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We’ve been banging on a bit around here lately about what is and is not gamification, so its great to see something published that definitely qualifies as gamification as we know it. The added bonus is that it lays out a general method for gamification design in its pristine glory for all to see. (The devil, of course, is in the detail – you can do all this and still get it wrong. But this is how to go about it with some chance of getting it right).

What specifically does it get right? Well, pretty much everything but in particular we liked seeing:

  1. It starts with people and correctly identifies the over-arching power of interpersonal relationships as something to be recognised, respected and leveraged. Sure, it objectifies people as ‘players’ and ‘personas’ but it does think about their inherent motivations, suggesting Bartle’s useful analysis as a framework. (Amy Jo Kim has some useful things to say on this as well).
  2. It defines objectives. It could do more to specify how these need to be actual, observable player behaviours but I think you can read that between the lines.

Wrap this methodology in a snug blanket of empathy and integrity and you’ve got a good basis for doing some meaningful and effective gamification. Which, of course, does not involve turning everything into a game, or even a game-like experience.

Read Adrish Bera’s sweet little post and enjoy. Thanks Adrish.

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