Friday 27th May, 2011
4:05pm to 5:05pm
In 1960, Milton Bradley published “The Game of Life”: a capitalist wet dream of a board game, won by the lucky one who retired richest. Today, “gamification” vendors still take Milton Bradley seriously. From losing weight to saving Africa, from watching TV to matching DNA sequences: there’s nothing that couldn’t be made more fun by adding points, badges, and other elements from video games. At least that’s the selling proposition.
Yet the debate on gamification is deeply split. On the one hand, marketers dream of customer mind control, on the other game designers warn of digital snake oil sellers and shallow ‘pointsification’. How to design a playful experience that is truly meaningful to users – instead of just creating shallow novelty effects? Which lessons do games really hold for other products and services? What criticism is valid? And how can designers interested in “gameifying” an application steer clear of the worst pitfalls?
An aspiring architect in the cathedral of human understanding. Researcher & designer working on UX, games, gameful, playful and persuasive design.
Sign in to add slides, notes or videos to this session