Tip:
Highlight text to annotate it
X
>> Noah Schafer: Hi.
I'm Noah Schafer, and I'd like to talk with you a little bit about gamification.
You might might heard of it.
Gamification is about applying the lessons of games to other kinds of interfaces,
other things you might be working on.
Banking, insurance, any of those things.
Think about a World of Warcraft player.
That World of Warcraft player, on average, will spend twenty hours a week.
They pay about $100 to start the game, and about $15, well,
$15 exactly a month afterwards to keep playing the game.
They're not even being paid for their time, but they're working
like a part-time job kind of hours.
And what's going on is that their human psychology is being leveraged.
Their deep emotional needs are being leveraged.
So let me talk a little bit about some of those aspects.
One of them is challenge.
So Csikszentmihalyi talks about that, and that's the theory of flow.
There's also operating condition, which is about how we reward behaviors.
And so that's all about that operating condition aspect.
It's B.F. Skinner.
These are different kinds of human psychology that are being leveraged
within the structure of that game.
We're also experiencing, people are experiencing as they're playing
that game deep emotional needs that are being appealed to.
One model for that is Nicole Lazzaro's Four Fun keys.
So that's interesting to look at, too, but if you look throughout the game,
three are lots of emotional experiences going on.
There's a feeling of challenge and achievement
as someone overcomes different enemies in the game.
There's a feel of competition when someone plays against someone else in the game.
People get to hoard gold and auction things in the warehouse.
They get to socialize with other people within their guild.
It's like a big chat room, right?
They also get to raid with 20 to 40 other people.
It's a big cooperative thing.
Or even just relax and explore the game world.
So these are all different kinds of emotional experiences that correlate
with people's deep emotional needs, and when we understand what people's deep emotional needs
are when they come to you, that's when we can do something really powerful
and really engage people in a strong way.
We can build a strategy to deal with that, which we call our PET structure approach,
and that'll hit them in that way that will draw them in and in a way make them cared
for in a way that you haven't even considered before.
So that's why we really believe that you should consider gamification as you're doing your work.
Thanks for watching.