Gamification involves applying game mechanics to non-game activities to motivate and engage people. It has been used successfully to get people to indulge more but not form positive habits. New technologies combining sensors and feedback systems could gamify responsible behaviors by motivating people to make better choices all the time by making typically tedious behaviors fun and rewarding. This would help people achieve positive emotions, relationships, meaning, and accomplishment.
данная презентация была представлена воспитанникам группы кратковременного пребывания "АБВГД-йка" в рамках открытого мероприятия Международного дня толерантности.
данная презентация была представлена воспитанникам группы кратковременного пребывания "АБВГД-йка" в рамках открытого мероприятия Международного дня толерантности.
This is the talk that I gave at the Quantified Self Meetup on my experimentation with mood tracking and regulation, using Proteus Biomedical Technology. Enjoy!
http://themindfulnessblog.blogspot.com/
@nancyhd
The purpose of this document is to detail how Sue Jordan, the strategic programme designer for the Social Enterprise element of the TLI partnership, envisions the delivery of the small business support services programme for Social Entrepreneurs in Wiltshire.
This is the talk that I gave at the Quantified Self Meetup on my experimentation with mood tracking and regulation, using Proteus Biomedical Technology. Enjoy!
http://themindfulnessblog.blogspot.com/
@nancyhd
The purpose of this document is to detail how Sue Jordan, the strategic programme designer for the Social Enterprise element of the TLI partnership, envisions the delivery of the small business support services programme for Social Entrepreneurs in Wiltshire.
Gamification of sales Playbook - The what, the why, and the how🎥 David Winter 🎥
The 'Gamification of Sales' playbook is designed to give you a basic overview on the what, the why, and the how of gamification. In 2016 90% of surveyed companies said that gamification had caused an increase in revenue. With this playbook, we'll help you take your first steps towards achieving the same.
In this playbook you will find:
An easy to understand overview of gamification.
The 3 key elements that define gamification and how these apply to your business.
The psychology that helps gamification drives better results and behaviours from your team.
The 10 core machines of a gamified work system.
Some top tips on how to start applying gamification to your business/team.
Exergaming technology is being used in schools, offices, homes and gyms for health and fitness. This presentation by the leading industry companies in the interactive fitness and exergaming industry explains.
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
This mini workshop looks at the latest research on gaming for health, examples of how health and wellness leaders are engaging people with games, strategies for healthcare brands who want to try gaming, and a first-look at a gaming experiment from our innovation lab
Gamification is use of game based mechanics to stipulate engaging and motivated learning.Games promote ways of knowing and ways of doing.It does not ask you to remember any knowledge;rather they provide challenges and feedback on your decisions.
Have a look at the slide share to know what is Gamification and how to incorporate it in eLearning and more.
Gamification for Your Brand the Promises and The Pitfalls by Jon Barlow, Senior Creative Technologist, Capstrat from the Triangle AMA Digital Marketing Training Camp on Feb 29, 2012. www.triangleama.org
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
exponentially in recent years. It will grow from
$21.92 billion in 2023 to $28.11 billion in 2024 at a
compound annual growth rate (CAGR) of 28.2%. The
teleprotection market size is expected to see
exponential growth in the next few years. It will grow
to $70.77 billion in 2028 at a compound annual
growth rate (CAGR) of 26.0%.
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
As a movie director, I am often asked about the process of creating an indie film. It's a journey of passion, perseverance, and planning, and today, I'm going to take you through it.
In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
Meet Dinah Mattingly – Larry Bird’s Partner in Life and Loveget joys
Get an intimate look at Dinah Mattingly’s life alongside NBA icon Larry Bird. From their humble beginnings to their life today, discover the love and partnership that have defined their relationship.
Meet Crazyjamjam - A TikTok Sensation | Blog EternalBlog Eternal
Crazyjamjam, the TikTok star everyone's talking about! Uncover her secrets to success, viral trends, and more in this exclusive feature on Blog Eternal.
