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This link recently saved by rachelc on September 28, 2011
It’s also what you call some people’s idea that the world would work better — that we’d solve all sorts of high-concept problems (war, hunger, baldness) — if the risk-reward structure of games could be applied to tasks such as clocking into work on time, doing your taxes, emailing a co-worker a timely response, or brushing your teeth. One “gamification” expert goes so far as to say that “reality is broken”, and that only games can “fix” reality. This expert wrote a book which magnificently proves that at least one person on earth has held more conversations with psychologists than grocery baggers. Depending on my mood, I’ll shrug and go either way: half of the time, I’ll agree that reality is broken. Of course it is: why can’t I just be happy all the time? Why do I get hungry? Why do I have to keep going to the bathroom? Why won’t the girl I like just marry me already? I’ve asked her like ninety-two times.
This link recently saved by rachelc on January 30, 2011
To be expected, the game is very well designed. From happy pixel citizens to cute tail-wagging dogs, CityVille keeps you emotionally glued to the screen in ways only a behavioral psychologist could understand.
For this post I've decided to deconstruct the "social sharing" of CityVille, levels 1-3. To grow their user base Zynga uses Facebook wall posts and target friend invitations through their "Goal/Reward/Share" system.
This link recently saved by rachelc on September 07, 2010
SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games. I’ve republished the accompanying document below, which should be interesting to anybody trying to inject a gaming dimension into their products.
This link recently saved by rachelc on April 03, 2008