Winning isn’t everything – demotivating by allowing a win state

1389662 22069019 Winning isn 8217 t everything 8211 demotivating by allowing a win state

Most people like to win. There is something deep down inside all of us who love to be the winner, to experience the rush that comes with beating something. It may be a game, it may be winning at sport, it may be collecting all the Pokemon. Whatever it is, you get a huge feeling of achievement – Fiero.

The trouble is, winning is short lived. Once you have won, what happens next?

In sport winning is just one part of playing the sport. One win is great, but you still need to train and train so that you can win again. Very few people can say that there is nothing left to attain in their chosen sport. Read More ...

The Hero’s Journey of the User

Player Heros Journey The Hero 8217 s Journey of the User

What follows is a little bit of fun, but one that may help you take another look at how you are planning your user journey in gamified systems. In storytelling and therefore in games there is a structure that is well known and well used called the Hero’s Journey or Monomyth.  It was first described by Joseph Campbell in 1949 to show how many myths all followed a very similar structure.  In the modern world, it can be seen in stories such as Star Wars and The Lord of the Rings. It can be seen in video games as well, one example being the Zelda games. Read More ...