The Dark HEXAD – Star Wars has inspired a new HEXAD!

Dark hexad The Dark HEXAD 8211 Star Wars has inspired a new HEXAD

I was having a think about the User Type HEXAD and it occurred to me that I have never considered Star Wars and how that might fit the HEXAD! You know, as you do 😀

As I did so, I was reminded of the fact that when I started building the user types, I used to split based on whether they interacted with people or a system AND if they acted on people or the system – I.E. imposed themselves on them rather than working within them.  This got me thinking about light and dark side HEXAD types. If you have seen my DODECAD you will know that there are actually 12 types in my overall taxonomy – but I really like this idea of a Dark HEXAD! Read More ...

The Andrzej & Roman Show – Episode 1

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It’s finally here!! The Andrzej & Roman Show Episode 1: In the Beginning there was gamification!

You can listen to it here https://anchor.fm/andrzej-roman/episodes/Episode-1-In-the-Beginning–There-Was-Gamification-e1frlst

or directly on Spotify here https://open.spotify.com/episode/3yiOFVqHkrhDkIARuso67A

Below is the full transcript if you are interested 🙂

[00:00:00]

Andrzej: Well, welcome to the first and Andrzej and Roman show. Roman, say hello?

Roman: Hello.

Andrzej: So I’m Andrzej, if you haven’t guessed that’s Roman and we are collectively ancient gamification experts. I say ancient because in the world of gamification 10 years, 12 years, whatever it is now seems quite ancient. Doesn’t it? Roman? Read More ...

Learning from Games: Managing Expectations – Part 2

By tzimt0ms Learning from Games Managing Expectations 8211 Part 2

Continuing on from Part 1, as is the tradition, where we looked at how they manage your expectations right up to learning how to play, now we are now going to look at how games manage expectations during gameplay. If you have not read Part 1 – head there now! Learning from Games: Managing Expectations – Part 1

Difficulty – Setting the Skill Expectations

Many games, before or during play, allow you to change the difficulty settings. I remember Doom doing this particularly well, using rather grim terminology to set the scene for what to expect! Where Doom chose negative language, making you feel like you are probably going to get destroyed in moments – Duke Nuk’em went for slightly more bravado filled options. “I’m too young to die” became “Piece of Cake” for instance! Read More ...

New Podcast – The Andrzej & Roman Show

A and r New Podcast 8211 The Andrzej 038 Roman Show

Before I get on to giving you all Part 2of the managing expectations blog, I wanted to officially say that Roman Rackwitz and I have a new podcast coming soon!

We will be taking a look at the state gamification, talking about topics close to us in the gamification world and how gamification might relate to current events in the world. With luck, it will be fun, light-hearted and insightful!

We will start recording soon, but if you want to get set up now to receive notifications of when the first episode is ready, you can head to Spotify now! Read More ...

Learning from Games: Managing Expectations – Part 1

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Every time I do a talk, I go on about how gamification is mostly about learning from games. Seeing how games manage certain situations and apply them to everyday life in some way.

Today, I want to briefly consider how games manage the player’s expectations, from how they introduce players to what they can expect from the game itself, to how they keep players informed throughout the game.

Attraction: What are you going to play?

When I was young, the video game playing experience often started with reading previews and reviews in magazines. This would get me interested at first, creating hype around what the game was going to be, hints as to what the gameplay would be like, peaks at the graphics and so on. Read More ...