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GAMIFIED UK
6 rules for surviving and enjoying social media. 1. Don’t believe everything you see or read. Social media has no filter, so anyone can post almost anything and they don’t always post the truth. From politicians to socialites, very often what is 0. Education / Gamification / Gaming. 52 GAMIFICATION MECHANICS AND ELEMENTS 52 Gamification Mechanics and Elements. Below is a list of various elements and mechanics that support different User Types and contexts and can enhance your gamification designs. These are by no means all there are, but these are the ones that I chose to include with my Gamification Inspiration Cards. When people invest time, effort,emotions
WHY DOES GAMIFICATION FAIL? A PLAYER TYPE FRAMEWORK FOR GAMIFICATION DESIGN Marczewski’s Player and User Types Hexad. In this model, there are six types of users described (at a basic level). There are four basic intrinsic types; Achiever, Socialiser, Philanthropist and Free Spirit.They are motivated by Relatedness, Autonomy, Mastery and Purpose – RAMP.The other two types, whose motivations are a little less black and white are Disruptor and Player. MONOPOLY: A FUN EXAMPLE OF GAMIFICATION Gamifying that doesn’t sound easy, but that is exactly what Monopoly does. You start by representing the property with cards. Ok, not much there. You may be able to pull off a game of Top Trumps or Gin Rummy. Next, you put a board in that represents the plots of land and utilities that our property exists in. PLAY, GAMES, TOYS, PLAYFULNESS AND GAMIFICATION THIN LAYER VS DEEP LEVEL GAMIFICATION THIN LAYER VS DEEP LEVEL GAMIFICATION Thin Layer vs Deep Level GamificationTHE HYPE IS OVER
Today, two interesting things came to my attention about the state of gamification. The first was Gartner’s Hype Cycle. For those that don’t know, Gartner predict how technology will be adopted over time in a cycle of 5 phases. Below is the description of each taken from their website. Technology Trigger: A potential technology breakthrough GRINDING TO MASTERY AND FLOW One of the things that I noticed at gamification world congress this year, was a few people mentioning Flow in their talks. As most of my readers know by now, I love the idea of Flow, not just as a pure idea of “in the moment balance and being in the zone” but as aGAMIFIED UK
6 rules for surviving and enjoying social media. 1. Don’t believe everything you see or read. Social media has no filter, so anyone can post almost anything and they don’t always post the truth. From politicians to socialites, very often what is 0. Education / Gamification / Gaming. 52 GAMIFICATION MECHANICS AND ELEMENTS 52 Gamification Mechanics and Elements. Below is a list of various elements and mechanics that support different User Types and contexts and can enhance your gamification designs. These are by no means all there are, but these are the ones that I chose to include with my Gamification Inspiration Cards. When people invest time, effort,emotions
WHY DOES GAMIFICATION FAIL? A PLAYER TYPE FRAMEWORK FOR GAMIFICATION DESIGN Marczewski’s Player and User Types Hexad. In this model, there are six types of users described (at a basic level). There are four basic intrinsic types; Achiever, Socialiser, Philanthropist and Free Spirit.They are motivated by Relatedness, Autonomy, Mastery and Purpose – RAMP.The other two types, whose motivations are a little less black and white are Disruptor and Player. MONOPOLY: A FUN EXAMPLE OF GAMIFICATION Gamifying that doesn’t sound easy, but that is exactly what Monopoly does. You start by representing the property with cards. Ok, not much there. You may be able to pull off a game of Top Trumps or Gin Rummy. Next, you put a board in that represents the plots of land and utilities that our property exists in. PLAY, GAMES, TOYS, PLAYFULNESS AND GAMIFICATION THIN LAYER VS DEEP LEVEL GAMIFICATION THIN LAYER VS DEEP LEVEL GAMIFICATION Thin Layer vs Deep Level GamificationTHE HYPE IS OVER
Today, two interesting things came to my attention about the state of gamification. The first was Gartner’s Hype Cycle. For those that don’t know, Gartner predict how technology will be adopted over time in a cycle of 5 phases. Below is the description of each taken from their website. Technology Trigger: A potential technology breakthrough GRINDING TO MASTERY AND FLOW One of the things that I noticed at gamification world congress this year, was a few people mentioning Flow in their talks. As most of my readers know by now, I love the idea of Flow, not just as a pure idea of “in the moment balance and being in the zone” but as aGAME THINKING
FoldIt is a popular game that is often cited by gamification folk. It is a puzzle game that sets the player the task of predicting the structure of proteins by folding it. Understanding how proteins fold can help lead to the development cures all sorts of sorts of diseases, including HIV and even Cancer.THE HYPE IS OVER
