Forget loyalty, how about liking?

3 steps Forget loyalty how about liking

Over the last few months I have seen more and more people in gamification changing their messaging. Rather than speaking about gamification, they have started to speak about loyalty.

It makes sense, with gamification you are trying to guide people and engage them with your products, services or whatever – it does seem to follow that you would be aiming for their loyalty as well. However, I see an issue here and it may just be a definition thing, but it still got me thinking.

I have spoken about loyalty a few times and it always comes across to me that it can be looked at as: Read More ...

The Language of Gamification – Short Glossary [Updated]

As I rewrite my book, I realise that there are many terms that I have been using that may not be known to non-gamification people. When I started writing it was with the intention of using plain language. Sadly, that is not always possible. So I have started to build a little glossary of terms as I use them. This is my interpretation of the words or phrases and is by no means complete. I will add to it over time I’m sure!

2 major lessons Apple has just taught us about loyalty

Another 6 months – another set of Apple tech announcements and pending products. Bigger phones, better software and a Watch (which I will probably speak about soon enough around what this could mean to personal gamification!).

They also gave every iTunes user a gift.

How awesome is that! Well, as it turns out not very. Apple pushed the new U2 album into everyone’s iTunes account forgetting a couple of really important things about people.

  1. They like to have a choice.
  2. They like to have things that are relevant to them.

As nice as they thought they were being, they were actually breaking the trust of their customers – pushing content on them without asking if it was ok first. Read More ...

Gamification: Pervasive User Centric Design

A spelling mistake, auto-correct and a lack of concentration led me to researching totally the wrong thing recently.  I was looking into a blog on Persuasive design, but ended up looking at articles on Pervasive design by mistake! It triggered some ideas and things I had been thinking about a while back, so I ran with it and am glad I did.

A few years ago, I remember reading about Pervasive Games. The difference between a pervasive game and a “normal” game is that the pervasive game breaks the magic circle and integrates in some way with the players real life and world. You may remember I wrote about the magic circle a while back. This is essentially the barrier between the virtual world and the real world that most games don’t tend to cross. Read More ...

4 gamification lessons from the arcades

When I was young, one of my absolute favourite things in the world were arcades! When ever my parents took me on holiday, I would pray that nearby would be an arcade. The lights, the sounds, the smell – everything about an arcade filled me with joy and excitement. Row upon row of cabinets fighting for my attention, adorned with intricately designed decals and pumping out sonic blasts of enticing music and sound effects.

Then there were the machines that went a step further, the ones that became a full immersive experience or even a ride! Who can forget the pitching and yawing of the Afterburner cabinet, or the skidding Outrun machine. The game that changed everything for me was the sit down Star Wars cabinet from Atari. First released in 1983, this thing of beauty gave you the chance to be Luke Skywalker piloting his X-Wing battling to destroy the Death Star. I would walk over broken glass in a vat of vinegar to own one of those! Read More ...

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