41. Raph Koster
»Fun is just another word
for learning.«
a theory of fun for game design (2005)
42. Raph Koster
»Fun from games arises out of mastery.
It arises out of comprehension. It is the
act of solving puzzles that makes games
fun. With games, learning is the drug.«
a theory of fun for game design (2005)
43.
44.
45. Edward Deci, Richard Ryan
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
the what and why of goal pursuit (2000)
46. Teresa M. Amabile
»Of all the positive events that influence inner
work life, the single most powerful is progress
in meaningful work. … Truly effective video
game designers know how to create a sense of
progress for players within all stages of the
game. Truly effective managers know how to
do the same for their subordinates.«
the progress principle (2012: 76, 88)
67. Edward Deci, Richard Ryan
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
the what and why of goal pursuit (2000)
77. »There are reasons that this company has a higher turn
over of staff than a call centre. ... A lot of micro
management, big teams and knee jerk copycat change of
directions often mid sprints. Frequent prolonged crunch
mode has resulted in low quality software and bad
company vibe. Partly due to unrealistic hard deadlines
pulled out of a woolly hat. A fear of failure postpones or
cancels most releases. ... No, I would not recommend
this company to a friend«
Anonymer Mitarbeiter
glassdoor (2014)