As know, Progression graphs and Badges may be the most
important Gamification elements. They provide instant feedback and give a
reward for certain action, in nontangible games, of course. Does this hold true
in all circumstances and applications? Well, I do not think so! Rewards and
Progression graphs must be meaningful for the user and each achievement should
be important to have the stimulating effect.
Well, as you can see, I got 2680 rewards and I am only 59%
through. Does getting any individual badge or achievement motivate me in any
meaningful way? Not so much, really. Moreover there the progression metrics are
not meaningful at all for motivation.
There are different kinds of nontangible rewards: Expected
vs. Unexpected with a different degree of contingency to them. It is known that
people way more strongly react to unexpected motivators as we are tuned to
faster notice and pay more attention to unusual objects or events. Diablo III ©
predominantly has Expected Completion-oriented rewards, which are not too strong.
In addition to that the rewards are not performance-oriented: you get most of
the rewards for just playing a game in due course in a continuous way, whether
you want them or not. These rewards can hardly engage, motivate the player or
change his behavior. Moreover, the rewards structure is so complex that planning
to get some of the rewards is not feasible. See the printscreen below for the
examples of these poorly designed rewards.
Guess, someone tried to copy the Microsoft (c) XBox (c) approach, but failed miserably!
(c) Nikita Rogozin 2013
No comments:
Post a Comment