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.
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Flow, Player Journey and Employee Satisfaction
What follows is an exploration of what happens when you start to map player journeys in games onto Flow theory and then try to bring that into the workplace. Just for fun! It was inspired by Mr Scott Golas after seeing last weeks post on relatedness. It may or may not have any worth, but it has been fun to develop. Click images to see the bigger versions or you can see the presentation at SlideShare
What is Flow and what is the Player Journey?
Mihayi Csikszentmihalyi suggested the concept after seeing that under certain conditions people’s experiences became optimal. This is to say that everything around them was lost as they concentrated on the job at hand. This can be seen in many artists who just “get into the grove” as they work. Time stops, nothing else matters and when they finally come out of it, they have no concept of how long they have been working.