Some games become ‘boring’ and ‘uninteresting’ after a few hours of game play, others (like Diablo), are imminently replay-able and enjoyable. This is because good games enable players to get into the ‘Flow’. The concept of flow becomes even more important as gamification trends catch on. This article presents an introduction to flow and provides recommendations for game developers (and others who wish to incorporate gaming concepts into their products and services). It provides a scientific explanation of why text-based games and adventure games are increasingly relics of the past (a simpler view by xkcd is below).
Most analysts agree that Gamification will drive major changes in enterprise IT in the coming years. Gartner has predicted that 70% of G2000 firms will have a minimum of one gamified app by 2014. Gamification is predicted to create more user (and thus employee or customer) engagement and loyalty, thereby driving sales or productivity gains.
Gamification describes the broad trend of applying game mechanics to non-game environments to motivate people and change behavior.
For a gamified application truly to engage its audience, three key ingredients must be present and correctly positioned: motivation, momentum and meaning (collectively known as “M³”).