Gamification of Elections - Part 6

Cast Vote? Yes / No / Cancel

GAMIFICATION OF ELECTIONS – PART 7

In this final article I will circle back to the original question: What to do about declining voter turnout. How to reinvigorate the interest in voting – especially for a new generation, trained on instant gratification and stuck in constant feedback loops. Working on this from the angle of a game designer won’t deliver a cure-all solution. It probably won’t even make a dent in the graphs. But the general idea is a powerful one, and if just a handful of people can be attracted to politics, into electoral studies or more generally in the process of democracy, then the effort should be worth it.

CURE Runners Logo

CURE Runners – Game Mechanics in Action

CURE Runners is an e-learning game developed by the Austrian developer agency OVOS. It aims to teach players about money management using the redeemable points of the game as a virtual economy. Which will already sound familiar to anyone who read the previous blogpost, discussing the most common game mechanics. In this post I want to have look at if and how CURE Runners, incorporated these mechanics:

Gamification of Elections - Part 6

¿Hablas Gamificación?

GAMIFICATION OF ELECTIONS – PART 6

In this article I will dissect the popular language learning app “Duolingo”. I will take a look at the different gamification elements in play, the UI design and UX of the app and analyse them. Disclaimer: I won’t go into the monetization efforts of this app – as this would be enough to justify a blog article on its own.

Duolingo uses implicit game mechanics: it is a learning app that uses game mechanics, instead of being a game with learning elements attached to it. This means that we will see the full potential of gamification methods in “serious apps”. After taking a first look at the player journey, we see that the different phases don’t really differ too much from another.

Driving the point home

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 seek the great perhaps

„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.

Designing Problems to Promote Higher-Order Thinking

For problem based learning (PBL) the required level of content knowledge should be made clear at the start or the players’ current level  assessed and the game adjusted accordingly. If the problems are too difficult players will get frustrated. On the other hand, if the problems are not challenging enough they will neither engage players nor stimulate critical thinking. Therefor, problems should be just slightly above players’ current skill level so they need to extend their knowledge base and skills to solve.

Six Degrees of Gratification

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.

garfields-count-me-in

Digital Math Games

(fig.: Grendel Games, „Garfield’s Count Me in“, 2016)

„Peter buys 10 eggs at the market, at home he makes scrambled eggs for him and simon with 2 eggs each – how many eggs are left afterwards?“ – we all remember the story problems from our school time. Story problems put the otherwise often rather abstract math problems into a (more or less) relatable context, making the matter more tangible. In these kind of problems students need to understand the question, decode the given information and find the right methods to come up with the answer. They are more engaging than a plain formula to solve and are urging students to think about the problem at hand in a much broader way, connecting information and training mathematical comprehension. (1)

Gamification of elections - Part 2

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.