Learning From Games: Onboarding and Mario

Mario 1 1 Learning From Games Onboarding and Mario

I’ve probably mentioned this in the past, but Super Mario (for me) has one of the best on-boarding experiences of any game I’ve ever played.

But let’s start at the beginning.

What’s On-boarding?

On-boarding, in this context, is the way the game introduces the player to the rules of play. It is how the game teaches you what to do, without having to rely on pages and pages of text in a manual.

Mario, designed by games design genius Shigeru Miyamoto, was one of the first games I played where the instructions consisted of only the most basic information (what button to press to do what). Read More ...

The Number One Mistake in Gamification Design

Error 1536917247 The Number One Mistake in Gamification Design

Ok, so this is going to polarise you guys a little, but MY number one mistake in gamification design, as I personally see it…

Designing the solution that you want rather than what the client needs. Note I am saying what the client needs not what they want

When designing a solution, it is easy to get caught up in how cool and how fun it can be. Then you start to work on great designs that you love. You take them to the client and you start to explain why your idea and design is absolutely the best solution. Soon you are building your personal pet project, rather than actually solving the problems the client had. Read More ...

Snakes and Ladders: Gamification Hell or Heaven?

Snakes and ladders1 Snakes and Ladders Gamification Hell or Heaven

I recently made a very strong statement on Twitter, Facebook and LinkedIn about snakes and ladders and whether it was a game..

Snakes and Ladders is not a game and we should stop using it in gamification and serious games.

Obviously, it was designed to provoke some comment, but boy was I surprised with the level of interaction I got over the three channels. The LinkedIn conversation may still be going on!

As expected, there were those who agreed and those who did not. Some were using Snakes and Ladders in training very successfully, others agreed that it was a pile of pants. Read More ...

Defining Game Mechanics in a Gamification Context

Mechanics Defining Game Mechanics in a Gamification Context

Ok. I’ve approached game mechanics a few times, but the conversation still persists and the misuse of terms gets worse and worse! I wanted to put together a little glossary with contextual examples, based on my research – so feel free to disagree.

Mechanic: A distinct set of rules that dictate the outcome of specific interactions within the game.

  • Game Example: Digging blocks is the core mechanic. Crafting is another mechanic.
  • Gamification Example: The drag and drop mechanism in timeline sort challenge. The timer is also a mechanic as is the act of turning over cards in the memory match game.

Dynamic. The emergent outcomes of player and system interactions with game mechanics.

  • Game Example: Building a fortress in Minecraft with friends.
  • Gamification Example: Pooling knowledge in the social chat area to help each other complete the challenges.

Aesthetic/Immersion: The feelings and emotions the game evokes in the player. Read More ...

A New Year for Gamification

Pf 2018 3031241 1920 A New Year for Gamification

As we usher in a New Year, I wanted to make a few New Year wishes for gamification in 2018.

The industry finally matures and stops acting like a petulant teenager!
  • 2017 saw a lot of advances in gamification, but the industry still has a way to go. Misogyny, pettiness, immature attitudes towards research and evidence are just some of the problems we still face.
  • And don’t get me started on the concept of 1-week courses producing gurus and specialists!
We stop using words like “addictive” and “addicting” (goes for the games industry as well)

  • We do not want to create addictive products. Engaging, yes. Compelling, yes, but not addictive. Addiction is very bad, yet I keep hearing people talk about creating “Addictive products” or “Addictive experiences” and seeing it in product descriptions and platform description. Again, addiction is bad, we don’t want it! If you can’t make a product that is engaging without relying on behaviour loops that create addiction, you need to get out of the industry.
  • Read More ...