Semantics vs Value: Tomato TomAto

This is an excerpt from the second part of the introduction of Actionable Gamification: Beyond Points, Badges, and Leaderboards. Buy a copy here or listen on Audible. Semantics vs. Value To me this discussion is non-productive. I would rather spend my time learning about and harnessing the power of games to change the world for the better, instead of debating … Continue reading Semantics vs Value: Tomato TomAto

The post Semantics vs Value: Tomato TomAto appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/gamification-analysis/semantics-vs-value-tomato-tomato/Read the rest

The Intrinsic Motivation Fallacy

“All you need is autonomy to be happy in work”

This is a quote I have heard on more than one occasion in my life as a gamification consultant. I have even had a friend quote his boss to me saying the following:

“You don’t need a pay rise, I read a book that siad money isn’t a motivator. So with that, I will give you more autonomy and purpose in your role.”

This idea that intrinsic motivation is an alternative to money comes from a misunderstanding of several studies and pop psychology books around motivation.  A key … Read the rest

Simón Duque’s Habitica Design Challenge

Gamification Design Challenge for Habitica Simón Duque is a Colombian Industrial Engineer who’s not comfortable with the way the world works. Thankfully for him, Gamification came to his life on 2015 and gave him the tools to re-think the world he lives in. For more about Simón, see his credentials at the bottom of this post.  … Continue reading Simón Duque’s Habitica Design Challenge

The post Simón Duque’s Habitica Design Challenge appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/gamification-analysis/simon-duques-habitica-design-challenge/Read the rest

Readalong: Reality is Broken, Ch 5 – Stronger Social Connectivity

This continues the Readalong by Erik van Mechelen of Jane McGonigal’s ‘Reality is Broken’ with insights from Yu-kai Chou’s Octalysis framework. For in-depth discussions of this book and others, join Octalysis Prime. tl;dr Gamers aren’t gaming alone.  Summary Stronger social connectivity was first ballooned by Facebook games like Lexulous, then Farmville, which combined Lexulous’s ease of … Continue reading Readalong: Reality is Broken, Ch 5 – Stronger Social Connectivity

The post Readalong: Reality is Broken, Ch 5 – Stronger Social Connectivity appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/readalong/readalong-reality-broken-ch-5-stronger-social-connectivity/Read the rest

#Gamification: Voting Mechanics

Balancing systems is a time consuming but highly important part of any gamified design. Getting the points per action right, knowing how to reward each activity. Ensuring the narrative is well rounded and keeps the pace going. Testing and retesting the team dynamics.

Missing out this crucial phase can mean the difference between success and crushing failure.

Recently I was involved in a simple competition that revolved around voting. It had a mechanic I had never come across used in quite this way before and pray to God I never do again.

Usually voting mechanics work in one … Read the rest

Putting Gamification in its Place: The War on Words

This is an excerpt from the second part of the introduction of Actionable Gamification: Beyond Points, Badges, and Leaderboards. Buy a copy hereor listen on Audible. Putting Gamification in its Place Before we jump further into deeper experience and engagement design through the 8 Core Drives, I’d like to take a moment to resolve some pressing questions regarding the … Continue reading Putting Gamification in its Place: The War on Words

The post Putting Gamification in its Place: The War on Words appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/gamification-analysis/putting-gamification-place-war-words/Read the rest

A Beginner's Guide to Enterprise Gamification

Considering their long-standing ability to engage and motivate people, it is no wonder leading organizations are looking to games for increasing employee engagement, aligning employees with company goals, driving adoption of desirable behaviors and increasing the efficacy of corporate training programs.

Gamification has become a bit of a buzzword in the past few years and is used interchangeably with different meanings and derived perceptions, I’d like, in this piece, to lay the basics of what enterprise gamification really is and what it’s actually good for.

What Is Gamification?

As Karl Kapp, professor of Instructional Technology at Bloomsburg University, puts it,

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Support G4C by bidding in our charity auction and win amazing gaming experiences

Our Charitybuzz auction ends in 5 days! Bid now through August 14 on these exclusive experiences to support our organization: Get two tickets to next year’s E3 Lunch with Overwatch … Read more

Author: Games for Change
Source: http://www.gamesforchange.org/2017/08/support-g4c-by-bidding-in-our-charity-auction-and-win-amazing-gaming-experiences/Read the rest

Readalong: Reality is Broken, Ch 4 – Fun Failure and Better Odds of Success

This continues the Readalong by Erik van Mechelen of Jane McGonigal’s ‘Reality is Broken’ with insights from Yu-kai Chou’s Octalysis framework. For in-depth discussions of this book and others, join Octalysis Prime. tl;dr Both serious and casual games bring blissful productivity, one key element of more satisfying work.  Summary McGonigal explores research from the M.I.N.D. Lab and … Continue reading Readalong: Reality is Broken, Ch 4 – Fun Failure and Better Odds of Success

The post Readalong: Reality is Broken, Ch 4 – Fun Failure and Better Odds of Success appeared first on Yu-kai Chou: Gamification & Behavioral Design.… Read the rest