besnik\u00ebris\u00eb? N\u00eb mendimin tim, bizneset e vogla, t\u00eb mesme dhe t\u00eb m\u00ebdha q\u00eb operojn\u00eb n\u00eb B2C dhe ofrojn\u00eb t\u00eb pakt\u00ebn pes\u00eb (preferohet dhjet\u00eb) lloje t\u00eb produkteve dhe sh\u00ebrbimeve. Pizza, n\u00eb ngjarje, rrotulla dhe sushi jan\u00eb lloje t\u00eb ndryshme produkte sipas mendimit tim. Prerja e mjekr\u00ebs, mustak\u00ebve dhe kok\u00ebs, prerja e f\u00ebmij\u00ebve dhe ngjyrosja e flok\u00ebve jan\u00eb lloje t\u00eb ndryshme sh\u00ebrbimesh. \u00c7izme t\u00eb kuqe ose t\u00eb gjelbra, pizza Margarita dhe pizza barbekyu jan\u00eb t\u00eb nj\u00ebjtat lloje Produkte. Nj\u00eb pem\u00eb aft\u00ebsish e p\u00ebrb\u00ebr\u00eb nga bonuse p\u00ebr nj\u00eb ose dy lloje produktesh, sipas mendimit tim, nuk \u00ebsht\u00eb e nevojshme. N\u00eb nj\u00eb situat\u00eb t\u00eb till\u00eb, \u00ebsht\u00eb m\u00eb e leht\u00eb t\u00eb p\u00ebrdor\u00ebsh nj\u00eb program besnik\u00ebrie klasik.<\/p>\n<p>Problemi n\u00eb projektimin dhe implementimin e nj\u00eb sistemi t\u00eb till\u00eb, sipas mendimit tim, \u00ebsht\u00eb mungesa e kompetencave t\u00eb nevojshme n\u00eb kompanin\u00eb pronare. Nj\u00eb pem\u00eb aft\u00ebsish \u00ebsht\u00eb e v\u00ebshtir\u00eb t\u00eb b\u00ebhet komercialisht efektive me p\u00ebrpjekjet e departamentit t\u00eb marketingut, pa p\u00ebrvoj\u00eb n\u00eb gamifikim, dhe m\u00eb e r\u00ebnd\u00ebsishmja - pa nj\u00eb dizajner loje me p\u00ebrvoj\u00eb n\u00eb balancimin e nj\u00eb sistemi t\u00eb till\u00eb. Megjithat\u00eb, nuk \u00ebsht\u00eb e nevojshme t\u00eb pun\u00ebsosh punonj\u00ebs t\u00eb rinj p\u00ebr k\u00ebt\u00eb, shumica e detyrave mund t\u00eb mbyllen me pun\u00eb n\u00eb distanc\u00eb dhe konsultime.<\/p>\n<p>Faleminderit t\u00eb gjith\u00ebve q\u00eb i lexuat artikulli deri n\u00eb fund, shpresoj q\u00eb informacioni n\u00eb t\u00eb ishte i dobish\u00ebm p\u00ebr ju. Do t\u00eb isha i lumtur n\u00ebse ndaheni me p\u00ebrvoj\u00ebn, problemet dhe mendimet interesante n\u00eb lidhje me gamifikimin e programeve t\u00eb besnik\u00ebris\u00eb dhe sistemeve t\u00eb m\u00ebsimit n\u00eb komentet.<br \/>\n<br \/>Burimi: <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 5.0.1.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u0440\u0438\u0432\u0435\u0442, \u0425\u0430\u0431\u0440! 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