Um meinen Research etwas ein zu schränken habe ich mich für die Streamingdienste Twitch.tv und Mixer.com entschieden. Im heutigen Post werde ich mich den Interaktionsmöglichkeiten von Twitch widmen, die ohne die Nutzung von 3. Anbietern möglich sind. Ich werde aufgrund des Umfangs, nur die Möglichkeiten der Desktop Version untersuchen.
Schlagwort: games
Driving the point home
GAMIFICATION OF ELECTIONS – PART 5
Of course, filling an XP bar and collecting badges is not why people play a game Those are merely mechanics to engage the player on a deeper level, using human psychology. Gamification mechanics are tools, not the actual goal of a gamified app. So, in order to craft an experience the player actually enjoys, designers have to design for player motivation, not for mechanics. The Octalysis helps in this regard, as it divides player motivation in distinct categories, that are easy to design for.
„I Go to Seek a Great Perhaps.“
GAMIFICATION OF ELECTIONS – PART 4
The last chapter introduced us to different ways to encourage player behaviour, by exploiting their desire for gratification. These techniques are short cycle loops, that repeat often and foreseeably, to reinforce the player’s desire to engage with the game mechanics. They do not, however, drive the player’s desire to play the game! Feedback loops (to be detailed in a later chapter) are not the reason why someone will pick up the game again and again.
Six Degrees of Gratification
GAMIFICATION OF ELECTIONS – PART 3
Gratification is one of the most powerful experiences of the psyche. It is often said, that patience is a virtue. Seeking gratification is the direct opposite: it is the satisfaction gained by successful short-term tactics and emotional impulses, rather than planned, deferred gratification which is obtained by achieving long-term goals. While the latter is a cornerstone in Strategy games – creating a game winning strategy from the very beginning, often times foregoing short-term gains – most other game genres pander to short-term achievements and instant rewards.
What is Gamification, and How Can I Avoid Use It?
GAMIFICATION OF ELECTIONS – PART 2
“Gamification is the use of features and concepts (e.g. points, levels, leader boards) from games in non-game environments, such as websites and applications, in order to attract users to engage with the product.”
—Macmillan Dictionary
So, what are those “features and concepts from games”? How do they work and with what purpose? While these features are present in basically every game there is (after all, they are what makes them a game) there are variations in their use.
Voter Fatigue, or: Chronic Conditions of the Modern Mind
GAMIFICATION OF ELECTIONS – PART 1
Electoral turnout has been in steady decline over the past several decades. Neither the numerous motivational incentives, nor the lowering of the voting age, nor the pandering to electoral fringe groups could spur voters to take their voices to the ballots. While here in Austria there were 500.000 more voters eligible for the general election (Nationalratswahl) in 2018 than 13 years ago, the percentage of voter participation dropped more than 7% – from 86% in 1995 to 78.8% in 2018. The same pattern can be witnessed in the Austrian presidential elections. From a “high water mark” of 95% back in the 70s, the turnout declined continuously to reach the lowest ever value of 70% in 2016. This pattern emerges throughout all elections. But why?