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Gamification

Unique takes on making daily activities fun and interactive through gamifying.

Motivation is the driving factor, causing the individual to act in service of a goal. There are many theories, ideas, and reasons for how and why someone becomes motivated; however, regardless of where it comes from, it is the main force in completing tasks and objectives.

Accomplishment motivation is to present behavioral change as a challenge to overcome. Everyone needs somewhat of a challenge that feels achievable along with the reward and feeling of greatness by winning/accomplishing tasks known as the accomplishment concept.

Ownership

The discovery that people who own something tend to perceive it more favorably than those who do not are known as the "ownership effect."

The idea of creative freedom is paradoxical; everyone wants it, yet too much of it can put a writer in perilous situations. People who aren't in the creative industries tend to think that writers and other creative types value their freedom of expression above all else more than income increases, advancements in status, or appreciation for their labor. However, this can be misleading as there are certain necessities everyone must take to survive, thus, we and others create the illusion of choice.

Aesthetics is a simple concept: certain sensory stimuli are pleasing. Humans enjoy seeing, hearing, smelling, tasting, and feeling, among other things. As a result, we can create incentives based on these stimuli to motivate behavior change; then, if users change their behavior, we can reward them with enticing sensory stimuli.

Pseudorandom number generation methods are frequently used in computer games to select a random number and modify the environment based on that number. Users can play the game in a variety of unique, surprising environments thanks to this.

 

The idea is the same whether we choose our random number using dice, a deck of cards, or a rotating wheel like in roulette. There are a certain number of results, and one of those results is chosen. The likelihood that a result will be chosen is calculated by dividing the number of times it appears in the choices by the total number of possibilities that can be chosen.

Epic Narrative is a story surrounding the hero’s journey theory in written composition. This is proven to be motivational through games, especially ones focusing on RPGs and storytelling. By storytelling, individuals can create or are immersed in a motivational environment to participate.

Scarcity can be produced in other ways besides by reducing the quantity of an item. With time, you can also produce scarcity. The McRib and Shamrock Shake, as well as Black Friday bargains at Walmart, are examples of products and services that feel valuable since they are only offered for a brief period of time.

 

This emotion, often known as "FOMO" or the "Fear of Missing Out.”

Humans are social creatures by nature. We are concerned with impressing others, adhering to social norms, and interacting with others. Popularity and the desire for approval are two motivating factors on the topic of Social Influence. We want others to agree with our decisions, and we seek advice from others on what to do in a given situation, which is referred to as social norms. These  norms are a group's unwritten rules such as hand-waving or saying "please."  And as humans, we are frequently placed in situations where we are not compelled to imitate others in order to fit in, but we may question our own actions.

Avoidance

Death does not have the same significance as it does in other games, which is a typical criticism of more casual video games, especially role-playing games. Why would a player want to avoid dying if the only thing they lose is a few seconds of game time? Why not simply charge into every combat, prepared to respawn and charge in once more if necessary?

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