Source: https://blogeternal.com/celebrity/crazyjamjam-leaks/
Modern Radio Frequency Access Control Systems: The Key to Efficiency and SafetyAITIX LLC
Today's fast-paced environment worries companies of all sizes about efficiency and security. Businesses are constantly looking for new and better solutions to solve their problems, whether it's data security or facility access. RFID for access control technologies have revolutionized this.
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
Matt Rife Cancels Shows Due to Health Concerns, Reschedules Tour Dates.pdfAzura Everhart
Matt Rife's comedy tour took an unexpected turn. He had to cancel his Bloomington show due to a last-minute medical emergency. Fans in Chicago will also have to wait a bit longer for their laughs, as his shows there are postponed. Rife apologized and assured fans he'd be back on stage soon.
https://www.theurbancrews.com/celeb/matt-rife-cancels-bloomington-show/
Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
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Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdfXtreame HDTV
In today’s digital age, streaming services have become an integral part of our entertainment lives. Among the myriad of options available, XCIPTV stands out as a premier choice for those seeking seamless, high-quality streaming. This comprehensive guide will delve into the features, benefits, and user experience of XCIPTV, illustrating why it is a top contender in the IPTV industry.
1. Gamification And how technology paired with gamification principles can save the world
2. Outline What is gamification? What is a game? Why do games make us happy? Where are we already gamifying? Why is it not working yet? How new technology will change the game!
So what I’m going to talk to you about today is gamification; what it is, and what its based on. And how, using lessons from games, we can use sensor technology to make people happier, healthier, more filled with joy, and more productive!
What is gamification?What is a game?Why do they appeal to us (positive psychology)How do we already use it?Then I want to talk about why gamification of life is not yet effectiveThe last part is the key piece of the puzzle to making gamification effective- I want to talk about how new technology can take gamification out of the world of getting us to plow fake farms in facebook, and into influencing our in-the-flesh daily lives in a positive manner
The basic concept of gamification is quite simple- its applying traditional game mechanics- such as badges, levels, status bars, achievements, quests, goals… to things that are NOT gamesWhy is it a big buzzword right now? -want things to be addictive; want people to do “work” for fun-turn to our products as often as farmville or angry birds, -take the secret sauce of “games” to other fieldsFor technology and application makers, we would want to use these techniques to make the informationand services on them as essential as carrying a cell phone and as addictive over time as World of Warcraft. But even further, we could use information from our patch with gamified elements to make things like getting a good night’s rest, exercising, and taking medications on time as addictive and exciting as harvesting their Farmville crops
One definition that sums it up pretty well is that a game is something with the following 4 elements (thank to Jane McGonigal and her book Reality is Broken!)To give an example, has everyone here played tetris? Or more importantly, not been able to STOP playing tetris?Goal: sense of purpose; it’s the motivation; the objective you work towards; in tetris, its surviving and accumulating points as long as you canRules: provoke Creativity, strategy- almost counter-intuitively, rules make things FUN (in tetris, constraints on moving the blocks, how rows are eliminated)Feedback: promises that goals are achievable, provides motivation to keep trying; numeric score, visual of disappearing rows, increasing difficultyVoluntary participation: most visible in multiplayer games; it establishes a common ground and trust in each other, ensures safe, pleasurable experienceNoticeably not there? Story, winning (tetris)
Why are games addictive? What do they give us that we crave? Its not what you think! we don’t want winning or prizes- The answer is that we crave hard work and challenges- we want obstacles and feedbackRaise of hands here: Who likes unnecessary work? Our instinctual reaction is NO- not MORE work!But another very effective definition of a game is:“Playing a game is the voluntary attempt to overcome unnecessary obstacles”Think of a golf course- if you went to one, someone said you have to get a ball in each of 18 holes; the expected lazy human reaction is to walk up and drop it in the hole. But for some reason, we enjoy it more if we introduce all these ridiculous obstacles- NO, you have to stand far away! And now there’s an alligator pond! And you have to hit it with a stick! In fact, successful game developers try to create a thing called “flow”, which keeps gamers constantly at the very edge of their abilitiesin fact, when you have good flow in a game (working at the limits of your ability), you’re completely engaged. Both quitting AND winning are equally unsatisfying; you’re in a euphoric state of engagementThis is what gaming is about- there’s challenges, learning, exploration that is pursued with creativity, vigor, and enthusiasm until our abilities or the game is exhausted. Of course, this applies well to a boss battle in Halo, but we rarely take this same view towards “real world” situations- I don’t think we would be happy when it gets increasingly difficult to lose weight or find a parking space at the mall, for example. So there’s obviously an inherent difference between these types of challenges and the feelings they provoke. Our mission for lunch today? Hunt out the differences between being challenged by games an being challenged by reality, and try to bridge the gap between the euphoria of games and the resentment and despair we see towards real-life challenges. Because if we can do that, we can make people pursue things like healthy eating habits and energy conservation with the same intensity as chasing a level 93 mage across the plains of Azeroth!!
