Back when I studied Psychology, the most memorable and useful thing I learned was the “one-armed bandit” schedule of reinforcement. Which you can see here, in red. The essence is this: if you give random, sizeable rewards for user actions (e.g. how a slot machine works), you will get an addictive behavior pattern - in mice, in pigeons, or in humans.
What is PERMA? P ositive E motions R elationships M eaning A ccomplishment Let’s make real life more like a game Jane McGonigal Martin Seligman
What is an Engagement Loop? Positive Emotion Fun / Delight / Trust / Pride / Curious Newbie Onboarding (social) Call to Action Customize / Share / Help / Compete Player (re)Engagement Task / Mission / Game / Quiz / Gift Visible Progress Stats / Challenges / Awards / Messages
Build a system that’s easy to learn, hard to master
As players progress, increase the challenge & complexity
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ADDITIONAL RESOURCES Introductory Level Printable Charts – Lifecycle, Social Verbs ‘ Drive’ by Daniel Pink (crib notes) ‘ Fun Inc’ by Tom Charfield (7 design principles) Art of Game Design by Jesse Schell (good overview)
Carrots & sticks are so last century. For 21st century work, we need to upgrade to autonomy, mastery & purpose.
When it comes to motivation, there’s a gap between what science knows and what business does. Our current business operating system–which is built around external, carrot-and-stick motivators–doesn’t work and often does harm. We need an upgrade. And the science shows the way.
This approach has three key elements:
Autonomy –the desire to direct our own lives.
Mastery — the urge to get better and better at something that matters.
Purpose — AKA belonging, the yearning to put our energy in service of something larger than ourselves
Tom Chatfield 7 Lessons Learned From Games Tom Chatfield
Progress: Bars, Levels, Points, Badges, Customization – we like to see our progress
Missions: Provide multiple long-and-short-term aims for players to tackle
Credit: track & reward effort, not just achievement
Feedback : tangibly link actions to consequences
Surprise: add the Element of Uncertainty to drive and sustain interest
People: we're most engaged by people – esp collaborating in groups
Engagement: games are tuned to dole out rewards that engage the brain and keep us wanting more