LU+levels

Levels are typically used to indicate progress. They let users know where they stand over time.

Considerations

 * Level difficulty is not linear or exponential; instead, it is curvilinear
 * Should start simply and progressively become more complex (resembling the shape of a hockey stick)
 * Should be easy for the users to understand
 * Should allow us to add more levels as needed (no ceiling)
 * Should be testable and refinable (even as users are in the levels)
 * Using a metaphor for the levels ("berries in a garden") is good, but be sure the metaphor is easily understood

Examples

 * Pac-Man ghost colors, maze intricacy, and fruit
 * Angry Birds
 * American Express Gold, Platinum, and Black credit cards
 * Progress bars
 * A professor used levels and points to award grades. (Notice that the levels aren't linear.)
 * Level 1: 0 (F)
 * Level 2: 1200 (D-)
 * Level 3: 1260 (D)
 * Level 4: 1340 (D+)
 * Level 5: 1400 (C-)
 * Level 6: 1460 (C)
 * Level 7: 1540 (C+)
 * Level 8: 1600 (B-)
 * Level 9: 1660 (B)
 * Level 10: 1740 (B+)
 * Level 11: 1800 (A-)
 * Level 12: 1860 (A)

LU level ideas

 * 1) "Credits" in major and minor areas
 * 2) Freshman, sophomore, junior, senior, associate, bachelor, master, doctor, professor
 * 3) Progress bar showing how close the user is to the next level
 * 4) Experience points can be combined to achieve levels.

Other gamification pages
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