Our first investigatory stop is going to be a look into the psychology of games.Psychology traditionally wasn’t really into studying what makes us happy; its more about making us less desperately miserable. But we’re in luck! Recent years have seen the rise of positive psychology: the study of what makes us thrive and flourish- and happens to tie in very closely to what games give us. Positive Emotion: engagement, optimistic *in games, people are optimistic they can do anything, and resilient in the face of failureRelationships: Many social games make great excuses to build relationshipsMeaning: Flip a burger or save an Elven Princess?Accomplishment: The constant feedback in games gives you a sense of accomplishment- part of the reason you feel so resilient to failure
So achieving, challenges, and optimism lead to a fantastic cocktail of brain chemicals- which is why gamification is becoming a buzz word- everyone wants their product to get people blissfully addicted! So where is it used most now?Well, mostly its getting us to do more of things that its questionable we should even be doing in the first place…-foursquare, customer loyalty programs, check-ins with rankings, rewards-awesome, because it often rewards something we want to do anyway- (wait, if I buy TWO candy bars instead of THREE candy bars, I get a free gold star?!?!?! SIGN ME UP!) Fantastic! No wonder this is addictive!
So we have an effective way to get us to sit on the couch and buy things more- but we have a higher calling! -we want to come up with systems to use gamification to promote health and positive behavior change(side note: in the book Switch they use an elephant-rider model- the “elephant” is the emotional, instant-gratification seeking impulse, and the “rider” is the higher intellect that has goals and thinks that carrots are GREAT. “gamifying” to make you do what the elephant wants (ie, credit card rewards) is low hanging fruit. The cool stuff is in empowering the rider!)Lets look at exercise first- can you think of some ways that exercise has been gamified?-Kinect, Wii fit, fit bit, Nike +….-but there’s a much more widespread example…
Oh yeah… we’ve actually been doing this for a while- Sports! They have rules, meaning, goals- and get people to improve strength, agility, and ability to survive
These have been applying game mechanics for a while: meaning, badges, levels, relationships, etcSo if we solved the problem centuries ago, WHY do we need more? If you look at forming healthy habits, just look at the US- 2/3 overweight or obese; we’re not doing so hot. The problem with sports and these programs is that they’re around, but they haven’t reached a level of pervasiveness or effectiveness that we want. Whatever the addictive game secret sauce is, these do NOT have it…Easy to make “fun” things “extra fun”; harder to make diet, exercise, flossing, chronic disease control, energy conservation…Now some might say this is impossible because game elements aren’t enough; the activity needs to be intrinsically “fun”. And most things that keep us healthy aren’t “fun”. And that’s why these programs are failing. But that’s not true at all! This is actually pretty easy to disprove…
Because games make us do all sorts of things: tedious, intense, difficult, almost impossible, using mental acuity, accuracy, time…. (I’ve sat for hours mastering a skill in fable clicking a button when a bar reached a certain point hundreds and hundreds of times…. And then have the tenacity to call FDA paperwork tedious- and in the game, I earn “virtual” money- vs real money at Proteus!)-And not just tedious things: there are intense brainteasers, challenging levels that can take hundreds of tries, etc- its not even that games offer constant successes to make up for the challenge or tedium- gamers actually spend about 80% of their time failing… it is hard work!So I can tell you right now- flossing is more fun than the action in this game! But flossing is not surrounded with the feedback, game mechanics, and virtual rewards that this task wasAt this point, you might still be saying, “this sounds kind of like hippy talk- can this really get people to do things that aren’t fun?”Can someone think of an example of gamification driving un-fun responsible, healthy behavior already?On your list of fun things to do, how many of you have “responsible, fuel-efficient driving”
