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	<title>Josh Chambers &#187; Gaming</title>
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	<link>http://joshchambers.com</link>
	<description>a giant, aggregated, pile of my internet behavior.</description>
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		<title>Game Mechanics: The Gaming Frontier</title>
		<link>http://joshchambers.com/game-mechanics-the-gaming-frontier/</link>
		<comments>http://joshchambers.com/game-mechanics-the-gaming-frontier/#comments</comments>
		<pubDate>Thu, 21 Apr 2011 19:55:59 +0000</pubDate>
		<dc:creator>Josh</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Psychology]]></category>

		<guid isPermaLink="false">http://joshchambers.com/?p=1209</guid>
		<description><![CDATA[Originally posted on MediaPost &#8211; just republishing it here. It&#8217;s time to stop making out with game mechanics Gamification is happening and for the record &#8230; I love it. It has huge potential, but only if we stop trying to make out with it and work to understand it. When it comes to gamification, if [...]]]></description>
			<content:encoded><![CDATA[<p><em>Originally posted on <a href="http://www.mediapost.com/publications/?fa=Articles.showArticle&amp;art_aid=147818">MediaPost</a> &#8211; just republishing it here.</em></p>
<p><strong>It&#8217;s time to stop making out with game mechanics </strong></p>
<p><img class="alignleft" style="border: 0pt none; margin-right: 15px;" title="gaming411" src="http://m.mediapost.com/publications/101/gaming411.jpg" border="0" alt="gaming411" hspace="6" width="200" height="161" align="left" />Gamification  is happening and for the record &#8230; I love it. It has huge potential,  but only if we stop trying to make out with it and work to understand  it.</p>
<p>When it comes to gamification, if we stay our current  course of throwing badges and leaderboards at people, we will be left  with poor user experiences, jaded consumers, diluted brands and overall  devaluation of strategic thinking. Instead, we should seek to understand  the physiological drivers behind game mechanics, to identify our target  and to leverage that information to create systems that reward people  for specific achievements that they care about.</p>
<p>Many of us  promoted social media without understanding it. Some of us understood  it, but did a poor job of turning down the volume. The result? Clients  regularly ask for Facebook pages, not strategic thinking. Unless we  educate ourselves and get vocal about gamification, we can expect more  of the same: clients asking for leaderboards instead of a strategic game  plan.</p>
<p>It is problematic when we&#8217;re just as enamored by new  technology as our clients are &#8211; and I&#8217;m just as guilty as anyone. Let&#8217;s  keep the excitement but start asking and answering the right questions.   For starters, the right question isn&#8217;t: &#8220;How do we add a leaderboard to  this?&#8221; The right question is: &#8220;What is it about leaderboards that  engages people?&#8221;</p>
<p>For better or worse, much of human behavior  is driven by the desire for achievement and reward. There are, of  course, other drivers, but our brains are hardwired for those two in  particular.</p>
<p>I&#8217;d like to introduce you to our little friend,  dopamine. As opposed to opioids that control pleasure (think opium),  dopamine is a neurotransmitter that governs our rewards. When we expect  to be rewarded, our dopamine levels are raised. Raised dopamine equates  to positivity and fulfillment. Conversely, when we feel deprived, our  dopamine levels drop.</p>
<p>Here&#8217;s the thing: In real life, aside  from immediate rewards like eating or sex, achieving rewards usually  requires a longer process with an unclear path. For example, getting a  promotion takes time and the path is rarely clear. So (unfortunately),  people turn to shortcuts that offer instant gratification: chocolate,  money, TV, sex, etc. They want more dopamine more often. The renowned  psychologist Jaak Panksepp refers to this process as &#8220;seeking.&#8221; We&#8217;re  fed with dopamine as we seek to achieve what we perceive to be a reward.</p>