Today, two interesting things came to my attention about the state of gamification. The first was Gartner’s Hype Cycle. For those that don’t know, Gartner predict how technology will be adopted over time in a cycle of 5 phases. Below is the description of each taken from their website. Technology Trigger: A potential technology breakthrough #GAMIFICATION: VOTING MECHANICS 1. One vote per person for their preferred recipient. 2. Multiple votes per person to be given to their preferred recipients. This is normally in the form of a fixed number of votes that they can assign to their top few choices. 3. As many votes as you want for as many recipients as you want. GAMIFICATION USER TYPES AND THE 4 KEYS 2 FUN The upshot was that they discovered four main keys or types of fun ( Xeo Design’s website – why we play games ): People Fun (Friendship) Amusement from competition and cooperation. Easy Fun (Novelty) Curiosity from exploration, role play, and creativity. Hard Fun (Challenge) Fiero, the epic win, from achieving a difficult goal. THE DANGER OF SOLUTIONEERING Solutioneering: Brit. /səˈluːʃ (ə)nɪ (ə)rɪŋ/. noun. 1. The act of creating a solution before understanding the true root of the problem. For instance, when a client comes to you saying “I need gamification because people are not being productive enough”, it is easy for us to solutioneer. If that is all the information we have, we THIN LAYER VS DEEP LEVEL GAMIFICATION Deep Level is where the real engagement and problem solving come in. Covering everything from Games / Serious games to pure intrinsic motivation driven systems, Deep Level is where you will get the biggest returns – and development bills! Thin Layer vs Deep Level Gamification. This diagram shows the basics of what I am talkingabout.
4 PART SAMR MODEL TO ANALYSE GAMIFICATION SAMR stands for Substitution, Augmentation, Modification, Redefinition. It is a model that is used in education to analyse and validate the potential of new technology in the classroom. They idea is that you put the new technology in question, into one of these four categories. Substitution: The technology is a direct replacement forsomething
GAMIFICATION, DELAYED GRATIFICATION AND REWARDS Gamification, delayed gratification and rewards. There has always been this common thought that if you have to work harder for something or you have to wait for it, the reward will be all the greater in your mind. Now for the most part. that is absolutely true. The anticipation of some sort of reward 1 is a massive trigger for dopamine and can THIN LAYER VS DEEP LEVEL GAMIFICATION Thin Layer vs Deep Level Gamification THE EFFECT OF TIME ON DECISION MAKING Decision Field Theory – How We Decide. As I say, there is a lot of research on how we make decisions. The most predominant that I found was a piece called Decision Field Theory published by Jerome R. Busemeyer and James T. Townsend in 1993 .In this paper, they discuss how people make decisions, based on available information and time etc. Basically, given a set of choices, your mind 52 GAMIFICATION MECHANICS AND ELEMENTS 52 Gamification Mechanics and Elements. Below is a list of various elements and mechanics that support different User Types and contexts and can enhance your gamification designs. These are by no means all there are, but these are the ones that I chose to include with my Gamification Inspiration Cards. When people invest time, effort,emotions
GAMIFICATION CARDS: MORE WAYS TO PLAY Gamification Cards: More Ways to Play. So you have a copy of the Gamification Inspiration Cards, but want to do more with them. Here is a way to start building a full strategy for applying gamification. Download the boards (2 page PDF, designed to be printed on A4) WHY DOES GAMIFICATION FAIL? PLAY, GAMES, TOYS, PLAYFULNESS AND GAMIFICATIONGAME THINKING
MONOPOLY: A FUN EXAMPLE OF GAMIFICATION Gamifying that doesn’t sound easy, but that is exactly what Monopoly does. You start by representing the property with cards. Ok, not much there. You may be able to pull off a game of Top Trumps or Gin Rummy. Next, you put a board in that represents the plots of land and utilities that our property exists in. #GAMIFICATION: VOTING MECHANICS 1. One vote per person for their preferred recipient. 2. Multiple votes per person to be given to their preferred recipients. This is normally in the form of a fixed number of votes that they can assign to their top few choices. 