Emotions and Gamification

Emotions Emotions and Gamification

You may have noticed in my newest design framework that I mention emotions for the first time (I think) as a full consideration in my design process. I am by no means the first to think about it in a design framework. If you look at the MDA framework the authors describe the aesthetics as:

the desirable emotional responses evoked in the player, when she interacts with the game system.

Later a more gamification focused framework, the MDE framework 2, dropped aesthetics and replaced them directly with emotions. Read More ...

PDF Tray Emotions and Gamification

5 essential Ps of gamification

Ppppp 5 essential Ps of gamification

I always like to try and simplify concepts to help me explain them to people, hence I keep creating acronym based frameworks!! (RAMP, EEEE, GAME etc.).

Well, my latest is five essential Ps that gamification projects have to have to stand a chance of any success. The scary thing is, that in many projects I have seen, at least one is always missing!

  • Purpose: This covers three things in gamification. The first is many implementations lack a clear purpose. They are often the product of a conversation that starts with “I’ve heard about gamification, lets get in on that and gamify something.” The Second is the kind of purpose I speak of in my RAMP framework. A sense that what the user is involved in is worth something more than just earning points. Finally there is the fact that often many users have no idea what the system is for or why it exists!
  • Progress: Without progress, there is no way of knowing that you are heading in the right direction and at the right pace. Progress involves feedback, acquisition of skills, development of skills and more.
  • Proficiency: Linked strongly with progress, there needs to be some level of improvement and development in skills to keep people engaged. If the system does nothing more than ask the user to click “like” for points, it won’t take very long for them to master it!
  • Pride: People need to feel proud of their achievements. If a system gives them no way to feel that, then they will quickly lose interest. Pride is not a bad thing, it is key to our self-esteem.
  • People: Your potential users are people, first and foremost. Never treat them like commodities or cattle. You have to understand their wants and needs as much (if not more) than those of the system or the management who commissioned it.

If you build a system with any of these missing, you are in danger of create very shallow layers of gamification that will not hold interest for any length of time. You can also end up alienating and even angering potential users – especially if the purpose part is not completely understood by all! Read More ...

PDF Tray 5 essential Ps of gamification

What can comedy teach us about gamification?

Comedy 1430402323 What can comedy teach us about gamification

I was reading an old article, on the Telegraph website, that had Jimmy Carr and Lucy Greeves explaining how comedy works. It was actually much more interesting that I had expected and offers valuable insights into how to apply gamification in a more engaging way.

Whilst it is true that we all find different things funny, the general way in which jokes are constructed and delivered is as important as the content or the context of them.

Surprise

Surprise is the fundamental joke mechanism. Most punchlines rely on an element of surprise – that’s why they’re not funny the third time you hear them. Read More ...

PDF Tray What can comedy teach us about gamification

7 Deadly sins of making serious / educational games

7 deadly sins of serious game design 7 Deadly sins of making serious educational games

I wanted to add a short post just highlighting 7 things that I repeatedly see people doing wrong when they are making or considering making serious / educational games. This is by no means an exhaustive list though – I just like the idea of 7 deadly sins 😀

  1. Assume because you think it is fun that everyone else will.
  2. Forget that it is actually a game.
  3. Forget that it is meant to teach something or provide a message.
  4. Test with the wrong people.
  5. Think that it doesn’t need to look good.
  6. Think that playing games will make you a good game designer.
  7. Underestimate how hard it is to make a good game.

In a little more detail.

Assume because you think it is fun that everyone else will.

  • Fun is really subjective and just because you think it is amazing doesn’t mean that the rest of us will! See sin 2…
  • Read More ...

    PDF Tray 7 Deadly sins of making serious educational games

    Emergence: Learning to Love the Unintentional

    Kingslanding Emergence Learning to Love the Unintentional

    Emergence in Games

    Emergence is a well-known concept in game design. Emergent gameplay comes when players interact with the mechanics of the game creating situations that have not been deliberately designed.

    This could be part of the game design or it could be unintentional. For instance, the game may offer several tools to solve a puzzle, but allow the player to use them in any way they see fit. If the puzzle requires you to reach an item that is high up, there could be an infinite number of ways to get it. Use a grapple hook, build a tower, make a jetpack and so on. Read More ...

    PDF Tray Emergence Learning to Love the Unintentional