Tag Archives: gamification

Imagining Your Future Self Can Help You Be Healthier Now

imagining-your-future-self-can-help-you-be-healthier-nowDid you know that visualizing yourself differently can help you make health changes now? Depending on what you’re trying to change, either imagining a better future you or a worse one could provide the psychological and physiological fuel for transformation. For people looking to lose weight and improve lifestyle behaviors, picturing a worst place scenario future self might help. If you’re struggling instead with chronic pain, your solution may be to envision a better future you. Continue reading Imagining Your Future Self Can Help You Be Healthier Now

Why Do Scientist Badges Work?

Why Do Scientist Badges WorkIf you’ve ever seen me do any version of a talk on motivational design, you know I’m skeptical about the utility of badges for engagement. It’s not that badges are a bad tool. It’s that they get misused. Programs may award a badge for the wrong behavior. Or the badge may encourage cheating and shortcuts to get the reward. Or, while a virtual badge rarely carries any real value, it might be too much reward for the behavior, eventually leading to lower engagement levels. So, I was surprised to see that an effort to award scientists digital badges displayed alongside their publications in search results was gathering momentum. Continue reading Why Do Scientist Badges Work?

Disinhibition In Vegas: Casino Design and Human Behavior

Disinhibition in VegasCasino design is fascinating. Casinos are one of the few places with the dual goals of engaging people in their immediate environments while completely obscuring the visibility of any other environment. Casinos don’t just want you to gamble with them: They want you to eat, drink, sleep, watch entertainment, and gamble until you’re broke inside their facility, without even thinking about wandering outside to find another one. They want you fully¬†disinhibited, and are full of mechanisms to get you there. Continue reading Disinhibition In Vegas: Casino Design and Human Behavior

Case Study: How TripAdvisor Supports User Competence To Motivate Reviews

Case Study-I wrote my first TripAdvisor¬†review after my trip to Turkey last year. We found a restaurant near our hotel for dinner and liked it enough to return for a second meal. Each time, our waiter practically begged us to review them on TripAdvisor once we got home, and even gave us a business card with a specific call to action to write the review. It seemed that businesses in Turkey (and, I came to notice, in many other international locations) rely on TripAdvisor to drive tourists to their establishments. So, when I got home, I penned the review and a few others for places we’d really liked on the trip. Continue reading Case Study: How TripAdvisor Supports User Competence To Motivate Reviews

Case Study: Making Social Change Fun

nullWhile I was on vacation recently, I set a post to publish about infusing fun into social good to make people more likely to participate. Whether it was my being more aware of examples having recently written about the idea, or a growing use of gamification to prompt prosocial behavior, I was delighted to see another fun example of how game elements can help people help others: Continue reading Case Study: Making Social Change Fun

The Gamified Good

GamifiedMaking a chore into a game is a fairly obvious way to make it seem less tedious and get more people to participate. A lot of health technology tools have tried taking a game-like tack: Fitbit’s badges, for example, apply a gamified reward system to physical activity (albeit one that becomes less rewarding the more you use it). Almost any health app will incorporate at least some game elements like badges, leveling up, or social competition. Yet, they clearly have not solved public health issues like chronic obesity. Continue reading The Gamified Good