A down to earth introduction to gamification: 7 core concepts

In another great keynote from the recently completed O'Reilly Web 2.0 Expo, Amy Jo Kim (ShuffleBrain) presented "Beyond Gamification: 7 Core Concepts to Create Compelling Products." I've seen a few keynotes on gamification, and I think Amy's is the simplest explanation for adding gaming design to content. In her speech she highlights seven core concepts:
  1. Know  your players: design for their personal and social needs.
  2. Build fun/pleasure/satisfaction into your core activity loop.
  3. Design for three key stages of your player lifecycle (novice, regular, enthusiast)
  4. Build a system that is easy to learn, but hard to master.
  5. Use game mechanics to "light the way" towards mastery 
  6. As players progress, increase the challenge and complexity.
  7. Embrace intrinsic motivators like power, autonomy, & belonging
And while I've read Flow, Amy reminded me of the flow channel, something every game design has burnt into their memories. I guess that means that I've got some studying to do, and if you don't have the image frozen in you memory, then if you hope to achieve flow and reach the highest level of engagement, you know what you have do...

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