Gamification Advice: Points

Scoreboard 2 674629 m Gamification Advice Points

Generally speaking, in gamification, a reliance on nothing but the unholy trinity (Points, Badges and Leaderboards) is a guaranteed recipe for eventual failure.

However, that does not mean they should be ignored – especially not points!

Points are how a system records activity, tracks progress, understands achievements – they are the currency of gamification. That said, they don’t need to be the central focus of the user experience in a gamified solution. In fact, they can be totally hidden from view at all times, just ticking away in the background making other more interesting things happen for the user. Read More ...

Am I Evil? Gamification Brought Into Perspective By My 11 Year Old!

Evil 1531913558 Am I Evil Gamification Brought Into Perspective By My 11 Year Old

I had an interesting chat with my eldest daughter recently. As with many chats with her, I was left thinking about the choices in my life… yeah, she’s reached that age!

  • O: I really want this shark in my game. It is only 500 crystals!!
  • Me: And how much do 500 crystals cost?
  • O: Well, I’ve got £10 in my purse and I would pay you back as soon as I can?
  • Me: So it’s more than £10?
  • O: It’s £20, but…
  • Me: £20!?!??! Of real actual money for a f@#king shark graphic in an iPhone game!??!?!?!??!
  • O: Yes, But, it is a special deal that I can only get today, normally it would cost £60
  • Me: (Words I am too polite to use her)
  • O: Yes, But…
  • Me: No. Absolutely not, no way, no how.
  • O: (Almost in tears) But I will never have this chance again, it is only today and the shark is new and it is a special deal just for me and and and and…
  • Me: Sweetheart, it isn’t. The developers are just trying to get money from you. They are using psychological tricks to make you come to me and tell me what a great deal it is. They are making you feel special and like you are being offered a once in a lifetime, exclusive offer.
  • O: (Crying) Oh.
  • Me: These are the sorts of things that gamification often uses to encourage people to do things.
  • O: (Shouting) Well, you’re just as bad as them then aren’t you!?
  • Me: (Spluttering slightly) Yes, but I am usually trying to encourage peole to do important things, like complete important safety training or learn things that will help them at work.
  • O: Yeah, tell yourself that (Storms off). 

This really hit me hard. It got me thinking, “am I as bad as them?” Does what I do equate to greedy devs trying to screw every last penny out of parents, players and children?

For example, one F2P game she had involved making milkshakes. To complete level 1, you needed an orange straw. However, the orange straw only came in straw pack 1 that cost £1. Level 2 required a blue straw. However, the blue straw only can in straw pack 2. You can see where this is going. It was an expensive lesson for me as a parent on how low game devs will go. The worst was on one of the Talking Tom games though. Here, at the point they wanted you to pay, they showed a graphic of a child handing the phone to their parent and asking them to pay!! Read More ...

Learning from the past to improve the future

Stonehenge 101801 1920 Learning from the past to improve the future

I was recently included in a couple of tweets where people were discussing their path to getting into gamification. I was one of the people mentioned as part of their learning journey.

It was an odd experience.

I have never considered myself influential, but am aware that over the years I have been in the world of gamification. People have done research based on my work, built products and even earned degrees and PhD’s citing my work as a core to theirs.  But I still don’t see myself in that way. I have spoken about imposter syndrome in the past, but basically, it is hard for me to accept that I deserve to be where I am. Read More ...

Learning From Games: Fortnite and Exclusivity

Exclusivity Learning From Games Fortnite and Exclusivity

Recently, gaming phenomenon, Fortnite ran an event that signalled the end of their current season and a whole new set of clues to what may be coming next.

Two weeks prior to the event, players had seen a skull on in-game televisions, which had turned into a countdown – heading towards the 30th of June. The Friday before the event, an in-game message advised players to get into the game on the 30th and look to the sky.

Players who were able to get in then witnessed a rocket launch that tore open an interdimensional rift in the sky. Read More ...

Considering Age and other factors in Gamification

Diersity Considering Age and other factors in Gamification

When speaking to people about gamification, I often hear comments along the line of “Yeah, but games are only for kids”, or “Yeah, but the age groups who work here are not interested in games”.

What is very nice these days, is how easy it is to dispell these myths with statistics (yeah I know, Lies, Damned Lies and Statistics).

Roughly (I say this as this is coming from multiple sources and 2017 quarters), in the UK, 43% of people aged 6-64 say that they play video games in some form. Of that group, 57% are male, 43% female. If we consider that working age is around 18 to 60 (ish), you are looking at about 78% of the total gaming group are potentially playing games., peaking around the 25 to 44 age group, but still significant in the 44 to 64 age group. Read More ...