Why Foursquare Failed (Hint: the Same Reason as Pokemon Go)

What Foursquare did well: Extrinsic Motivation Development and Accomplishment Ownership and Possession Social Influence & Relatedness (Black Hat) Similar to Pokemon Go, Foursquare did well in creating collection sets and striving for multiple check-ins to become the Mayor. This also included competitive leaderboards (versus collaboration). But what happens when you realize you can’t become the … Continue reading Why Foursquare Failed (Hint: the Same Reason as Pokemon Go)

The post Why Foursquare Failed (Hint: the Same Reason as Pokemon Go) appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/behavioral-analysis/why-foursquare-failed-hint-the-same-reason-as-pokemon-go/Read the rest

What is Your Least Favorite Gamification Element?

I often get asked what my favorite gamification element or elements are, but no one ever asks what ones I dislike!

So I thought I would ask you guys the question and offer my own answer.

Leaderboards

That’s right, one of the mainstays of gamification, leaderboards are my least favorite element in gamification.

Don’t get me wrong, they have their place and when used well they can be a great asset to a gamified system. The problem is, they are so infrequently used well and normally are there for a “quick fix”.

“We need to drive some productivity

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4 Experience Phases in Gamification (#3): The Scaffolding Phase

The 3rd Experience Phase of Gamification: Scaffolding Earlier I have covered the first 2 experience phases of player’s journey: Discovery, and Onboarding. Scaffolding is the 3rd experience phase of a Player’s Journey. Scaffolding starts once a player has learned the basic tools and rules to play the game and has achieved the “First Major Win-State.” … Continue reading 4 Experience Phases in Gamification (#3): The Scaffolding Phase

The post 4 Experience Phases in Gamification (#3): The Scaffolding Phase appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Yu-kai Chou
Source: http://yukaichou.com/gamification-study/4-experience-phases-gamification-3-scaffolding-phase/Read the rest

4 Experience Phases in Gamification (#2): The Onboarding Phase

The User Experience of Learning the Basic Skills of the Game Previously, I wrote about the Discovery Phase (Phase I) of the 4 Experience Phases of a Player’s Journey. In this article, we’ll look into Onboarding, which is the second phase of a player’s journey. Onboarding is about teaching users the rules and tools to … Continue reading 4 Experience Phases in Gamification (#2): The Onboarding Phase

The post 4 Experience Phases in Gamification (#2): The Onboarding Phase appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Yu-kai Chou
Source: http://yukaichou.com/gamification-study/4-experience-phases-gamification-2-onboarding-phase/Read the rest

Second G4C Industry Circle: Classcraft on Ed-Tech & Creative Learning

 
 

2017-18 INDUSTRY CIRCLE WEBINAR WITH CLASSCRAFT ON YOUTUBE LIVE

 

On March 20th, join the second installment of the Games for Change 2017-2018 Industry Circle. The Industry Circle is a program that acknowledges the achievements and opportunities in the impact games sector by highlighting leading studies that have made a significant contribution to our community. Industry Circle member Classcraft wrote a thoughtful piece about how to generate creative learning engagement with students using their online role-playing game. We hope the following article from the Classcraft Team inspires you and that we will see you at our Webinar and Q&A on … Read the rest