9. 3 x Gamification & COMMUNICATION
Gamy
campaign
Brand
Brand
Gamy
Gamy product
Campaign
one-time spectacle for attention or
affective communication
AMPLIFIER
amplifier of engagement
Product
Enhanced core product value
layer
47. »Learning is one of the fundamental reasons games are
so engaging. The more you learn, the better you are at
something. The better you are, the more engaging it is.
If you can help people have more of that feeling, they
won't talk about how good you are – they'll talk about
how much they kick ass. And that's a powerful formula
for creating passionate users.«
Kathy Sierra
upgrade your users, not your product (2005)
49. Raph Koster
»Fun is just another
word for learning.«
a theory of fun for game design (2005)
50. »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.«
Raph Koster
a theory of fun for game design (2005)
53. 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)
83. Rainer Knizia
»The life blood of game design is testing.
Why are we playing games? Because it‘s
fun. You cannot calculate this. You
cannot test this out in an abstract
manner. You have to play it.«
shift run stop, episode 40 (2010)