“Gamification isn’t enough: we’re missing something big here” — Peter Friedman

The movement of gamification that aims to increase involvement and enjoyment of work, education, and training is missing something and this something is one of the final and missing links to successful gamification.

“Using the dynamics of games as a way of improving engagement in such things as work, marketing and education shows great promise, but something relevant that gamers do is being ignored. This ‘elephant in the room’ of gaming activity that seems conspicuous by its absence from gamification practice has been called ‘affinity space’. It’s where dedicated gamers ‘gamify themselves’ into doing (directly relevant and perhaps surprisingly intensive) things together other than ‘just playing the game’. Video gamers rely intensively upon developing and using ‘tacit knowledge’ to play a game, knowledge which contains a wealth of ‘unexpressed experiences, phenomena and capabilities’.”

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