3. As many votes as you want for as many recipients as you want. GAMIFICATION DESIGN FRAMEWORK TOOLKIT This toolkit has been created as a way to help you design better gamified solutions. It is based on my Gamification Design Framework, a systematic way of building solutions that I have developed over the years. You will find worksheets, tools and advice on going through the process step by step. Worksheets are made to be printed on A3 paper THE DANGER OF SOLUTIONEERING Solutioneering: Brit. /səˈluːʃ (ə)nɪ (ə)rɪŋ/. noun. 1. The act of creating a solution before understanding the true root of the problem. For instance, when a client comes to you saying “I need gamification because people are not being productive enough”, it is easy for us to solutioneer. If that is all the information we have, we PLAYFUL DESIGN VS GAME INSPIRED DESIGN Playful design vs Game inspired design. When I first started to describe Game Thinking, I talked about gameful design or game inspired design. Part of me was always split about what I really meant. In my mind, these ideas were based on user interface more than anything. So creating menu systems that mirrored ideas seen in games, or creating 52 GAMIFICATION MECHANICS AND ELEMENTS 52 Gamification Mechanics and Elements. Below is a list of various elements and mechanics that support different User Types and contexts and can enhance your gamification designs. These are by no means all there are, but these are the ones that I chose to include with my Gamification Inspiration Cards. When people invest time, effort,emotions
GAMIFICATION CARDS: MORE WAYS TO PLAY Gamification Cards: More Ways to Play. So you have a copy of the Gamification Inspiration Cards, but want to do more with them. Here is a way to start building a full strategy for applying gamification. Download the boards (2 page PDF, designed to be printed on A4) WHY DOES GAMIFICATION FAIL? PLAY, GAMES, TOYS, PLAYFULNESS AND GAMIFICATIONGAME THINKING
MONOPOLY: A FUN EXAMPLE OF GAMIFICATION Gamifying that doesn’t sound easy, but that is exactly what Monopoly does. You start by representing the property with cards. Ok, not much there. You may be able to pull off a game of Top Trumps or Gin Rummy. Next, you put a board in that represents the plots of land and utilities that our property exists in. #GAMIFICATION: VOTING MECHANICS 1. One vote per person for their preferred recipient. 2. Multiple votes per person to be given to their preferred recipients. This is normally in the form of a fixed number of votes that they can assign to their top few choices. 3. As many votes as you want for as many recipients as you want. GAMIFICATION DESIGN FRAMEWORK TOOLKIT This toolkit has been created as a way to help you design better gamified solutions. It is based on my Gamification Design Framework, a systematic way of building solutions that I have developed over the years. You will find worksheets, tools and advice on going through the process step by step. Worksheets are made to be printed on A3 paper THE DANGER OF SOLUTIONEERING Solutioneering: Brit. /səˈluːʃ (ə)nɪ (ə)rɪŋ/. noun. 1. The act of creating a solution before understanding the true root of the problem. For instance, when a client comes to you saying “I need gamification because people are not being productive enough”, it is easy for us to solutioneer. If that is all the information we have, we PLAYFUL DESIGN VS GAME INSPIRED DESIGN Playful design vs Game inspired design. When I first started to describe Game Thinking, I talked about gameful design or game inspired design. Part of me was always split about what I really meant. In my mind, these ideas were based on user interface more than anything. So creating menu systems that mirrored ideas seen in games, or creating 52 GAMIFICATION MECHANICS AND ELEMENTS 52 Gamification Mechanics and Elements. Below is a list of various elements and mechanics that support different User Types and contexts and can enhance your gamification designs. These are by no means all there are, but these are the ones that I chose to include with my Gamification Inspiration Cards. When people invest time, effort,emotions
GAMIFICATION CARDS: MORE WAYS TO PLAY Gamification Cards: More Ways to Play. So you have a copy of the Gamification Inspiration Cards, but want to do more with them. Here is a way to start building a full strategy for applying gamification. Download the boards (2 page PDF, designed to be printed on A4)GAME THINKING
FoldIt is a popular game that is often cited by gamification folk. It is a puzzle game that sets the player the task of predicting the structure of proteins by folding it. Understanding how proteins fold can help lead to the development cures all sorts of sorts of diseases, including HIV and even Cancer. GAMIFICATION DESIGN FRAMEWORK TOOLKIT This toolkit has been created as a way to help you design better gamified solutions. It is based on my Gamification Design Framework, a systematic way of building solutions that I have developed over the years. You will find worksheets, tools and advice on going through the process step by step. Worksheets are made to be printed on A3 paper GAMIFICATION EXAMPLES AND CASE STUDIES This drip-feeding of information and the fun aspect of the game all combine to increase understanding and retention of the ideas. In addition, as this is a very reusable resource, financially there is less long-term outlay than having multiple face-to-face classroomstyle sessions.