<p>Enter gaming: Games are packed with frequent rewards and  good games make the path to achieving those rewards clear &#8211; much more so  than achieving the next promotion. In games you level up, master the  button combo that literally rips your opponent in half and then you  unlock new characters, achieve badges, acquire a badass weapon &#8230; you  get the picture.</p>
<p>In other words, gaming provides frequent  paths to achievement, thus providing people with the chemical rewards  their brains love. So if dopamine is in high demand and achieving  rewards provides it, our next question should be: &#8220;How do we create  something that rewards people through achievements they care about?&#8221;</p>
<p>When we start with that question, we are forced to ask a few more  questions &#8211; questions we should always be asking. &#8220;What would this  target care about? What do they want to achieve? What would be rewarding  to them might not be rewarding to others?&#8221;</p>
<p>For example, does  a teenage boy really care about being No. 1 on an acne-cream  leaderboard? &#8220;Yes! I&#8217;ve been trying to date this girl to no avail. But  now that I&#8217;ve got 1,000 Acne Points and I&#8217;m the Acne Cream Tribal  Leader, I can publish that to my Facebook wall. I&#8217;ll be totally  irresistible.&#8221;</p>
<p>Those are the kind of experiences we can  expect when the first question is, &#8220;How can we add a leaderboard to an  acne-cream Web site?&#8221; Instead, we should start by asking, &#8220;What do  teenage boys with acne care about? What do they want to achieve? How  might we inspire brand engagement through facilitating those  achievements? What do meaningful rewards look like? How can we make  their experience with our brand fun?&#8221; This naturally leads us to, &#8220;How  do we create something that rewards teenage boys through achievements  they care about?&#8221;</p>
<p>Here&#8217;s a more uplifting example using  grocery stores. Plenty of people hate grocery shopping (myself  included). Let&#8217;s answer these questions:</p>
<p>Q: &#8220;What do they care about?&#8221;  A: Not being at the grocery store.</p>
<p>Q: &#8220;What do they want to achieve?&#8221;  A: To get out of there ASAP, not forget anything, and to save some money if possible.</p>
<p>Q: &#8220;How might we inspire brand engagement through facilitating those  achievements?&#8221;  A: Use a branded mobile app that provides shopping-list  and mapping functionality while timing shoppers&#8217; trips to the grocery so  they can compete with themselves/others.</p>
<p>Q: &#8220;How can we make  their experience with our brand more fun?&#8221;  A: In addition to  competition, the app could reward shoppers for buying sale items,  unlocking coupons and inserting booby traps throughout the store that  the shopper can avoid by moving fast.</p>
<p>A bit of an  oversimplification, but hopefully you get the gist. Don&#8217;t build  something boring and then try to make it fun with &#8220;game mechanics.&#8221;  Instead, build something inherently more game-like and it will be fun.  How? Set out to understand your target and then create things that  reward them for definite achievements that they really value.</p>
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		<title>Exergaming &#8211; Wikipedia</title>
		<link>http://joshchambers.com/exergaming-wikipedia/</link>
		<comments>http://joshchambers.com/exergaming-wikipedia/#comments</comments>
		<pubDate>Thu, 05 Aug 2010 17:15:23 +0000</pubDate>
		<dc:creator>Josh</dc:creator>
				<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://joshchambers.com/exergaming-wikipedia/</guid>
		<description><![CDATA[Exergaming or exer-gaming (a portmanteau of &#8220;exercise&#8221; and &#8220;gaming&#8220;)[1] is a term used for video games that are also a form of exercise.[2] Exergaming relies on technology that tracks body movement or reaction. The genre has been credited with upending the stereotype of gaming as a sedentary activity, and promoting an active lifestyle.[3][4] Exergames are [...]]]></description>
