People don't fit nicely into categories, and
we're in the people business. So, what if we looked at things
differently?
Once we know why people do things, we can
anticipate what they enjoy doing and what they consider fun.
Once we know that, we can add game elements
that they'll actually enjoy, that will cause them to want to play.
Today’s
episode is Part 1 of an outtake from a recent webinar that Sententia hosted
with Jonathan Peters, PhD entitled Why
We Play.
You’ll
hear Jonathan explain the 16 WHYS that we use at Sententia. For many people,
the 16 WHYS feels, looks, sounds like something they’ve gone through before.
But it’s actually quite different.
Jonathan
explains why it’s different, and also introduces you to the 14 WHYS that
relate directly to gamification and how and what each of us
defines as FUN. After all, wouldn’t it be better if people wanted to
engage in your programs rather than being prodded and pushed?
If
you’d like a copy of the whitepaper that Jonathan references in the program,
simply email me guru@sententiagames.com
and ask for The 16 Whys Whitepaper.
Today, enjoy Part
1 of this program, we’ll bring you Part 2 next week. I look forward to your
comments and questions.
About Jonathan Peters, PhD:
Jonathan
Peters, Ph.D. Is an international speaker and writer. He has spoken before
audiences from Melbourne, Australia to Augusta, Maine. His specialty is
marketing and customer experience, helping audiences improve identify what
motivates their customers and learn how to speak toward those motivators.
Jonathan has
authored four books, including Cavemen Can’t Market, the first the Caveman
Trilogy. He has also ghostwritten 31 non-fiction books. Jonathan is the Chief
Motivation Officer at Sententia and is also an adjunct professor at the
University of Nevada, Las Vegas where he instructs senior-level business
majors. Connect with Jonathan on Twitter @jpetersphd and at
www.jonathanpetersphd.com.
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