6500 XP. Skiing is easy. Skiing “well” is very difficult. The same happens when you try to design a Serious Game, whether it’s a treasure hunt, board game, using an existing commercial video game or a series of dynamics in company. In all cases, which really refer to technological implementations, we can adapt the story to be told, as well as the aesthetics to be shown, for a class undergoing executive training, for say, managerial skills. No problem. But you have to design it, and almost from scratch, for every new implementation. It’s very easy to do it badly and you have to tread carefully. And do your homework first, incidentally.
8600 XP. I end as I started. We can reward the user with extrinsic motivators (such as, for example, cash rewards or discount vouchers) or intrinsic ones (such as kisses, the recognition of a job well done or fostering a sense of belonging to the company). The “bad” designs concentrate on the former and tend to forget the latter. The former are good for keeping long-term interest. The second ones guarantee the short-to-medium term. And they are essential for connecting the experience with the values that lie within the latter. And also to avoid ending up designing a people programming machine which ends up being used by the impulse and addiction it generates and not because we are really having a good time.
XP 10000. The “extreme knowledge” trophy unlocked”. I leave the sword, shield and helmet resting on this oak and I lay down to sleep for a while, with one eye half open, just in case.
This text forms part of the article Mission: I gamify, you gamify, she gamifies… published by Dr. Oscar García Pañella, Senior Gamification Consultant at Cookie Box, for the journal CatEconòmica nº515 .