			<content:encoded><![CDATA[<div class='posterous_autopost'>
<div class="posterous_bookmarklet_entry">
<blockquote class="posterous_long_quote"><b>Exergaming</b> or <b>exer-gaming</b> (a <a href="http://en.wikipedia.org/wiki/Portmanteau" title="Portmanteau">portmanteau</a> of &#8220;<a href="http://en.wikipedia.org/wiki/Exercise" title="Exercise" class="mw-redirect">exercise</a>&#8221; and &#8220;<a href="http://en.wiktionary.org/wiki/gaming" class="extiw" title="wikt:gaming">gaming</a>&#8220;)<sup class="reference"><a href="http://en.wikipedia.org/wiki/Exergaming#cite_note-0"><span>[</span>1<span>]</span></a></sup> is a term used for <a href="http://en.wikipedia.org/wiki/Video_game" title="Video game">video games</a> that are also a form of exercise.<sup class="reference"><a href="http://en.wikipedia.org/wiki/Exergaming#cite_note-1"><span>[</span>2<span>]</span></a></sup> Exergaming relies on technology that tracks body movement or reaction. The genre has been credited with upending the stereotype of gaming as a <a href="http://en.wikipedia.org/wiki/Sedentary" title="Sedentary" class="mw-redirect">sedentary</a> activity, and promoting an active lifestyle.<sup class="reference"><a href="http://en.wikipedia.org/wiki/Exergaming#cite_note-2"><span>[</span>3<span>]</span></a></sup><sup class="reference"><a href="http://en.wikipedia.org/wiki/Exergaming#cite_note-3"><span>[</span>4<span>]</span></a></sup> Exergames are seen as evolving from technology changes aimed at making videogames more fun.<sup class="reference"><a href="http://en.wikipedia.org/wiki/Exergaming#cite_note-WSJ-4"><span>[</span>5<span>]</span></a></sup></p></blockquote>
<div class="posterous_quote_citation">via <a href="http://en.wikipedia.org/wiki/Exergaming">en.wikipedia.org</a></div>
<p>Yes, this is actually a word. Via<a href="http://www.ericschlakman.com/">Eric</a>.</p>
</div>
<p style="font-size: 10px;">  <a href="http://posterous.com">Posted via email</a>   from <a href="http://joshchambers.posterous.com/exergaming-wikipedia">Josh Chambers&#8217;s Posterous</a>  </p>
</p></div>
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		<title>Real Life + Game = EpicWin App</title>
		<link>http://joshchambers.com/epicwin-real-life-game/</link>
		<comments>http://joshchambers.com/epicwin-real-life-game/#comments</comments>
		<pubDate>Mon, 12 Jul 2010 18:41:16 +0000</pubDate>
		<dc:creator>Josh</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Mobile]]></category>

		<guid isPermaLink="false">http://joshchambers.com/epicwin-real-life-game/</guid>
		<description><![CDATA[via youtube.com I wrote a post awhile ago entitled &#8220;Gaming is Growing &#8211; The Psychology of Gaming&#8221; (shameless plug, sorry) which suggested real life and gaming are merging. Suddenly this app appears &#8211; the literal embodiment of real life + gaming. Can&#8217;t wait to see how this plays out. Posted via email from Josh Chambers&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<div class='posterous_autopost'>
<div class="posterous_bookmarklet_entry"> <object height="300" width="500"><param name="movie" value="http://www.youtube.com/v/AmKwF_Si734&#038;hl=en&#038;fs=1&#038;hd=1" /><param name="wmode" value="window" /><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><embed allowfullscreen="true" src="http://www.youtube.com/v/AmKwF_Si734&#038;hl=en&#038;fs=1&#038;hd=1" wmode="window" allowscriptaccess="always" type="application/x-shockwave-flash" height="300" width="500"></embed></object>
<div class="posterous_quote_citation">via <a href="http://www.youtube.com/watch?v=AmKwF_Si734&amp;feature=player_embedded">youtube.com</a></div>
<p>I wrote a post awhile ago entitled <a href="http://joshchambers.com/gaming-is-growing-the-pyschology-of-gaming/">&#8220;Gaming is Growing &#8211; The Psychology of Gaming&#8221;</a> (shameless plug, sorry) which suggested real life and gaming are merging. Suddenly this app appears &#8211; the literal embodiment of real life + gaming. Can&#8217;t wait to see how this plays out.</p>
