A note from Sary

Ch.7: CD-3: Game Techniques within Empowerment of Creativity & Feedback - Poison Picker/Choice Perception (#89): How to accomplish not giving the user freedom but rather a feeling of freedom: 1) Adding constraints to player choices, 2) Incentivizing players to take certain choices that actually meets the player goals, 3) Create an Interface that guides the user towards the Desired Actions, 4) Adding visual designs to attract the player's sight, 5) Provide social guidance loften through computer generated characters in the game), and 6) Music control that affects player behaviors.

Sary Actionable Gamification, page 153 · August 11, 2023 Save to shelf
Notes like this take four seconds in Booksense. Scan the paragraph, it lands on the right page, and comes back for review later. Take your first note

More from readers of Actionable Gamification

Sary p. 460
Sary p. 453

More from Sary

See their profile

Stop losing the best parts of what you read.

Booksense pushes your highlights back to you for review, so a note from page 174 is still yours a year later. Free on iOS.

Sary on Booksense 1,235 notes 212 hours of reading