[Updated] Defining fun – some research results

Fun Types 27082014 Updated Defining fun 8211 some research results

UPDATED 27/08/2014

After a few more responses, I have realised I missed off Learning as a type of fun!!!

As many of you will have seen by now, I am running a short survey on what people find fun. So far I have had 155 results, for which I am truly grateful! Of course, I need more – so tell your friends, I am missing any answers at all from the 17 or younger age group!

However, I thought it would be fun to share some of the findings so far, show those of you that have answered so far that there is something happening with your answers. I have been categorising the answers into various types of fun, creating new types as I find answers that don’t fit into those I already have. So far this has given me 21 types of fun. Part of this process is to get your feedback on the types I have so far – are they all separate for example, or can I group a few. Also, can I group them generally beyond what I have already. I really need your feedback to help this process! Read More ...

Dynamic teams: Learning from the kids

Temple of mayhem 2 Dynamic teams Learning from the kids

The other day, I had the joy of taking my eldest daughter to a theme park (Chessington World of Adventures). We had an amazing time, finished off with a visit to what I thought was a sort of soft play area.

It turns out it was way more awesome than that. It was a steam punk themed ball shooting arena called Temple of Mayhem.

The arena was 2 floors high, with walkways laid out in a horseshoe around the edges. Each of the walkways had a bank of guns, whilst the ground floor had 2 large cannons.

The guns and the cannons fired tennis ball sized foam balls (as many as you could get in them). Also dotted around were various mechanisms to get the foam balls from the ground floor up to the first and second levels. Read More ...

Gamification: The users perspective

Gamification player vs designer Gamification The users perspective

As a gamification designer, it is easy to get hooked up on the intricacies of the system. The feedback mechanics, the game mechanics, the economy and the cleverness of it all. It is also easy to think, “this is going to be great” when you have a new idea and then spend waaay to long making the idea real.

What we need to to is step back from time to time and say “How will this actually impact the user”.

For example. You have this fabulous animation that you want to make use of. It fits the overall theme of the gamified solution you are building and think that it adds a little bit of playfulness to break up part of the process. Great. However, what does it really give the end user? If it is used once and adds some greater value to the process they are going through, by giving a new understanding or insight – then brilliant. If it really does give the user a break for a particularity complex part of the process, then okay. If it sits there and forces them to watch it, possibly more than once with no option to skip – step away from the idea. Read More ...

Put up or Shut up and stop moaning about gamification.

Spiral hypnosis Put up or Shut up and stop moaning about gamification

So, for my final post of the week (as I seem to have subconsciously challenged myself to blog all week), I want to throw a curve ball out there. If I am honest it is a brain dump and a rant. So strap in and enjoy the ride.

I have talked about gamification being a benign form of manipulation in the past.  I don’t think anyone within gamification who has any sense will disagree, gamification is manipulative. It is manipulative in the same way as marketing, or parenting. It is manipulative in the same way that society manipulates you on a day to day basis to go to work every day. Our society has been built on the idea that we should all be doing something. For some that is moving paper around. For others it is making the moving of paper more efficient.  For very few people is it anything truly meaningful. If we are honest, very few jobs are meaningful. We are not all doctors or nurses or fire-fighters or teachers etc. We work to pay tax, to buy food and because that is what we are told to do. Read More ...

Rules, magic circles and other ways to avoid misfortune

Magic circle gamification Rules magic circles and other ways to avoid misfortune

A while back I wrote a piece called Rules Rule, but Shouldn’t Rule Everything. The upshot of the article was that you have to have rules for things to work, but you also have to understand the rules to be able to bend and break them when needed.

Rules are really important in gamified systems, they collapse without them.  Some rules are explicit and set by the system. These are the ones that you can’t break without hacking or breaking the system. Others are implicit or implied. These are the ones where trouble can sneak in. Read More ...