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If I were my own role-playing game character, I would never just stay in town, be idle and do nothing. Of course not!
I would go out into the wilderness, defeat monsters, gain experience, learn new skills, accumulate resources, ally myself with those who have complementary skills, learn from those who were of a higher level than I, and seek to conquer exciting quests.
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Gamification is the craft of deriving fun and engaging elements found typically in games and thoughtfully applying them to real-world or productive activities.
Gamification is the science/art of making a boring activity game-like: more intriguing, motivating ... and even “fun.”
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In the book called "Game of Work", Charles Coonradt addressed the question “Why would people pay for the privilege of working harder at their chosen sport or recreational pursuit than they would work at a job where they were being paid?” He then boiled it down to 5 conclusions that led to hobbies being more preferable to work:
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The truth is, simply incorporating game mechanics and game elements does not make a game fun.
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The core drives can be divided in half:
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The top Core Drives in the octagon (of the Octalysis gamification framework) are considered very positive motivations (White Hat), while the bottom Core Drives are considered to be more negative (Black Hat).
If something is engaging because it lets you express your creativity, makes you feel successful through skill mastery, and gives you a higher sense of meaning, it makes you feel very good and powerful. But if you are always doing something because you don’t know what will happen next, you are constantly in fear of losing somethingthe experience will often leave a bad taste in your mouth.
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Beyond the basic Level I analysis 👇
Level II: optimize experiences throughout all four phases of the player/user journey:
Level III factors in different player types (like Achievers, Socializers, Explorers, and Killers or specific user cohort).
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This is the drive where people are motivated because they believe they are engaged in something bigger than themselves. Wikipedia editors don't feel like they are doing unpaid labour, but they are protecting humanity’s knowledge - something greater than themselves.
When it works, individuals participate in the system and take action not because it necessarily benefits them, but because they can then see themselves as heroes of a grander story. The meaning behind a product generally best communicated during the Discovery and Onboarding Phase of a Player’s Journey.
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The key here is to make sure users are proud of overcoming the challenges that are set out for them. Jane McGonigal, renowned game designer, defines games as “unnecessary obstacles that we volunteer to tackle.”
Most designers working on this primarily focus on the “ease” of doing an activity instead of the motivation behind it.
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If a user spends four seconds on an interface and can’t figure out what to do, they feel stupid and will start to disengage emotionally.
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It emphasizes on what most people refer to as “Play.” A user can continuously tap into their creativity and derive an almost limitless number of possibilities, so the game designer no longer needs to constantly create new content to make things engaging. Chess is still played because there are million ways to play the game.
Key Lesson: When you design a game, you want to make sure that there isn’t one standard way to win. Instead, provide users with enough meaningful choices that they can utilize drastically different ways to better express their creativity.
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The motivation that is driven by our feelings of owning something & consequently the desire to improve, protect, and obtain more of it. It involves virtual goods & currencies. It's the drive that compels us to collect stamps or accumulate wealth. On a more abstract level, it is connected to our investment of time or resources into customising something to our own liking.
Pricing plays a big role in the value people attach to something. It also drives us to value our own identities and become more consistent towards our past. We hold closely to our values, characters, or stuff.
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It involves activities inspired by what other people think, do, or say. This Core Drive is the engine behind many themes such as mentorship, competition, envy, group quests, social treasure, and companionship.
Most people focus on competition between users but when you design an environment where people are prone to be envious of others (like in the workplace), you want to make sure there is a realistic path for them to follow to in achieving what they are envious about.
Another important element to consider are social norms, because people will imitate the behaviours of others.
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An interesting dynamic between Drive 1: Meaning and Drive 5: Social Influence happens in the workplace. Within a group, the leader is often motivated by Meaning.
The team members of the group, however, are often motivated by Social Influence. They don’t necessarily believe in the higher meaning, just to doing it because they have been told so.
If the leader loses the Meaning and becomes solely motivated by Social Influence , the team will start to crumble from within.
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Competition in the workplace can be very useful in different scenarios but it can often backfire and demoralize team morale in the long run.
Many competitive workplaces create an unhealthy environment where employees put self-interest above corporate and even customer interests. Instead of working towards a win for the company and a win for the customer, the individual simply focuses on beating the internal competition and coming out ahead of their colleagues.
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It motivates us because we are either unable to have something immediately, or because there is great difficulty in obtaining it.
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This is our natural curiosity to explore the unknown and discover new things. Because “fun” is “pleasure with surprises". It's not fun to spin a wheel an hour for $5, but if every now and then you get a big reward... we have a slot-machine game.
This is mainly about introducing unpredictability into the test mechanics, a variable reward system to keep people engaged. Google's "I am feeling lucky" is a famous representation.
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IDEAS CURATED BY
Life-long learner. Passionate about leadership, entrepreneurship, philosophy, Buddhism & SF. Founder @deepstash.
CURATOR'S NOTE
I am a product designer fascinated by game design. Although I am not a gamer, I believe game design can transform boring activities into fun experiences (Will add more ideas as I stumble upon them).
“
Curious about different takes? Check out our Actionable Gamification: Beyond Points, Badges, and Leaderboards Summary book page to explore multiple unique summaries written by Deepstash users.
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Curious about different takes? Check out our book page to explore multiple unique summaries written by Deepstash curators:
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