Education MMOs: UR Doin It Wrong

Many game people like the idea of educational MMOs (or at least acknowledging the real learning opportunities present in entertainment MMOs), and educators like the idea of gamified curriculum to engage what they perceive as a gamer generation of kids, so there has been momentum for educational MMOs for many years now.

There are two general approaches that I have noticed again and again in discussions of education MMOs (and there are still far more discussions than produced, playable education MMOs):

  • Take educational curriculum and put it into the visual and experiential language of MMO video games (often with a comic book or cartoon derived art style)
  • Take existing MMOs and create educational curriculum to facilitate the use of these existing MMOs in classroom activities

I think that both approaches completely miss the beneficial points of applying MMO game thinking to real-world education. This article will elaborate a bit on areas that I think should get less emphasis in educational MMO designs (relative to the emphasis they currently enjoy), and some neglected aspects of MMOs that I believe are far more important to make a successful educational MMO. Read more

Gamer Humor for the Minor Illusion of Win

Effectively using humor in marketing is tricky. If you know your target market well, humor is great linkbait. The most viral web phenomena to date have all been funny… to some people. The problem is knowing if the market for your website or app has a generally homogeneous sense of humor.

Sometimes we are so immersed in our personal subcultures that we fail to see how anyone can NOT get the jokes that we take for granted.

Nowhere is this becoming more of a problem in my media diet than in the realm of gamer humor. Something happened this past week that made me wonder if gamer humor has crossover potential or if the misapplication of gamer humor is going to become a problem now that gameification is the new the black.

Gameification may be encouraging game designers to apply the stock tools* of game design to applications that might be much better without even a whiff of Leeroy Jenkins’ chicken.

*If chainmail binkini and “<blank> of <blank>ing” jokes are any less of a stock game tool than “badges” I’ll eat my lush dwarven beard.

But Everyone I Know Thinks It’s Funny!

Obviously, the more edgy or weird your jokes are, the higher the risk/reward potential is for creating a spectacularly offensive dud or the next big viral joke. Geek culture may be cool now, but gamer culture is still a niche experience, regardless of our powerful self-referential presence on teh Interweb. Read more

Could Gameplay Combat TV Ad Zapping and Zipping?

Gameplay during commercials may be an effective way to get more people to pay attention to sponsored ads on broadcast television. Interestingly, it is very rare to see any type of contest or game-like promotion to reward people for watching commercials, even though that behavior is highly desirable to broadcast advertisers.

  • Can gameplay be used as incentives for attentive t.v. commercial viewing? Could games help television advertisers cultivate the interactive engagement and motivation that lead to direct response after ads are viewed?
  • Are commercial games rare because games were not effective in this role in the past? Or is it because so many marketers assume any type of game has to involve an expensive prize or legal consultation to make sure the promotion is on the right side of gambling and lottery laws?
  • What types of games would be compelling during live broadcast commercial breaks? What issues would need to be addressed to prevent people who did not watch the commercial from simply scraping the commercial contents from a web resource after the actual broadcast?

Zapping and Zipping Commercials into Extinction

Since the development of the home VCR, advertisers have been concerned with zipping—fast forwarding through commercials during recordings of sponsored television programs. Newer technologies have only increased advertiser paranoia that television viewers are prerecording shows and then skipping the commercial breaks. A similar concern was raised with the advent of remote controls which let users change the channel during commercial breaks with very little physical effort (zapping). Read more

N00b Proof Your Funware. Tech Support Will Thank You.

Funware is only fun if people understand what the hell is going on. How hard is it to confuse people by putting a game where they weren’t expecting a game? Well, it depends on the user experience… and sometimes users are more easily confused than you ever imagined.

This post will explain the potential usability problems if you add funware to your existing user experience, and what types of users are most likely to be impacted (hint: it’s not the dumb-as-dirt minority you are probably scoffing at already). In the conclusion, I’ll give 4 actionable tips to improve the usability of your funware (and drastically lower the chance that your funware will drive users to drive their tech support staff crazy).

“I Have the Pac-Man Game and I Want to Disable That?”

Have you heard the audio recording of a tech support call resulting from Google’s super-cute interactive Pac-Man logo? This poor woman uses Google for productivity and instead she found a noisy game on the Google search page, so she called tech support to try to get the game removed.

Awkwardness ensues, but the tech support hero helps her work through the problem (which is mainly that the game sounds are still audible while she is trying to do other stuff in her browser, the way she probably does every day). If you’re a good software designer you are going “oh that’s a problem, hm… how could they have avoided this issue” but if you’re a less user-focused software designer you’re thinking “what a dumbass, there were several ways for her to work around this without calling tech support.”

If you’re in the latter camp, you need to go work in tech support for a while. Seriously, it is boring and repetitive and you rarely get to solve any interesting problems but you can’t design good software unless you understand what it’s like to be a “pure user” with no idea how to troubleshoot or work around a software experience that doesn’t match your mental model. Read more

Nicole Lazzaro: a Useful Theory of Fun

Just watched an interesting video of Nicole Lazzaro speaking about her excellent research and insights into how game players experience emotions (her most cited work identifies and explains the multitude of human emotions that most people just lump together as “fun”).

Why Lazzaro’s Theory of Fun Is Useful

Lazzaro’s work is comprehensive and she thinks outside the box of the mainstream video game industry.

Her insight goes far beyond just making a game fun for the sake of fun. Unlike design professionals in every other industry, such as architects and productivity software designers, game designers sometimes resent having to design games that produce other measurable, quantifiable outcomes besides fun. Creating a functional building, working within end-user specifications and other design constraints is essentially what an architect is paid and expected to do but there are obviously major perks for architects that also create enjoyable, livable, beautiful spaces too. The aesthetic component is there, as with website design, but the practical constraints really define the design challenge. It’s the same in a marketing game or gameified application trying to achieve outcomes above and beyond a good time for the player.

When the game has to serve a purpose beyond simply being fun to play, I think it’s best to look to designers like Lazzaro for insight rather than to the mainstream video game industry right now. Studying Grand Theft Auto or the intricacies of a good tower defense game WILL NOT help you develop a great social media title that engages your customers with your brand. Studying how and why players experience fun, engagement, and motivation while gaming WILL help you. Read more

Know the Limits of Game Mechanics

So, you want to add game mechanics to your new online product? Where do you begin?

Short of hiring an experienced game designer, how does a business or creative person learn enough about game design to effectively integrate social badges, leaderboards, and points systems into non-game products?

This is a tough question because every single one of the best books I’ve read about game design are too long, too academic, or too esoteric (for someone who isn’t a hardcore gamer or old enough to have played decades of the games referenced in the texts). I’m starting to see some short, simplified books describing the new Funware trend, but they tend to convince people that Funware is the new hotness, rather than help people actually apply it.

People need an accessible marketing-oriented book that instructs a game design novice on the finer points (and pitfalls) of using game mechanics in their product or user experience designs. I have not found that book yet, but parts of it exist in many related books. It’s not that this information is not out there, it’s just not available in an effective format for some of the folks who need it now.

So, no dream book yet, but I saw a FANTASTIC slideshow today.

If you’re a website or app designer, there is a good introductory slideshow now for using game mechanics effectively in non-game product designs, thanks to Sebastian Deterding. Read more

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