Encourage Play, Don’t Force Fun

Pool table 1570703002 Encourage Play Don t Force Fun

I’ve said it here many times, you can’t force people to have fun. Putting a pool table in the coffee room, forcing everyone to play an online game and join a leaderboard, team building games during inductions etc. All generally seek to force you to have a fun experience. However, as soon as something becomes mandatory or forced, it is very hard (but not impossible) to find it enjoyable.

Of course, if the experience is well designed, even if you are forced to engage with it, it can be fun. There are times during some of those “ice breaker” games that I hate so much, that despite myself I find I am having fun. But those tend to be the ones that create an environment that encourages play – even if it is a little bit structured. Read More ...

Introduction to Gamification Part 3: Games, Play and Toys

In the last part of my introduction to gamification, I explained a little about my thoughts on Games Based Solutions, but I didn’t really explain what a game actually is. The reason for that is, it is a little complicated from an academic perspective. Now, that doesn’t really affect you in a business setting or as you undertake your job as a gamification designer, but it is always useful to have a deeper understanding of things you are speaking about.

Play

Let’s start with play as this is the foundation of games. There are many thoughts on play, I have a whole ebook and sections of Even Ninja Monkeys Like to Play dedicated to it. However, in this introduction series, I want to try and keep things simple! Read More ...

Practical Play Framework

Serious games and serious play both have an issue. The issue is, the word serious. It sounds far too, well, serious!

I have heard lots of people complaining about this, somewhat misunderstanding what the serious refers to. “Why can’t it be fun, not serious?” “Serious does not sound fun, that can’t be right!”

Obviously the serious in these terms is there to differentiate entertainment focused and non-entertainment focused games. That is to say, games that we play just to enjoy the experience and games that we play to achieve something, such as learning and skills acquisition. Read More ...

Snakes and Ladders: Gamification Hell or Heaven?

I recently made a very strong statement on Twitter, Facebook and LinkedIn about snakes and ladders and whether it was a game..

Snakes and Ladders is not a game and we should stop using it in gamification and serious games.

Obviously, it was designed to provoke some comment, but boy was I surprised with the level of interaction I got over the three channels. The LinkedIn conversation may still be going on!

As expected, there were those who agreed and those who did not. Some were using Snakes and Ladders in training very successfully, others agreed that it was a pile of pants. Read More ...

Play Games, Enjoy Games and be a Better Gamification Designer

Over the year my opinion on the need to love games to be a good gamification designer has fluctuated. In the early days, I was more flexible on the idea. It was all about psychology in a nearly pure form, understand behaviour and use that understanding to encourage the behaviours that you want. The “game” aspect was less important as gamification is not making games!

However, as I work on more and more projects it becomes clear that this is rubbish. Anything beyond the most simple of applications of gamification needs a solid understanding of games. It is not necessary to be a games designer as such, but having a good idea of what makes games work is an essential. If I was not a gamer, I would not be able to do my job at this level! I would have no inspiration for a start. After that, I would have no idea what worked and why. Finally, I would not have the love of play that is so desperately needed in good gamification implementations. Read More ...

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