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
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.
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
Last week, some of you may have seen that I created a new page that tried to summarise the differences between gamification, serious games, real games and gameful design.
I posted the following chart to as a quick reference guide.
Anyone who has read my blogs will know that I am a little against the constant arguments about what gamification is and what it isn't, so this may seem a little hypocritical. Here I am defining it after all. Well, things change and whilst I still think that excluding
Note, when I am talking about user types, I am referring to my classification user types found here!
Status in the realms of gamification is a funny thing. It is something that we all agree is important, but seem divided on its nature. Some talk about it as an intrinsic motivator others extrinsic.
In the animal kingdom status is simple, the higher your status the more good stuff you can get. The Alpha dog gets more food, gets more women and has more chance of their gene pool continuing
Last week I started to explore my ideas about the different types of users there are likely to be in a gamified system. I have had loads of feedback, mostly very positive. Thanks for that. One question that keeps coming up is "what about the Player user type"? "There must be more too it!". The answer is, of course, yes. There is a lot more.
What I explored last week was really just the intrinsically motivated types of users. Those doing things for purely self related reasons. Helping others, because
There is rather an important update at the end after Richard Bartle offered me some advice!
It had to happen eventually. I had to look at some kind of “player type” theory. Many people have one, Richard Bartle probably having the most famous and most abused of the player type theories out there.
What’s it all about Richard?
For those that don’t know, Richard Bartle labelled players as one of four types to help him understand how they interacted with each other and their environments
This is a long post for me, so get a cup of tea now!
One of the main things that I have found whilst research and writing about Gamification, is that the terms and the language we use don't always seem to fit what were actually doing. As gamification matures, so to should the language that we use to discuss it. One term that seems to get particularly abused, which we have borrowed from game design, is Game Mechanics. This all came from various discussions I had been having with people in the