Agreed. Many people I know that are younger don't have cars because they either don't have the money or don't want to contribute to Climate Change. Never have I heard anyone say it was because of their phones.
I am concerned about the effect of games on motivation. A constant loop between dopamine+testosterone that affects the brain leads to losing motivation to anything that does not trigger the rush in the brain. We can already see our kids losing motivation to the real world and retreating for as much time as possible to the virtual world. Isn't gamification actually pressing to the wrong direction?
He's primarily talking about live performance, but I don't think that means Gamification should be limited to live content. It's entirely possible to remove the virtual from Gamification and apply it to the real world.
+DoubleSpoiler Yes, I agree with your opinion that it is easy to put Gamification into the real world. For example the discount coupons could be (very simple) Gamification too: The fifth sandwich will be free after you buy 4. And so the company rewards the long-term customers.
Wow, this is Kayan from Brazil. And firstly thank you for sharing such useful insights. I wonder how could gamification be applied for fan engangement?
Nice insight! Have you heard from the Octalysis Framework by Yu-kai Chou? I recently read his book about human core drives. Maybe someone is interested in such a perspective of gamification too ;)
Here because of Denti
Omg same!
amo noi
troppo noi
This is one of the best videos I've seen on this matter. Great job!
thank you so much
Don't take this too seriously. It's the viewpoint of a dude in marketing, not the view of sciences.
Agreed. Many people I know that are younger don't have cars because they either don't have the money or don't want to contribute to Climate Change. Never have I heard anyone say it was because of their phones.
I am concerned about the effect of games on motivation. A constant loop between dopamine+testosterone that affects the brain leads to losing motivation to anything that does not trigger the rush in the brain. We can already see our kids losing motivation to the real world and retreating for as much time as possible to the virtual world. Isn't gamification actually pressing to the wrong direction?
He's primarily talking about live performance, but I don't think that means Gamification should be limited to live content. It's entirely possible to remove the virtual from Gamification and apply it to the real world.
+DoubleSpoiler Yes, I agree with your opinion that it is easy to put Gamification into the real world.
For example the discount coupons could be (very simple) Gamification too: The fifth sandwich will be free after you buy 4. And so the company rewards the long-term customers.
Gamification is not limited to virtual world. it can be used in education at schools and even in your home without any technology and internet.
Wow, this is Kayan from Brazil. And firstly thank you for sharing such useful insights. I wonder how could gamification be applied for fan engangement?
Nice insight! Have you heard from the Octalysis Framework by Yu-kai Chou? I recently read his book about human core drives. Maybe someone is interested in such a perspective of gamification too ;)
Im a millenial and about 4 years without facebook,and one year without smartphone,And i'm very happy.