The Engagement Channel Model 2.0: Fun, Flow and Engagement

Engagement Channel Model 2 0 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. Read More ...

The Engagement Channel Model

Engagement Channel 3 The Engagement Channel Model

In gamification, you will hear a lot about Flow. I myself have spoken about it many times. In games and gamification, we use it as a way to describe the moment that you get the challenge of a task exactly balanced with the skill of the person involved, leading to a state of absolute focus and possibly flow.

I have also written about how we in gamification especially get our description and understanding of Flow very wrong. But that is another story!

Anyway, I have been rethinking this a lot and have decided to stop talking as much about flow and more about the Engagement Channel. Read More ...

Stop Using Flow as an Objective in Gamification

Knot 1561626984 Stop Using Flow as an Objective in Gamification

In gamification, we (I) talk about flow all the time. But, as I have explained in previous posts, it isn’t really flow that we are speaking about in its truest for – rather balance. The fine line between challenge and ability, where a player might find themselves stretched but not in a position where the challenge is impossible (or boringly easy).

As a very quick reminder, Flow is a state that Mihály Csíkszentmihályi wrote about in his book “Flow: The Psychology of Optimal Experience [1]”. It is a state in which everything is perfectly balanced, skill, challenge, concentration and more. Time seems to stand still, the world around you evaporates – it is just you and the task. Read More ...

Introduction to Gamification Part 7: Rewards and Reward Schedules

Intro to Gamification Part 7 Introduction to Gamification Part 7 Rewards and Reward Schedules

In the last chapter, I briefly touched on reward schedules. The most basic way to define reward schedules is that they are a set of rules that define when a reward (or any kind of feedback) is given to the user. I am going to discuss three core types of reward schedule, Random Rewards, Fixed Rewards and Time Dependent. I’m also going to introduce some ideas on how to balance the release of rewards and their perceived value.

Random Rewards

These tough to explain, and really hard to implement well! A random reward is one that the user is not expecting and should probably have no reason to expect. For instance, a badge for their forty-second achievement in a system. There is no obvious reason for it but done with a little Hitch Hikers Guide to the Galaxy humour, it may make someone smile at least! Read More ...

Optimal Experience in Gamification

Optimal Experience Optimal Experience in Gamification

In gamification, we often speak about Mihály Csíkszentmihályi’s Flow, a quick search of my site will bring up more than few posts on the topic. However, as I have pointed out before, we are not really talking about Flow but rather “Optimal Experience”.

We speak about one very specific part of Flow, that of balancing challenge against skill. As a quick refresher, one of the key conditions for Flow to occur is the perceived level of challenge must not exceed or fall below the persons perceived level of skill. If it exceeds it, the person will become frustrated at the difficulty. If it falls below, they will quickly become bored. Read More ...