Just wanted to catch an important point about what constitutes gaminess - can't remember where it comes from, but I'm fairly sure that Simon Bostock would have been involved in bringing it in to my field of vision:
Five points that mean gamey:
- Collecting (ie badges)
- Points and levels
- Feedback to lead to improvement
- Exchange (for P2P activity)
- Customisation (for an individual experience)
So, gaminess is not a quiz dressed up as hangman or a car race - this is the gaminess that creates re-playability and the desire to improve.
Who knows, one day I might think about how you might develop say an induction programme around these principles - or maybe you know where someone else has already done that.
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