2018 Year in Summary

2018 header 2018 Year in Summary

Wow, another year down and what an interesting year it has been for me! A new book, new ideas and new music! Here is my yearly summary of blogs. I noticed that this year I have been a little less prolific compared to other years, but that is probably a good thing! See you all next year for more gamification and music!

1) The Man in the Hat: Anxiety, Public Speaking and Dave Rage

Posted on December 11, 2018 I’ve not been shy about talking about my issues with anxiety and depression over the years. They are a part of my life and something that I am not ashamed of these days. However, not being ashamed of them does not make them go away! Anxiety is the biggest problem on a daily basis. A… More… 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.
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