The Flow Shift and Bounce

Flow shift The Flow Shift and Bounce

This is more a thought and possibly even a question to those who know more than me about the Flow concept.  I have spoken about Flow in the past and use it as a core principle to engaging long term design.

However, recently it occurred to me that long term exposure to extremes in frustration or boredom, could alter our perception of flow.

For instance, you spend months in the boredom phase. You have little to no challenge. It seems reasonable that you would need to boost the level of challenge to help improve engagement and in turn try and get closer to this idea of flow. Below is the “ideal” mix of skill and challenge as described in flow theory – only this time plotted against time. Read More ...

Non-Competitive Leaderboards

Leaderboards are evil. They create competition in environments that may not benefit from competition. They make more losers than winners and only engage the top 10 players on the board.  Right? (out of context quotes ahoy!)

Well, yes and no.

In reality it is not quite as simple as that. It all comes down to intent, presentation and interpretation. If the point of your leaderboard is to create unnatural competition between groups of people, then you may find you don’t get the results you expect. Not everyone wants to compete, so if that is your intent you will often find very short lived engagement. As soon as people find they are not in the top ten, you tend to find they lose interest. The competition then revolves around the top players, leaving the rest actually disengaged from the process. Read More ...

Lowering barriers with Gamification

I did a very enjoyable talk at the Knowledge Cafe the other day. The audience was made up of various interested people, varying wildly in age – but with a majority belonging to Knowledge Management. It stood out for me in two ways. The first was the fact it was the first time I had done a talk with no slides. I gave the audience the option of having slides or not – they unanimously opted not (a lesson to learn here)! The second was that it was the first time I had really spoken about the concept that gamification can be viewed as lowering barriers. Read More ...

Engagement – What are we talking about?

Engagement. A word that is thrown about in gamification with all the abandon of a child dancing and singing to Frozen…

The thing is, what exactly are we talking about? What is engagement.

As ever, I took to the dictionaries to see what the word on the street is. Looking up engagement is a fruitless task as you get such gems as

A formal agreement to get married

And

The action of engaging or being engaged

However, looking up engage is a far more satisfying experience.

[with object] Occupy or attract (someone’s interest or attention) Read More ...

Why User Types?

Second post in a day, not very SEO clever, I know.

I wanted to take a moment to explain my view on User and Player types and their use in gamification.

First up, some bullets so you get the idea quickly.

What User Types are not;

  1. Perfect
  2. Applicable to every situation or project
  3. The same in all contexts
  4. Pure science

What User Types are;

  1. A tool in an overall toolkit
  2. Easy to use and get your head around
  3. Useful if you understand their limitations
  4. In my case based on motivation (eg Self Determination Theory), observation and research

I created the my User Types, because I wanted to use something in my thinking and design that focused on users, but was not built for games. I had been using Bartle’s types, but they just did not fit well with gamification – this is something he repeatedly tells people! It was also very hard to talk to people in enterprise about killers (i.e. people who take pleasure in the harm they can cause others). I also wanted to approach my types from the perspective of what motivated people rather than how they behaved. Read More ...

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