Sententia Gamification: Gamification for Talent Development: Deconstructing the Psychology of Games to Entice, Engage, and Encourage Learners

Dr. Jonathan Peters, Chief Motivational Officer shared his contagious enthusiasm for bringing more gamification to learning. Key takeaways:

  • Entice, engage and encourage (them to take learning from game space to work space).

  • Hard, because our brains associate the learning with whatever environment it happens in.

  • Gamification is motivational design. It deconstructs game atribures to drive game-like player behavior ina non-game context.

  • “saying motivation design” instead helps with people who think their work is too serious for games

  • Loyalty programs are a type of gamification – not necessarily fun, but using game mechanics to drive behavior

  • When designing, we tend to create experiences we enjoy. But we need to know what our learners consider to be “fun”.

  • Most studies done on college students, because they are cheap - however may not be representative

  • With many games, they may have more fun, but outcomes aren’t any better. Maybe the mechanics don’t resonate with them (badges, points etc.)

  • GAMES Design Method:

    • G oal

    • A dventure

    • M ethod

    • E ngagement

    • S ync-it

  • They train people in gamification – apprentice, journeyman, master craftsman.

  • One fun example was a game to train employees about something they considered boring. In it Terry turkey has no feathers, every question you answer gets him a feather. If you don’t get at least 22/25 feathers turkey explode. Most people did it twice just to see him explode.

  • Different player types, according to Richard Bartle

  • Killers – focus on winning, rank, and direct peer-to-peer competition, engaged by leaderboards and ranks (it’s not enough for them to win, they want to watch you die)

  • Achievers – attaining status and achieving preset goals quickly and completely

  • Socialites – focus on socializing and a drive to develop a network of friends and contacts – newsfeeds, friends list, chats

  • Explorer – focus on exploring

  • Dr Peters discussed the Reiss Motivational Profile, which is an empirically based taxonomy of human needs and desires culled from a huge data set, cultures from 4 continents. We all have because they move our genes forward. I would like to know more about this, and wonder whether cultural conditioning and gender expectations play a role in who and how people prioritize and display these traits:

    • Acceptance

    • Beauty

    • Curiosity

    • Eating

    • Family

    • Honor

    • Idealism

    • Independence

    • Order

    • Physical activity

    • Power,

    • Saving

    • Social contact

    • Status

    • Tranquility

    • Vengeance