What we have learned from our users is that anygame aspect has to be, at least for finance, moreoriented toward some specific thing that you areworking toward: I want to buy a house or a car, take avacation, get out of debt ... Otherwise you have asystem of points with no levels or no end game. Aaron Patzer founder, mint.com (2010)
We give you points User Business value value You check inThe gamification battlefield** Courtesy Buster Benson, The Game always Wins
The marketing dictum that good marketingcannot compensate for a bad product ispatently turned upside down in the Funwareworld. Game mechanics and thepsychological conditions they exploit arepowerful tools that marketers can use, andtheyre a lot cheaper than cash in the longrun. Gabe Zichermann game-based marketing (2009)
Points and badges for loyalty you are so cheap! That one coupon and Im gone!An abusive relationship
You get answers & build reputation, we grow our platform User Business value valueThe gamification honeymoon
Playing field User Business value value OffStay in the playing field
What do users value?* Getting things done, easier Self-improvement Community recognition and belonging A sense of meaning and meaning Instrumental value, cash Fun and enjoyment Competence and achievement * A completely off-the cuff, non-comprehensive, non-scientific etc. pp. list
Getting things done, easier
Community recognition & belonging
Would my non-geek friendbrag about this during dinnerwith colleagues?(The community status litmus test)
Sense of meaning and contribution
Imagine a world in whichevery single human being canfreely share in the sum of allknowledge. Thats ourcommitment. Wikimedia Foundation slogan
Cash, instrumental value
Fun and entertainment
The Feedback BlowfishRewards are not achievements 2
Fun is just another word for learning. Raph Koster a theory of fun for game design (2005)
Fun from games arises out of mastery.It arises out of comprehension. It is theact of solving puzzles that makes gamesfun. With games, learning is the drug. Raph Koster a theory of fun for game design (2005)
Clear goals ...
plus constraining rules ...
equals interesting challenges.
Plus constant, clear feedback ... http://www.ickr.com/photos/bodgerbrooks/1315419080
equals experiences of achievement.
Feedback without achievement
The Maelstorm of Misplaced ChallengeGetting in the way of efficiency 3
Ticket To receive ticket, steer point through maze
Ticket Level 2 To receive ticket, steer point through maze
The core challenge of e-mail? Maximum output? Error-free, polite, actionable? Prioritization? Quick answers? Checking less often? Inbox Zero?
The Trapped Sea of StalenessNo fresh content and challenge 4