This week on Gamification Talk Radio, we finish exploring the seven continents on our journey, and review Rules, Rewards, and Results.
- Autonomy—the feeling of control of your own destiny. How can you give your player choices or control within a system that works for you to achieve your business objectives?
- Mastery—building competence and skill. How can you help your players feel smart, capable, or that they are getting better at something?
- Purpose—connecting with something greater than yourself. Can you use a dynamic story line to give your players the sense that their involvement with your product or service is making them better, stronger, or more powerful?
- Don’t make the extrinsic metrics or rewards the main event
- Don’t alienate your players with a shallow, manipulative game; give them as much autonomy as you can
- Don’t focus only on the extrinsic, dig deeper and tap into their intrinsic motivations to keep them engaged with you
Level 6: Forbidden Land—What keeps them in the game?
- Don’t forget: game mechanics are visible effects —NOT the experience itself
- Without a well-designed and interesting experience, mechanics add clutter and confusion.
- Dusting game mechanics on a process or product will NOT miraculously make that experience more exciting
- Remember: Gamification ≠ Technology – Although technology can greatly enhance your project – it is foremost about the players experience.
- Don’t focus on the ‘bells, whistles, and glitter – but DO make it aesthetically pleasing for your players.
- Don’t forget the FUN!
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