There is a lot of noise about Generation Y or Millennial’s, those born after 1982. They are seen as some kind of strange new evolution of the species, the saviours of our universe. One of the key things that is spoken about when they are mentioned is that they grew up with computers in their houses and gameboys in their hands. There are other differences, but this is the one I hear the most. The way they are spoken about you would expect them to be able to fly and shoot lasers out of their eyes.
5 essential Ps of gamification
I always like to try and simplify concepts to help me explain them to people, hence I keep creating acronym based frameworks!! (RAMP, EEEE, GAME etc.).
Well, my latest is five essential Ps that gamification projects have to have to stand a chance of any success. The scary thing is, that in many projects I have seen, at least one is always missing!
- Purpose: This covers three things in gamification. The first is many implementations lack a clear purpose. They are often the product of a conversation that starts with “I’ve heard about gamification, lets get in on that and gamify something.” The Second is the kind of purpose I speak of in my RAMP framework. A sense that what the user is involved in is worth something more than just earning points. Finally there is the fact that often many users have no idea what the system is for or why it exists!
- Progress: Without progress, there is no way of knowing that you are heading in the right direction and at the right pace. Progress involves feedback, acquisition of skills, development of skills and more.
- Proficiency: Linked strongly with progress, there needs to be some level of improvement and development in skills to keep people engaged. If the system does nothing more than ask the user to click “like” for points, it won’t take very long for them to master it!
- Pride: People need to feel proud of their achievements. If a system gives them no way to feel that, then they will quickly lose interest. Pride is not a bad thing, it is key to our self-esteem.
- People: Your potential users are people, first and foremost. Never treat them like commodities or cattle. You have to understand their wants and needs as much (if not more) than those of the system or the management who commissioned it.
If you build a system with any of these missing, you are in danger of create very shallow layers of gamification that will not hold interest for any length of time. You can also end up alienating and even angering potential users – especially if the purpose part is not completely understood by all!
Flow and Trance – A Conversation
Last year, Dutch Driver asked a question in the Gamification Hub Facebook group.
Mario Yu-kai et al. were discussing the mobile game phenomenon, Flappy Bird, yesterday and Andrzej commented that the game destroyed our concept of “flow”…this has me thinking that frustration might also have “flow”. What do others say?
Dutch Driver
6 February 2014
What follows is the conversation that this led to, with myself and some of my favorite thinkers in gamification! Enjoy 🙂
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But often also a state that people love to achieve. And it is easier to design for because of not measuring challenge and skill. Also, aiming for trance is often relying on already learned stuff. Fits to the hook model and the behavior model. People feel already comfortable doing that. Much better to start from there and adding challenges by time to transfer from trance to flow rather starting with new activities. Much easier to set triggers.
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Self Preservation – Advice I give my daughters
Many years ago I was looking at starting up a self defence class (I was teaching JuJitsu at the time). This document was based on conversations with people who had been attacked and reading up on the topic at the time. I never did anything with it, but now that I have daughters, it is central to how I talk to them about self defence – or more accurately – self preservation. After years of tweaking and a few days of conversation on facebook recently, I felt I could publish it. My hope is that the advice here, the advice I give my own daughters, can be of help to others should they need it.
How do you deal with being wrong?
Not really a gamification related post today, though it could pertain to the gamification community!
It happens to us all at some point. Someone says something, you see something, read something, hear something – whatever – but it shakes the foundations of something you knew in your hear was correct. Until you discovered this new information, you would have staked the life of your entire family line on what you knew to be correct. Now, you find out that you had been wrong all along – how do you deal with it?
