Defining Game Mechanics in a Gamification Context

Mechanics Defining Game Mechanics in a Gamification Context

Ok. I’ve approached game mechanics a few times, but the conversation still persists and the misuse of terms gets worse and worse! I wanted to put together a little glossary with contextual examples, based on my research – so feel free to disagree.

Mechanic: A distinct set of rules that dictate the outcome of specific interactions within the game.

  • Game Example: Digging blocks is the core mechanic. Crafting is another mechanic.
  • Gamification Example: The drag and drop mechanism in timeline sort challenge. The timer is also a mechanic as is the act of turning over cards in the memory match game.

Dynamic. The emergent outcomes of player and system interactions with game mechanics.

  • Game Example: Building a fortress in Minecraft with friends.
  • Gamification Example: Pooling knowledge in the social chat area to help each other complete the challenges.

Aesthetic/Immersion: The feelings and emotions the game evokes in the player. Read More ...

Free Chapter – And Some Gamification Tips

Just as New Year passes us, I thought I would throw out a free chapter from my book. It is one of my favorites actually, all about loyalty!

Free Chapter on Loyalty

Now for the tips mentioned in the title :).

If you are looking at gamification in 2016, there are a few things you really need to know about. I am not going to just give it to you, where is the fun in that? Search the site, search Google and see what you can find out!

  • Intrinsic Motivation
  • Self Determination Theory
  • Overjustification Effect. Really important to understand!
  • Competition vs Collaboration
  • MDA Framework
  • 4 Keys 2 Fun
  • Serious games, Games based learning
  • Play
  • Player / User Types
  • Gamification Code of Ethics
  • Read More ...

    Gamification: The users perspective

    As a gamification designer, it is easy to get hooked up on the intricacies of the system. The feedback mechanics, the game mechanics, the economy and the cleverness of it all. It is also easy to think, “this is going to be great” when you have a new idea and then spend waaay to long making the idea real.

    What we need to to is step back from time to time and say “How will this actually impact the user”.

    For example. You have this fabulous animation that you want to make use of. It fits the overall theme of the gamified solution you are building and think that it adds a little bit of playfulness to break up part of the process. Great. However, what does it really give the end user? If it is used once and adds some greater value to the process they are going through, by giving a new understanding or insight – then brilliant. If it really does give the user a break for a particularity complex part of the process, then okay. If it sits there and forces them to watch it, possibly more than once with no option to skip – step away from the idea. Read More ...

    Exit mobile version