20140207 - 20140214 Gamification


I strongly recommend the Coursera Gamification Course


Players are the center of the game. From the players' standpoint, it's about them.

Try to realize how players need to feel that they are in control

  • player needs to have the sens that they can make choices and the choices have results.
  • So think about how do you create an environment so that your customers, users, whatever you call them, feel like they're the ones who are driving?

That causes some meaning

  • It means something that they care about that they are willing, at that moment, to think of as being valuable.

Purposes of game designers:

  1. Get players into the game
  2. Keep them playing

Design rules

  • Player journey:
    • the player is engaged in an experience.
    • You want the player journey to have a beginning, a middle, and an end. And ideally, those are in some sort of progression.
    • The player always starts at the beginning. You want the player to get to a point of mastery and to have that journey be seamless.
  • Onboarding:
  • Scaffolding:
  • Mastery:

What are the things that the game does that get users quickly into the game and make it easier for them to make progress within the game:

  • Guides
  • Highlights
  • Express feedback
  • Dumb down (a limit on you can do in the first “levels”). Simplification
  • first levels unbelievably easy.
  • Without any kind of manual

Games have to be balanced. Not too hard. Not too easy. Not too many choices. Not too few choices.


Things that are fun:

  • Winning
  • Problem-solving. Overcoming obstacles. Surmounting challenges.
  • Exploring
  • Chilling out. Relaxing.
  • Teamwork
  • Recognition
  • Triumphing. The notion that you’ve crushed someone else.
  • Collecting.
  • Surprise
  • Imagination
  • Sharing
  • Role playing
  • Customization
  • Goofing around. Act silly

Nicole Lazarr. What in games actually produces fun? Four different kinds of fun:

  • Easy fun: blowing up stream, just chilling out, goofing off, hanging out with your friends. It’s fun because it’s easy.
  • Hard fun: problem solving, mastery, completion, overcoming obstacles. Fun represents accomplishment.
  • People fun: interacting, working together, socializing
  • Serious fun: fun in doing things that are meaningful. good for the planet, good for your family, good for your community. Anything that has meaning for you. I.e: Collections. it's meaningful in some serious way, for you at that time. It may not be something that someone else finds fun or meaningful

Fun doesn't just happen, it has to be designed.

Gamification is about finding the fun, finding the game-like aspects wherever they are, and using them to create an environment that moves people a little bit more towards an objective.