Games of chance vs games of levels in gamification

You might not believe it, but we are busy here at Echo.it and will soon reveal more of our unique gamification solutions for organizations. In the meantime, I will share a very important concept with you all that relates heavily to gamification

Designing a good game requires that you design it right, both for its purpose (be it fun or educational) and for its addictiveness.

A simple game is rolling a dice. You roll one and I roll one, and whoever get’s the highest score wins. This is a game, and it might be fun for a short while, but since – all things being equal – we both will win an equal amount of times, the game quickly loses its appeal fast (but it did teach you something about probability I guess).

Well another type of games more or less eliminates chance and instead focuses on actions and strategies players take to advance in the game. These types of games tend to be highly addictive and allow for personal playing styles. Very much like World of Warcraft… or your career?

We want our jobs to be fun and our bosses want them to be addictive. What we do not want, however, is to have potential career advancement depend on chance. Many employees unfortunately feel it does sometimes. So the job for a game designer in a corporate environment is to build a game around the function of employees that mirrors World of Warcraft and not dices. That way the employee will not feel a drift on the whims of Fortuna, but instead will gather a band of trusty warriors and head into that dungeon of a new emergent market segment and find the magic value proposition to turn the lost lead into a gold pot… or something similarJ

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