Ch.1: Designing my life then became a decade long journey of adresing two intriguing design questions: 1. How to make games more meaningful? 2. How to make life more fun?
Sary's notes on Actionable Gamification
Actionable Gamification by Yu-Kai Chou
158 notes
first 25, in reading orderCh.1: gamification is the craft of deriving fun and engaging elements found typically in games and thoughtfully applying them to real-world or productive activities.
Ch.2: Many gamification professionals seem to believe that if you put points on something boring, add some badges, and provide a competitive leaderboard, that once boring product will automatically become exciting.
Ch.2: Generic game mechanics and poorly constructed game elements such as levels, boss fights, or quests often fall into the same hole as PBLs.
Ch.2: a game might have all the "right game elements" but still be incredibly boring or stupid if they do not focus on their users' motivations first.
The eight core drives of gamification: - Meaning - Empowerment of creativity - Social Influence - Unpredictability - Avoidance of loss - Scarcity - Ownership - Accomplishment
Ch.3: Ownership & Possession is where users are motivated because they feel like they own or control something. When a person feels ownership over something, they innately want to increase and improve what they own.
Ch.3: The four player types: - Achievers - Socializers - Explorers - Killers
Ch.4: Explicit Gamification: Games that Fulfill Non-Game Purposes Implicit Gamification: Human-Focused Design that Utilizes Game Elements
Ch.4: Enter Social Media Marketing. Through platforms like blogs, Face-book, Twitter, and Youtube, brands are able to build relationships with potential customers, create unique value, and establish trust that leads to future engagement.
Ch.5: when your system or product demonstrates deep and sincere passion towards a higher vision, others will want to believe in it and get on the journey with you.
Ch.5: Core Drive 1: Epie Meaning & Calling is generally best communicated during the Discovery and Onboarding Phase of a Player's Journey.…
Neither of the 2 Apple campaigns actually talks about computers or electronics. They don't talk about specs, RAM, color screens, or…
Ch.5: CD.1- Epic Meaning &Calling Game techniques: - Narrative (#10) Start with a narrative that gives the player some context about why…
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