Strategy: A missing component in Gamification

Chess 1488370945 Strategy A missing component in Gamification
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Andrzej Marczewski

Gamification Expert, author, consultant and designer. I love to write about it, talk about it and bore people to death with it! If you really want to get to know me, check out the About page.

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10 Responses

  1. MarceloMarcelo says:

    Andrzej, gamification is often used to motivate certain tasks that always have the same result in the end. Would not people get bored when they went through various choices and several intermediate results, but that in the end would have the same result?

    sorry for my English 😀

    • That is the fake choice scenario. It comes down to how it is built. So if you earn coins, what are they for – is there a strategy around earning more for certain alternative actions. What can they be used for? What are the goals and can you set your own?

  2. Jan BidnerJan Bidner says:

    I also liked to play games where you can choose between two paths and depending on your choice the game evolves differently. Like Second Son By infamous. You can choose to be good or evil. I would really like to see more of that in gamification! However from an economic position it builds a hell lot more complexity into the game. Here are some great examples: http://n4g.com/news/1912951/10-games-with-morality-systems-that-let-you-choose-good-or-evil

  3. Jan BidnerJan Bidner says:

    I always considered stack Overflow a great example of how rules and Mechanics Creates a great Incentive system with Lots of Strategic edge to it. Fake choices as a try to create gamelike Interactive design and engage users is one of the worst traps i think, since the (user as soon as she finds out) will feel cheated and averse to a game/Gamified solution. Great post!

  4. I totally agree with you, Andrzej….. no choices, no gamification. no choices, why to bother to take any different action?
    behavioural understanding starts from choices.
    have fun,
    Rodrigo
    @gamificalatam

  5. Explorative interactions and the room to maneuver (freedom of choices) within a given framework introduces strategy (as you define it) into our approaches. Both core elements, combined with personal progress, let you avoid the need to reward directly.

  6. Certainly requires more thought, and more freedom within gamified systems! But certainly has a lot of potential within. Have seen some of that in Yu-kai’s Octalysis Prime, at least on the sneak peeks of what’s being built.

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