Learning Tasteful Gamification from Guitar

Maxresdefault Learning Tasteful Gamification from Guitar

In today’s blog, I’ve recorded a video 😀

I’m merging my two passions, gamification and guitar! Guitarists often have effects pedals. These change the sound of the guitar, adding enhancements like echo, distortion, swooshing swirly stuff and more – much like how we use game-like elements to enhance an experience. And, just like gamification, when you add effects to your guitar tone, you need to be tasteful, contextual and often subtle!

Enjoy the over worked analogy and let me know what you think 😀 Read More ...

The Effect of Time and Knowledge on Decision Making

Many moons ago, I wrote an article titled “The Effect of Time on Decision Making”. In it, I covered some fairly meaty topics that talked about Construal Level Theory and Decision Field Theory and how they explained the way we made decisions.

The Basic Theory

Very simply out, Construal Level Theory tried to explain how we prioritise a decision based on how close it is to us. If it is abstract, or a decent time in the future, then we give it less merit and less focus. If it is concrete, or very close in time to now, then we will do the opposite – give it stronger focus and concentrate more on making a decision. Read More ...

Teaching the Value of Money with Games

Today I am literally ripping a transcription out of one of our recent blogs – all about how I used Roblox to help get my daughter to understand the value of money. The podcast in question can be found here – https://anchor.fm/dashboard/episode/e1hr3lp

Lots of people have used gamification around banking and around money, but it’s always about how to save, how to invest, and how to essentially make sure banks have more of your money. It’s safe to say that most banks when they release something about gamifying finances, it’s about learning how to put more money in a bank and how to live off that money. Read More ...

The Engagement Channel Model 2.0: Fun, Flow and Engagement

Fun. A three letter word you won’t hear me mention often when discussing gamification! Why? Well, fun is really subjective. What you find fun, I may not. However, for the purposes of this blog, we will assume I like fun as do you and when I mention fun – it means something you will find fun!

With that out of the way, here’s the thing. If you look at Flow or my Engagement Channel stuff, you will see that to enter flow and be truly engaged, the challenge of whatever you are doing should match or slightly exceed your current skill level.

As with my Engagement Channel model, you can soften the impact of a challenge being too much by adding meaningful rewards and you can soften the impact of your skills being greater than the challenge, by adding personal challenges.

However, in games I am seeing more and more games that drop you straight into a scenario where the challenge instantly far outweighs your skills. By all our models, this should lead to instant frustration and most likely disengagement – but it doesn’t always. For some reason, there are some games that I play, that no matter how tough they are and how far off my skills are from the challenge – I keep coming back over and over again. Why? Because they are fun to play!

Does this mean there is another dimension to the Engagement Channel or the our view on Flow?

BJ Fogg

If we look at BJ Fogg’s famous Behaviour Change Model, we can see that there are three main dimensions in his B=MAP formula. Behaviour = Motivation x Ability x Prompts.

Basically for a behaviour to happen, motivation, ability and prompts all need to align. If a task is hard, but you have high motivation to do it – the right prompt will start to encourage the behaviour. If the task is easy, your motivation can be lower with the correct prompt. A third factor can influence the outcome without anything else changing.

So, how can I steal this idea and start to add a new dimension to my Engagement Channel Model. Well, I’m glad you didn’t ask!

The Engagement Channel Model 2.0

To simplify the original concept, what I am now proposing is that fun can act as a buffer between engagement, frustration and boredom, essentially widening the Engagement Channel.

Now, I am not trying to tell you what your users may find fun, what I am saying is the older I get, the more I realise that fun makes a huge difference to your motivation to do things, even if they are really hard or if they are slightly boring. Adding that element of fun can make all the difference.

Mischief Theatre and the Contract of Play

The last year or so has been pants to say the least. Personally it has taken a huge toll on my already dubious at times mental health! However, there has been one shining light since the later stages of 2020 – Mischief Movie Night In from Mischief Theatre.

Mischief Theatre is a group of very talented actors who are incredible improvisation performers. In the Movie Night In shows they take ideas from the internet and audience (Zoom and live when available) and create an improvised one hour movie. The story, characters, direction and even the music is all made up as the go along. I’ll be honest, I have never laughed as much in my life as I have at some of these shows!

As I watched more and more of the live shows, I realised something that had never occured to me. They are playing! Whilst there are loose rules around plot, they are just doing what comes naturally, creating dynamically changing meta rules as they create new characters and new narrative strands.

They all know why they are there and they all feel safe to try new ideas, even if they go horribly wrong. To facilitate that, they all trust each other and leave their egos at the door, knowing that whilst it is all in fun – mistakes will be mercilessly used to generate laughs! Again though, they all understand that – it is part of lusory attitude, it’s part of the contract of play they unconsciously sign as they enter the theatre.

Now there is a new phrase to throw in.

The Contract of Play

This is the crux of what I learned from them, a simple set of unwritten rules that they all seem to adhere to in order to perform the way they do – something I think we need to bring into all gamification and actually – all work in general!

Leave your ego at the door

  • There is no room for ego in day to day working life. We all need to work together to create the best outcomes – especially as we move more towards blended approaches to office and home working.

Be Trustworthy

  • For play to work, you must trust those around you – to be able to do that, you yourself must be trustworthy.

Be Respectful

  • It is all meant to feel safe and fun for everyone. Don’t make it personal and respect those around you.
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