Continuing down the road of User Types for gamification, I wanted to go into a little more details about how you support the different types of user in your system.
Looking at last weeks post about user types and the 4Keys2Fun, there were a few usable ideas, now I shall add a few more. I am not concerned here about the intrinsic vs extrinsic debate. These are just things that can help support certain types - the intention being that giving this support will encourage the intrinsic motivations. Read more [...] Supporting Gamification User Types
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Continuing down the road of User Types for gamification, I wanted to go into a little more details about how you support the different types of user in your system.
Looking at last weeks post about user types and the 4Keys2Fun, there were a few usable ideas, now I shall add a few more. I am not concerned here about the intrinsic vs extrinsic debate. These are just things that can help support certain types - the intention being that giving this support will encourage the intrinsic motivations. Read more [...]
Here I are again, considering extrinsic rewards and their effect on motivation.
Recently I was told that it is obvious that if a person is given more money to do their job, that they will do it better and probably enjoy it more. I stopped myself quoting Deci or Pink, I smiled, politely disagreed and went on with my day. However, it got me thinking. Ignoring the research, I was wondering, what does common sense tell us about that statement.
I am unhappy in my job, will I be happier if I am
I am pretty excited about this one.
Gamification User Types
When I created my gamification User Types definitions, it was with a mind to help people consider who is going to be in their gamified systems and what may motivate them. I started with the intrinsic motivation RAMP I keep talking about, Relatedness, Autonomy, Mastery and Purpose. From this I created the Socialiser, Free Spirit, Achiever and Philanthropist user types. That covered the who and the what - who the user may be and what it
The beginning of June sees not only sunshine, but also a new series of short tutorial / information videos that a few people have asked me to do.
The first video is just a very short introduction to gamification. In it I talk a little about what it is and what it isn't.
The second video takes a look at motivation and introduces RAMP as a concept.
Future videos will include a deeper look at motivation, the extrinsic vs intrinsic argument, user types, leaderboards, feedback loops, mechanics
Last week there was no post from me. The reason was that I was working on rebuilding my games review site (www.yetanotherreviewsite.co.uk). Take a look, you may like it!!
Anyway, it got me thinking, as I looked over the games we have reviewed over the years. What do people like playing? Obviously the answer is - All sorts! However, it made me consider the nature of competition in games and especially gamificaiton.
The general rule of thumb is competition between people is bad mojo for gamification.
When I was a kid, I was always liked to play - like most children. I used to make up games with my action figures, set up scenarios around the house and garden and then act them out. I would set little rules up to dictate how the action figures could move and interact with each other and their environments. I never knew how each scenario would play out, but I always knew who would win. It was always the good guys, or Storm Shadow. In that respect, the rules made no real difference, unless they
A question I get asked a lot is, “Why does gamification fail?”. Gartner said that by 2014, 80% of gamified systems will fail due to poor design. My question is, what is poor design? I had thought that it was really just implementing “thin layer” points, badges and leader boards to a system that was already not working. Whilst that is true, it actually misses out on some important extra factors.
So, with that in mind, here are some reasons that I feel will contribute to gamification not
Extrinsic Rewards and the User Journey
A couple of small bits this week whilst I pull together more substantial work (I'm not a machine!!) First a small revisit of my Flow and User Journey work. In various conversations I have had about the use of rewards in a gamified systems the general question is always "do you need rewards at all". My answer is that it can't hurt if it is done properly. One thing that occurred is that during the on-boarding phase and into the habit forming phase of a user
Whilst I process the amazing presentations, talks and general chats that happened at SocialNow, I wanted to put together a quick post around the ideas of accessibility and immediacy.
Imagine the situation. You are an airport and have thousands of people moving through your building every day. Most have a very predictable path. Land, get of plane, walk to baggage claim, go to the exit. On the way, they have to go through various checks. Customs, passport control, security etc.
All of these
Lots happening this week, the biggest being the fact that I will be presenting at SocialNow.org this week. As such, it has been mostly prep for that in the last couple of days, so no time for a proper blog I'm afraid. However, I still have some bits for you.
The first. I started writing a little game called the Green Button. It is short and very alpha, but I would love you to have a go and let me know what you think! http://marczewski.me.uk/green-button/index.htm
Next, I have decided