Recently an article in Variety brought a lot of unwanted attention to gamification. The article was titled “Netflix Is Testing Patches to Gamify Bingeing for Kids”
Reading this, my heart sank, a feeling that just got worse as I read the article. To summarise, Netflix was trialing a system that would award children patches or badges for watching TV shows. Completed “A Series of Unfortunate Events”? have a badge…
Netflix told Variety
“We are testing a new feature on select kids titles that introduces collectible items for a more interactive experience, adding an element of fun
… Read the rest
How do I design a business gamification to make it fun for users or employees?
This is a question that comes up a lot in my world. In this case, what follows is my answer on Quora when I saw this. It repeats some of the stuff I have said here before, but I think a little more concisely as I had to write it on my phone!!!
I would want a lot more information.
First, What is the goal? The goal isn’t fun, it will be something like productivity increase or training compliance.
… Read the rest
This survey was shared by Gustavo Tondello in the Octalysis Prime Community. Do you play games? We are looking for volunteers to take part in a study to find out preferences of a particular person when playing different games based on the player traits scale. This research intends to validate a questionnaire to find out … Continue reading Learn What Kind of Games You Like To Play (Get Your Player Traits Profile)
The post Learn What Kind of Games You Like To Play (Get Your Player Traits Profile) appeared first on Yu-kai Chou: Gamification & Behavioral Design.
Author: Erik … Read the rest
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
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.
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
… Read the rest
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
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
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
When you get going with gamification, it can be really really exciting. You are creating engaging solution using game elements and ideas, how cool is that??
But when do you start to define what elements, mechanics, game design ideas and so on?
It is really tempting to do it after the very first conversation with a client. They have told you what they want and you have an idea. A few mechanics here, a narrative and bingo – you have the solution.
But whoa there, do you really have the solution? What was the problem you where trying … Read the rest