Ex: meters on hybrids: people obsessively driving fuel efficiently so their little “leaf” turns extra green or whatever- No rewards, no badges, no tweeting if you’re especially responsible that day; but it is gamification- remember, feedback is one of the defining aspects of a game-highlights how the correct feedback loop (in this case instant feedback) can hyper-effectively alter people’s behavior- and make something “boring” into something “fun”
And now we’re hitting upon the magic. To recap a little, the problem we have is that game challenges can make us euphoric, but “life” challenges don’t have the same appeal! The attempts we’ve made to “gamify” life challenges don’t have the traction or success that we’re looking forBut the leaf example shows that the problem is not in the activity- its in how they’re gamified. The pure feedback of the leaf monitor is an effective motivator for behavior change. In fact, studies have been done that show that just the act of logging your calorie consumption and having that direct feedback can incite positive behavior change. The problem is that most current behavior change systems rely on just that- self-reporting- which is almost impossible to sustain over time. Its HARD. Takes a lot of motivation. Self reporting is tedious, hard, takes the magic and accomplishment out of thingsWe need something more like the Leaf. Something that displays feedback without effort on our partThis wonderful thing happens when we combine new sensor technology with established game mechanics- we can recapture the virtual excitement of the physical world!
This is where sensorsfits in! I’m going to give an overview of a few of my favorite new sensors and what they can track… (pictures above!)With an appropriate sensor network, we can capture the most important part of a game- instant, magical feedback.
Just the act of having well-displayed feedback on our progress in life is very effective- however, we can go even further to make an even bigger impact on behavior change. With a large amount of data on how we are living our life, we can build a more engaging platform to leverage that information with even more gamification elements. Here’s a screenshot of GreenGoose’ssystem- in addition to displaying what you’ve done, it adds in goal-setting, point, levels and achievements.Even more powerful is the opportunity to tap into social networks- adding both cooperative and competitive social elements like “helping out” someone who isn’t feeling well by working out extra and giving some “exercise” points to them. It fosters a community where people can support or trash-talk each other, and further engage in both the hardware and the software.The goal of all of this is to motivate people to approach day to day challenges in life like they approach them in games- with excitement and optimism, with engagement, and without fear of failure, and most importantly, with resilience and continued tries in the face of failure.Instead of clicking a button to earn mastery of woodcutting, you can floss twice a day and earn mastery of dental hygiene- which comes with even greater inherent bonuses (and money savings!)
BJ Fogg is a Stanford professor who does a lot of work on this type of thingsSomeone will do something when correct motivation, ease, and trigger coincideThis is true for habits, from eating healthy to getting people to get in the habit of using your applicationEx: (have 2 or 3)-a trigger on left side of curve won’t happen; a trigger on the right side will -Facebook: trigger MASTERS-ex: rating a restaurant: if you have to write in to a newspaper, navigate a complex website, no -Ability: app that knows where you are, prompts you to review; just have to click a star amount -Motivation: offer deal if they complete a review -recycling: if there is a receptacle nearby, you’ll do it even if you care less