Exploring the Meta-Rules of Play

Meta rules Exploring the Meta Rules of Play

In my last blog, I introduced the concept of Meta-Rules. These were the non-system or inherent rules that actually guide how people play.

I spoke about them rather abstractly, describing them in the following way

These [meta-rules] rules are beyond what you would consider written or system imposed rules. These are fluid rules that can change moment by moment. These are the rules that define how play unfolds. These are the unspoken rules that children manage to communicate to each other when they are playing, where the situation is constantly changing, but they always seem to be able to adapt to the changes without fuss Read More ...

The Future of Gamification

Augmented reality 1476093062 The Future of Gamification

Recently I was honoured to be asked to be part of a documentary about games, their history, and evolution. One of the questions that I was asked that really got me thinking was “What is the future of gamification?”

I am asked this quite often and tend to go with a safe answer. In my view, we will not speak about gamification within the next few years. It will be spoken about in the same way social media or digital is, just  another part of various strategies. In the case of gamification, it will become part of a standard set of tools for experience design. Read More ...

I’m Too Busy and Important to Play Games

Player stats I 8217 m Too Busy and Important to Play Games

Everyone who is involved in gamification has hit this same problem, someone who thinks they are just too busy or important to play games. You are in a meeting, selling gamification like a bad ass and you get hit with a comment like “I don’t like games” or “My employees are busy and important, they won’t want to play games”.

It stops you in your tracks. Your funky coloured trousers and gamification issue converse and hoody seem suddenly childish, your theme and mini games feel unimportant and you start to doubt the point of gamification at all. Talk of millennials and the need to engage them in different ways begins, but this company is full of 50-year-olds so that matters not. Games just have no place in the real world. Every preprogrammed gamification response is met with the same look of disdain. Read More ...

Making a Free To Play (F2P) Strategy That Doesn’t Suck

Money 1473160882 Making a Free To Play F2P Strategy That Doesn 8217 t Suck

As a parent, Free To Play (F2P) games are the joy and bane of my life in equal measure. Kids these days seem to be near impossible to entertain for any length of time. This being the case, video games are like comics were in my day – plentiful and cheap, especially on mobile platforms. Unlike comics, many games now present themselves as free.

Free is a tough term, though, like anyone games developers need to make money. So games that seem to be free on the App Store, tend to be Free to Play. The concept of F2P is that the game can be played for free, but you can pay for certain features. Read More ...

What Makes a Good Serious Game?

Serious 1463653280 What Makes a Good Serious Game

One of the privileges I have as a gamification “expert”, is to look at many different solutions This includes getting to look at and review serious games from time to time.

Over the last couple of years, i have come up with an unwritten list of things I look for in serious games to judge if I think they are good. Remember, this is just my opinion!

  1. Is it a game?
    • This may seem obvious, but often people do nothing more than stick a “game-like” animation on a simple test / exam and call it a game. A game needs rules, mastery, progress, an element of play or playfulness and more.
  2. Does it add anything to the experience?
    • Sometimes I see serious games that are actually pretty good, but sadly make the whole learning experience laborious. In an enterprise setting, where time is precious, playing a game to learn something that could just have effectively been learned with more traditional methods is just no use.
    • The other side note for this is, does the game patronise the users? Many don’t consider who their target audience is and create an experience that children may find fun and interesting, but adults will just find plain insulting!
  3. Does it align with the learning outcomes?
    • I recently played a serious learning game that baffled me. The games were good and the learning was well crafted – but the two just didn’t mix. The games had nothing to do with actual learning, they were just there to unlock new learning materials – which made the process of learning tedious rather than enjoyable!
  4. Would I play the game if I was not being made to?
    • Most serious games are an attempt to make something that is not so engaging, more palatable. In an enterprise setting, most learning is mandatory. If this training could be made more interactive, enjoyable and relevant then awesome. The thing is, you have a captive audience. A good serious game, should be a game that has been built with non-leisure intentions. That does not mean it should be a poor game. One that I played recently was so good, I was sad that I only had the demo. The learning materials were top notch, and the game gave you the chance to put what you had learned into practice, thus reinforcing the lessons. I would have happily played the game just for fun!

Basically, is it a game that fits with the learning objectives, is engaging and possibly fun, helps to reinforce the lessons and is aimed at the relevant audience! Read More ...