3. Gamification for Gamers
The Saturation Problem
Gaming Literacy
Deep Motivational Techniques
Mastery, Autonomy, Purpose
8 ways to design for deeper engagement
22. Writing on the Wall
Gamification will suffer the same fate
The gaming-literate audience exists
Fun facts from the esa:
- The average gamer is 31 years old
- 59% of all Americans play video games
- People of all ages are playing video games.
The stereotypical gamer disappears.
23. How to build a Monster
game design motivational patterns
50. Actions over System
Allow for mastery in your tasks
- Provide Feedback
- Properly challenge the skills
Create Deep Systems
- Provide relatable goals
- Offer meaningful rewards