Tuesday, January 24, 2012
Mainstream Gamification
Computerworld piece on gamification. Some useful statistics and definition of terms. We used many of these game dynamics ideas. These are pretty simple user interface and engagement ideas. The kind of 'games' usually pointed to as successful are usually much more complex, visual and interactive. And are thus much more expensive to create. That remains a dilemma of gamification in general. To play you have to be willing to invest your time, so the entertainment-style reward has to to be there as well. It is surprising what people are willing to do with very little entertainment value. But sometimes there is not enough to make it engaging. As the article suggests, measuring the impact is key. Analytics again.
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Gamification
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