£19.99 #Gamification Bundle: Even Ninja Monkeys eBook, Cards and Design Toolkit

Bundle 19 99 Gamification Bundle Even Ninja Monkeys eBook Cards and Design Toolkit

Even Ninja Monkeys Like to Play: Unicorn Edition as a colour PDF, printable cards and the Gamification Toolkit for just £19.99!

Of course, I know lots of you have one or all of these in various formats, and I may offer the PDF version of my book separately at some point, but I wanted to give people the chance to get a good start into gamification in one bundle.

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Take A Step Back Before Going Off the Rails…

Just a short thought for your today. When building or designing anything, it is very easy to get caught up in your own thoughts and ideas. Introspection is fine, but from time to time you need to step back and just ask yourself a few simple questions;

  • Am I still solving the client’s problem?
  • Am I still staying true to the original vision for the solution
    • If not, why not?
    Is the solution still viable? Is the solution still going to prove valuable to the users as well as the client? Has anyone released a better solution whilst I have been building this one?

    If you are not happy with your answers to any of these questions, then you need to take a moment to consider how you are going to fix that before moving on.

    Blundering on blindly, even though you know there are things you are not happy with, will not lead you to a solution you are proud of or that your client will truly find valuable. Read More ...

Analogue vs Digital Gamification

Gamification is often thought about as a digital realm, but that is not the case at all! Some of the best gamification I have seen has been “analogue”, or not digital. I myself have written about simple gamification experiments with eh kids that were entirely paper-based.

Just like games, gamification can be just as effective in the non-digital world as it can in the digital world. Think about it, games have existed since history began, with games like Senet being dated back to 3000BC in Egypt and evidence of dice like objects as far back as 5000BC. Read More ...

Introduction to Gamification Part 7: Rewards and Reward Schedules

In the last chapter, I briefly touched on reward schedules. The most basic way to define reward schedules is that they are a set of rules that define when a reward (or any kind of feedback) is given to the user. I am going to discuss three core types of reward schedule, Random Rewards, Fixed Rewards and Time Dependent. I’m also going to introduce some ideas on how to balance the release of rewards and their perceived value.

Random Rewards

These tough to explain, and really hard to implement well! A random reward is one that the user is not expecting and should probably have no reason to expect. For instance, a badge for their forty-second achievement in a system. There is no obvious reason for it but done with a little Hitch Hikers Guide to the Galaxy humour, it may make someone smile at least! Read More ...

Anxiety – What it feels like when I have an Anxiety Attack

Something very different today.

I have suffered from anxiety and depression for as long as I can remember. This video is an attempt to demonstrate what it is like when “the voices in your head” start to get too loud. I have worked with my daughter, who also suffers from anxiety, to try and produce something that matches our experiences. The feeling of being useless or worthless and helpless can be overwhelming.

You need headphones for this to be in any way effective. I am looking to build a game based on this video. Is there anyone out there who would be willing to build a very short game in unity for free based on this? Read More ...

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