Wednesday, July 24, 2013

Tractatus of Gamification

I found a video by gamifier Zichermann on Google+, which linked to the main gamification blog/website at

I felt inspired to share my ideas about gamification, in the form of a tractatus.

          1. The value of a game is its dynamic value. There is no game without dynamic value. If the end-user does not have a dynamic, the game must create a dynamic. If dynamics are artificial, the result is artificial value. But where the game actually has value, value can be created.

          2. To gamify, it is possible to add user-value. But this seems to incur a linear expense. How to add infinite value to a game without having an infinite game? It seems important to connect multiple games rather than leaving a dead end-product. The value of psychic games, the value of coherent games. The value of games with a functional concept, versus the commercial value of expendability. The need for phenomenological mapping. The value of creative games. Variablism: adding the exact factor that extends the value of the game, or the desire for relationships of products, sub-categories of functions, etc.

         3. The user should add value to the product.

         4. If the end-user /crowd-sourcee has no value, then where is the incentive to gamify? The need to add value to the consumer is also the opportunity to build the game into a more permanent context.

That's it for now, pretty brief, covers a lot of the source, solution, future, and problem.

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