The 3 Layers of Motivation 2018 Edition

Layers of motivation 2017 The 3 Layers of Motivation 2018 Edition

Ok, so it isn’t quite 2018, but near enough!

I wanted to present a new graphic for my Layers of Motivation (Found here), with a little bit of explanation about one aspect!

For those that don’t know, this was created as a way to explain where purely extrinsic and trivial methods of motivating people, such as points badges and leaderboards, sat within general motivation.

Based on good old Maslow’s Hierarchy of Needs, Self Determination Theory, my own RAMP and gamification mechanics.

The key learning is that to engage and motivate users, you need to understand what their needs are. If they are starving, offering them digital badges won’t really hold any motivational drive for them! If they are generally satisfied in their day today base needs but are unhappy in their role because they lack autonomy, adding a leaderboard to their day job will not help! Read More ...

Learning From Games: Battlefield 1, RAMP, User Types and Awesome Gaming

Gamified battlefiled1 Learning From Games Battlefield 1 RAMP User Types and Awesome Gaming

Over Christmas, I started to play Battlefield 1, a game that I was especially looking forward to given my love of the series. I’ve not had as much time to play video games as I would have liked over the last 12 months, so I’ve been making the most of this opportunity. I may even review it for my old and neglected games review site http://yetanotherreviewsite.co.uk!

Anyway, back on topic. I’ve always loved the series because of how good the multiplayer experience is. Back when Battlefield 1942 first came out it broke the mould by not even bothering with a single player game, a brave and clever move as it turned out. It also put a much tighter focus on teamwork with its “Conquest” mode. This saw teams holding key strategic points on the map for as long as possible. Achieving this required good balance of character classes and a level of teamwork beyond just rushing off and killing things. Read More ...

Gamification is sh1t. Let’s make it better.

Gamification glossary Gamification is sh1t Let 8217 s make it better

I thought that might get your attention. Excuse the contrived use of the 1 in shit there as well, firewalls can be so jumpy about certain words.

Now back to my point.

Gamification, in far too many cases right now,  is indeed shit. I am not saying gamification itself is bad, just a lot of the uses and applications of gamification that we are seeing out there falls into that particularly odorous category.

It’s as if gamification has become the duct tape of user design. “The user experience is a bit off, what should we do? Add gamification”. “The system is not great, people get stuck and don’t like using it, what should we do? Add gamification – points and badges will fix it!”. “We need to improve efficiency in the department. How can we do that? A leaderboard you say? Let’s do it!” Read More ...

3 Layers of Motivation (Updated for 2018)

Layers of motivation 2017 3 Layers of Motivation Updated for 2018

The more I consider motivation, the more I realise it is one of those things we in gamification use as a catch-all. It’s a bit like how we treat the term “game mechanics” and, well, gamification!

Generally speaking, you will hear the terms intrinsic and extrinsic when motivation is spoken about. You will hear Deci & Ryan, Dan Pink, Maslow and more spoken about. However, when it comes down to it our argument is always the same. Intrinsic motivation is always better than extrinsic rewards. At times you will also hear a further comment that a balance of extrinsic rewards and intrinsic motivation will yield the best results. Read More ...