Andrzej Marczewski's Expert Blogs
SAMR is a great analytical model used by those in education to assess the impact of new technology. It seemed to me like it would be rather handy for gamification as well!
Randomness can be fun and can lead to many serendipitous moments in games as well as the real world.
Some more thoughts on what gamification designers are getting wrong when it comes to game mechanics and what we could be talking about instead.
When I was young, one of my absolute favourite things in the world were arcades! When ever my parents took me on holiday, I would pray that nearby would be an arcade.
At its heart, is gamification Pervasive User Centric Design? Is it the cross over between real and virtual worlds?
What we need to do is step back from time to time and say “How will this actually impact the user”.
Focus. Pure and laser like focus. My daughter is about 2 years old. I got Toca Pet Doctor for her today as a treat. My 7 year old laughed at me and said “she will not be able to play that, she doesn’t know how”.
It is no secret that I would love to get the games industry to become more involved in gamification and have spoken to many people in the industry about it.
It might not be a game, but you still need rules and to understand how people might behave - not how you want them to behave.
What if people just don’t want to play your game? How do you engage them?
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