I was really curious about this book because it seems to be the go-to book on gamification. I find it incredibly helpful - here are a few points:
-“behavior-change gamification seeks to form beneficial new habits among a population” p 23
So that’s the official term for what I’m focusing on!
-Problems with boredom
However, if you approach gamification in this way you’ll quickly run into trouble….But these users often get burnt out by the enldess treadmill of points…and abandon the system.
This could be something look out for in programs that either don’t have a leaderboard or don’t hone in on it. For example Duolingo as far as I understand it hones in on friends that are close to you, and those are the only ones that show up on the leaderboard.
Another interesting aspect - the lack of failure makes you continue in the game.
This was interesting - at some point just regularly giving rewards isn’t enough - I assume that most games get around this by using badges or quests or whatnot to shake things up
It’s not just badges, but unexpected badges that work.
The book also talks about progressions stairs - HOW players level up - a regular progression is boring - games often start with a simple progression (onboarding) because it helps the game become more addicting in the beginning, with every next level getting harder and harder - sometimes called an RPG progression. The book says that this isn’t good enough - a better game will offset this with harder and easier levels so that players can catch their breath and experience a sense of mastery before a challenge.