</div>
<p style="font-size: 10px;">  <a href="http://posterous.com">Posted via email</a>   from <a href="http://joshchambers.posterous.com/epicwin-real-life-game">Josh Chambers&#8217;s Posterous</a>  </p>
</p></div>
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		<title>Gaming Is Growing &#8211; The Pyschology Of Gaming</title>
		<link>http://joshchambers.com/gaming-is-growing-the-pyschology-of-gaming/</link>
		<comments>http://joshchambers.com/gaming-is-growing-the-pyschology-of-gaming/#comments</comments>
		<pubDate>Fri, 05 Mar 2010 16:59:43 +0000</pubDate>
		<dc:creator>Josh</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Technical]]></category>
		<category><![CDATA[Trends]]></category>

		<guid isPermaLink="false">http://joshchambers.com/?p=925</guid>
		<description><![CDATA[Gaming isn&#8217;t going anywhere. In fact, it&#8217;s growing and it&#8217;s growing fast. And it&#8217;s not just black-t-shirt-and-square-rimmed-glasses-wearing-with-dirty-facial-hair-stuck-in-their-mom&#8217;s-basement-playing-WOW nerds. Gaming is invading reality, and everyone is playing: As of today, Farmville has 83,105,118 active monthly users and Mafia Wars has 25,080,678. Seriously? Farmville has more players than Twitter has accounts Two and a half years ago, Disney purchased [...]]]></description>
			<content:encoded><![CDATA[<p><strong>G</strong><strong>aming isn&#8217;t going anywhere</strong>. In fact, it&#8217;s growing and it&#8217;s growing fast. And it&#8217;s not just black-t-shirt-and-square-rimmed-glasses-wearing-with-dirty-facial-hair-stuck-in-their-mom&#8217;s-basement-playing-WOW nerds. Gaming is invading reality, and <em>everyone </em>is playing:</p>
<ul>
<li>As of today, <strong>Farmville has 83,105,118 active monthly users</strong> and Mafia Wars has 25,080,678. Seriously?</li>
<li>Farmville has more players than Twitter has accounts</li>
<li>Two and a half years ago, <a href="http://en.wikipedia.org/wiki/Club_Penguin#cite_note-Walmsley-2">Disney purchased Club Penguin for $350M</a> &#8211; a game which at the time boasted 12 million accounts, 700,000 paid subscribers, and $40M in annual revenue. I&#8217;m sure the numbers are exponentially larger now</li>
<li><a href="http://www.engadget.com/2009/02/26/playstation-network-snags-20m-users-xbox-live-still-way-more-pr/">As of February 20th</a>, PlayStation has 20M users worldwide and Xbox Live has generated $1 <em>billion </em>dollars since its 2002 launch</li>
<li><a href="http://booyah.com/">MyTown</a> recently <a href="http://techcrunch.com/2010/02/11/booyah-mytown-hits-1-million-users-before-foursquare-or-gowalla/">hit one million users</a> after only two months in existence. And let&#8217;s not forget about <a href="http://www.gowalla.com">Gowalla</a> and <a href="http://www.foursquare.com">Foursquare</a>, and <a href="http://www.causeworld.com/">Causeworld</a></li>
<li><a href="http://techcrunch.com/2010/02/02/gameloft-iphone-revenue/">Gameloft brought in $170M in iPhone App Store revenue</a> &#8211; and that&#8217;s just <em>one </em>company</li>
</ul>
<p>Not only is gaming not going anywhere; you can expect to see elements of gaming incorporated into just about everything &#8211; or so says <a href="http://www.schellgames.com/">Jesse Schell</a>, owner of <a href="http://www.schellgames.com/">Schell Games</a> and <a href="http://www.etc.cmu.edu/people/faculty/index.php">Professor of Entertainment Technology at Carnegie Mellon University</a>. In his talk, &#8220;Is Your Life Just One Big RPG &#8211; Design Outside The Box&#8221; at the 2010 <a href="http://www.dicesummit.org/">DICE Summit</a>, Jesse hypothesizes that beyond the fun element of gaming, it&#8217;s actually the psychology behind gaming that makes it so appealing.</p>
<p>Here&#8217;s Jesse&#8217;s talk broken into three parts, and it is absolutely incredible. It is worth the 25 minutes, I promise (thanks to <a href="http://jtnt.net/jtnt/">Nicholas</a> for this find):</p>
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