One of the cool things about working in gamification is having access to some very cool and very intelligent people! One of those is a chap by the name of Carl Eacott. We met on Twitter some time ago and then months later discovered we lived on the same street. Since then, I have ended up working in the same company and to save the planet, we car share. The awesome thing about this is I get 2 hours a day to speak to a genuine work psychologist. It has been hugely interesting and has led to many “Ah-Hah!” moments. One of those was the idea of using my User Types HEXAD as a series of lenses rather than specific set in stone types.
Education
Her Story, Gone Home and Narrative Atoms
Last week I wrote about Narrative Atoms in some details. They are basically small nuggets of narrative that can stand on their own but together build the bigger story.
Two obvious examples that I totally forgot about are the game / narrative experiences of Her Story and Gone Home.
Her Story is the fabulous creation of Sam Barlow. You take the role of investigator, reviewing a police archive of video footage of a British woman accused of murder. You can access the footage in any order you like, gleaning more clues and information with every video you watch. Sometimes the videos will not make sense until you find the video that came before it, others give you all you need in just a few seconds of footage. The joy is discovering how the story fits together, jumping back and forward through the timeline. New snippets of information give you new ideas on what to search in the archive, leading to many “Ahahaa” moments.
Narrative Atoms and The Soap Hero’s Journey
Narrative atoms are small units of narrative or story that can, within the context of the overall narrative, stand alone. That does not mean they need to be completely self-explanatory, just sit comfortably on their own.
In a standard linear story, each atom would be placed sequentially, so their ability to stand alone is less important. However, in many games narrative bends and twists and turns in a non-linear way. For that to work, for a story to makes sense as it jumps from A to C to G to B and back again, each section, each narrative atom must be able to hold its own without the need every other atom to support it.
School Grades Are The Wrong Way Around
I often hear people say that school is just a badly designed game. I have to agree. I also hear a lot that part of the problems is people chasing grades rather than mastery and that grades should be dropped. I have to partially disagree.
I totally agree that school should be about master, not grade chasing, but I don’t agree we should get rid of grades, just redesign them. For me, grades are the wrong way around. The assumption is that we start at an A* and we either maintain that or the grade can fluctuate wildly assignment to assignment. If we were to follow a more game-like approach, we would consider progress and experience points rather than ever changing grades.
Gamification Design Framework Toolkit
Gamification Design Framework toolkit has been created as a way to help you design better gamified solutions. It is based on my Gamification Design Framework, a systematic way of building solutions that I have developed over the years.
