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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Beyond the basic Level I analysis 👇
Level II: optimize experiences throughout all four phases of the player/user journey:
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 ...
The core drives can be divided in half:
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 t...
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...
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.”
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, a...
The truth is, simply incorporating game mechanics and game elements does not make a game fun.
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.
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” o...
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 ...
It motivates us because we are either unable to have something immediately, or because there is great difficulty in obtaining it.
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 ...
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 introd...
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 desi...
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 m...
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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These four pillars represent the four ways where the temporal behavior of user experiences supports usability.
The Metaverse is the successor to the internet, and all the worlds in the Metaverse are equivalent to the internet's websites. We can now visualise and experience what the worldwide web can offer in a 3D user interface.
This new interface will reveal new opportunities for ...
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