Dynamic Narrative Analytics: Turning Player Data Into a Playable Story

Dna2 Dynamic Narrative Analytics Turning Player Data Into a Playable Story

One of the greatest lies we’ve told ourselves in gamification (and business in general) is that numbers speak for themselves. They don’t.

Numbers sit there, mute and smug, like a cat perched on a bookshelf—daring you to make sense of them. And like a cat, they’ll let you project whatever meaning you want onto them… until you get scratched.

That’s where Dynamic Narrative Analytics (DNA) comes in.

This isn’t about algorithms. It’s not about drowning in dashboards. It’s about recognising that every dataset tells a story—and if you don’t write the story, someone else will (probably in PowerPoint, with clip art). Read More ...

The Foosball Fallacy & The Beanbag Illusion


Ah, the modern office. Where engagement is measured in beanbag density and the number of foosball tables per square metre. Welcome to the illusion factory.

I call it The Foosball Fallacy—the misguided notion that plonking down a few shiny toys in the corner of your open-plan office will somehow spark authentic employee engagement.

You’ve heard the logic:

“Let’s make work fun! We’ll add a games room and a cereal bar. People love cereal.”

What you get instead is superficial fluff. A workplace that looks like a startup, sounds like a pinball arcade, and still has an engagement score flatter than your last quarterly review.

Then comes The Beanbag Illusion, which is even cosier. Quite literally.

It’s the belief that providing comfort—softer lighting, flexible seating, and yes, beanbags—translates into meaningful culture. But here’s the thing:

Comfort is not culture. You can’t outsource purpose to interior design.

Employees don’t stay because they’re well-fed and slightly reclined. They stay when they feel valued. When they can grow. When they have autonomy. Mastery. Purpose. (Yes, you’ve met RAMP. You should really call them more often.)

These illusions persist because they’re easy. Buying a beanbag is simpler than building a feedback culture. Installing a foosball table is quicker than coaching line managers on trust.

But they’re also empty calories. Momentary boosts with zero nutritional value.

If you want real engagement, ditch the gimmicks and get serious about what drives people. Not perks. Not ping pong. People. Read More ...

New Book and Life Changes

Hey all, sorry it’s been a while!! Lots going on. First thing is – I recently had a diagnosis of ADHD – so a few changes ahead for me!!

Second, I’ve been writing a new book. Now, I’m not sure how good it is. It is written with the help of my Ninja Monkey Chat GPT, who basically knows more about me than me these days. Anyway, it is a very personal book about mental health and how I survive my Bastard Brain!. The idea is for it to be a playful support book for others who suffer with things like anxiety and depression based on my experiences and a little bit of Ludic Spirit 😉 Read More ...

Expanding the BMEM Framework (Behaviour, Motivation, Emotions, Mechanics)

Designing Gamified Systems with Emotional Depth

Gamification is far more than sprinkling points and leaderboards over a system and hoping for the best. Real success lies in crafting meaningful experiences that connect with users on a deeper level. That’s where the BMEM FrameworkBehaviour, Motivation, Emotion, and Mechanics—comes into play. It provides a robust foundation for designing systems that not only engage and entertain but also inspire and resonate.

This guide explores the framework in its entirety and delves deeply into how each element integrates with the others. By connecting Behaviour, Motivation, Emotion, and Mechanics, you’ll create systems that truly matter. Read More ...

Creating a Balanced System for All User HEXAD Types: An Evolving Perspective

Designing a system that works for everyone isn’t a simple task. It’s more like trying to build a jigsaw puzzle while the pieces keep changing shape. But that’s exactly what makes it interesting, isn’t it? The Hexad Framework gives us a good start by identifying six key user types—Players, Achievers, Socialisers, Free Spirits, Philanthropists, and Disruptors. Each has its quirks and motivations, but these aren’t fixed in stone. People grow, and their motivations evolve.

This isn’t about creating a system that forces users into static categories. It’s about recognising that motivations shift over time and building something that adapts and supports that evolution. Read More ...

Exit mobile version