4 PART SAMR MODEL TO ANALYSE GAMIFICATION SAMR stands for Substitution, Augmentation, Modification, Redefinition. It is a model that is used in education to analyse and validate the potential of new technology in the classroom. They idea is that you put the new technology in question, into one of these four categories. Substitution: The technology is a direct replacement forsomething
GAMIFICATION USER TYPES AND THE 4 KEYS 2 FUN The upshot was that they discovered four main keys or types of fun ( Xeo Design’s website – why we play games ): People Fun (Friendship) Amusement from competition and cooperation. Easy Fun (Novelty) Curiosity from exploration, role play, and creativity. Hard Fun (Challenge) Fiero, the epic win, from achieving a difficult goal. THE DANGER OF SOLUTIONEERING Solutioneering: Brit. /səˈluːʃ (ə)nɪ (ə)rɪŋ/. noun. 1. The act of creating a solution before understanding the true root of the problem. For instance, when a client comes to you saying “I need gamification because people are not being productive enough”, it is easy for us to solutioneer. If that is all the information we have, we THIN LAYER VS DEEP LEVEL GAMIFICATION Deep Level is where the real engagement and problem solving come in. Covering everything from Games / Serious games to pure intrinsic motivation driven systems, Deep Level is where you will get the biggest returns – and development bills! Thin Layer vs Deep Level Gamification. This diagram shows the basics of what I am talkingabout.
THE HYPE IS OVER
Today, two interesting things came to my attention about the state of gamification. The first was Gartner’s Hype Cycle. For those that don’t know, Gartner predict how technology will be adopted over time in a cycle of 5 phases. Below is the description of each taken from their website. Technology Trigger: A potential technology breakthrough Gamified UK - #Gamification Expert*
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Education /
Gamification / Gaming/ Just for Fun
April 7, 2020
by Andrzej MarczewskiPublished
April 7, 2020
FREE PRINTABLE GAMES Hi all. In this crazy time, I thought I would share a few games that I have made over the last couple of years to either entertain myself or the kids! They are all...__
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Gamification / GamingMay 17, 2019
by Andrzej MarczewskiPublished May
17, 2019 · Last modified June 21, 2019 GAMIFIED UK SPECIAL BUNDLE OFFER: BOOK, CARDS AND TOOLKIT Hi all. This is (probably) a time-limited offer, but I wanted to offer an all in one bundle of my book, Even Ninja Monkeys Like to Play: Unicorn Edition as a colour PDF for...__1
Education /
Gamification
March 27, 2020
by Andrzej MarczewskiPublished
March 27, 2020
USING RAMP TO KEEP KIDS LEARNING DURING LOCKDOWN This week Motivait published a blog I wrote all about using RAMP to help managers keep employees engage and motivated during these odd times of forced home working. (Click here as you may find...__0
Gamification / GamingMarch 6, 2020
by Andrzej MarczewskiPublished
March 6, 2020 · Last modified March 9, 2020 GAMIFICATION: ADDING CONSTRAINTS TO ADD FUN It may sound counter-intuitive, but in my experience, adding constraints to activities can make them not only more fun – but can help generate very creative solutions to problems. When we talk aboutgamification...
