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robertogreco : sebastiandeterding   3

Final Boss Form
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Dozens of psychological studies have consistently shown that giving expected extrinsic rewards for an activity (e.g. “If you do x, I will give you y amount of cash/points/…”) often reduces intrinsic motivation of people to do it. The first reason is that people feel controlled by the person giving the rewards, reducing their sense of autonomy… Secondly, giving a reward for an activity sends a strong social signal that you don’t consider the activity worth doing for its own sake.


—Sebastian Deterding, Don’t Play Games With Me! Promises and Pitfalls of Gameful Design (via maxistentialist)

This is one of the reasons Story War doesn’t really reward players for winning battles other than keeping track of how many battles they’ve won.

(via bradofarrell)

Gamification sucks (except when it doesn’t.)

I used to talk with Chris Poole about how the genius of 4chan is that it was built on a system of intrinsic motivation.

Because everything is posted anonymously, you feel safe in posting your ideas/thoughts/creative work. If it gets rejected, nbd because nobody knows it’s you. If it gets praise, only you know who is responsible for it. So you cache that praise, that feeling, that reward internally and your relationship to the space grows from that.

I would argue that despite their notes and upvotes, social equity is built on Tumblr and reddit in a very similar way.

This concept is central to the work I do designing fanspace which is a name I just made up for “building rules and operations for fan communities.”

It’s also central to Tricia Wang’s understanding of the way that we build identity and relationships online."
kenyattacheese  triciawang  4chan  motivation  intrinsicmotivation  chrispoole  sebastiandeterding  gamification  tumblr  reddit  psychology  autonomy  meaning  value  purpose  rewards  control  relationships  anonymity 
june 2013 by robertogreco
Pasta&Vinegar » My (quick) notes from Playful10, London
"what's wrong w/ gameification: 1: games are not fun because they are games, they are fun because they are well designed! Sturgeon’s Law “90% of everything is crap” 2: rewards are not achievements, this is just bad psychology. Vendors who sell this have a Pavlovian model in mind. “it’s so 1940″ as Deterding said…exemplified by showing game on which there’s big button called “earn 1,000,000,000,000 $” you can click & win. Based on the reward model, this would be the best game. As described by Raph Koster, “fun in games arises from mastery”. 3: competition is not for everyone!

…problem is also that gameification has side-effects: creates unintended behavior, people game the system & it messes w/ implicit social norms.

When people take gameification too directly, they generally miss that games are about: fictions, make believe, talk, & freedom to play (”whoever plays plays freely, whoever must play cannot play!“). Playing = “as if” & playing is fun because of the autonomy."
games  gaming  motivation  sebastiandeterding  tommuller  paulbennun  naomialderman  tobybarnes  nicolasnova  hgwells  raphkoster  playful10  pavlov  bertrandduplat  competition  badges  psychology  autonomy  play  mastery  social  gamedesign  experience  gamification 
september 2010 by robertogreco

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