Drive 2: Development & Accomplishment - Deepstash

Drive 2: Development & Accomplishment

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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vladimir

Life-long learner. Passionate about leadership, entrepreneurship, philosophy, Buddhism & SF. Founder @deepstash.

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).

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