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Education /
Gamification
February 24, 2020
by Andrzej MarczewskiPublished
February 24, 2020
IF YOU LOVE GAMIFICATION YOU SHOULD LOVE THIS FROM GUSTAVO TONDELLO! I don’t often promote other people, I’m a selfish git like that. However, the work of Gustavo Tondello at Gameful Bits is some of my favourite in the industry. His PhD research is some...__0
Education /
Gamification
January 31, 2020
by Andrzej MarczewskiPublished
January 31, 2020
DOES IT HAVE TO LOOK GOOD? Often in conversations with gamification muggles, I hear comparisons with games and gamification that make me a little twitchy. We have all seen video games and how far they have come on since the...__0
Book2019 / GamificationJanuary 17, 2020
by Andrzej MarczewskiPublished
January 17, 2020
ANALOGUE VS DIGITAL GAMIFICATION When looking at gamification, it can be a daunting task. There are dozens of gurus, platforms, off the shelf products, bespoke products, decks of cards, frameworks, snake oil sellers, blogs and more. Thereare...
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Gamification / Gaming/ Just for Fun
December 20, 2019
by Andrzej MarczewskiPublished
December 20, 2019
BEING SILLY AND A FLASH CHRISTMAS SALE How do gamification folk! You all ready for Christmas? So a very short blog, you may have noticed I’ve taken it a bit easier this year, everyone deserves a break Being Silly It...__2
Gamification
December 6, 2019
by Andrzej MarczewskiPublished
December 6, 2019
ARE POINTS AND BADGES DEAD IN GAMIFICATION? I suppose an alternative title to this could be “Should Points and Badges Be Dead in Gamification” When you look at gamification, you will see two main streams of thought on the use of...__1
Gamification
November 22, 2019
by Andrzej MarczewskiPublished
November 22, 2019
10 THINGS I WISH I KNEW ABOUT GAMIFICATION IN 2011 As we edge closer to Gamification EU, I was thinking about the lessons I wish I had learned earlier on when I started in Gamification. Keep in mind, at that stage there was not...__0
Gamification /
Opinion / Rants
November 8, 2019
by Andrzej MarczewskiPublished
November 8, 2019
GAME BASED SOLUTIONS – FOCUS ON OUTCOMES NOT METHODS After a lovely 3-week break from writing (my longest since about 2012!!), I am back. I will get back to the “Introduction” series next week and will hopefully compile them into a new book...__0
Gamification
October 10, 2019
by Andrzej MarczewskiPublished
October 10, 2019
ENCOURAGE PLAY, DON’T FORCE FUN I’ve said it here many times, you can’t force people to have fun. Putting a pool table in the coffee room, forcing everyone to play an online game and join a leaderboard, team building...__0
Book2019 / GamificationSeptember 17, 2019
by Andrzej MarczewskiPublished
September 17, 2019 · Last modified October 17, 2019 INTRODUCTION TO GAMIFICATION PART 10: NARRATIVE Narrative is in my opinion, one of the most powerful yet underrated ways of improving almost anything! A good story can carry you through the most boring of times by creating the most exciting...__0
Gamification
September 6, 2019
by Andrzej MarczewskiPublished
September 6, 2019
GETTING SH*T DONE WITH A LITTLE GAMIFICATION I was recently chatting to a guy who was complaining that his task list was so long that he couldn’t even work out where to start from. He had all the tasks in Excel...__0
Gamification
August 28, 2019
by Andrzej MarczewskiPublished
August 28, 2019
HOW GREAT CUSTOMER SERVICE SAVED A POOR CUSTOMER EXPERIENCE A short story for a post today. My wife and I recently went for a meal at a restaurant we have been to many times over the years. We havenever had a bad...
__2
Book2019 / GamificationAugust 21, 2019
by Andrzej MarczewskiPublished
August 21, 2019
INTRODUCTION TO GAMIFICATION PART 9: ELEMENTS AND MECHANICS Game mechanics are covered in multiple places on this blog, but to continue with the introduction series, I thought I would have a brief revisit here, with less personal opinion than usual (ish)! There...*
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