gamification

gamification = »transferring typical game elements into non-game contexts«

Gamification uses the motivational and interactive aspects of games to increase user engagement and motivation in various areas such as education, marketing, business management or healthcare.

Instead of taking full advantage of the enormous diversity of games, in reality users are often tormented by reward systems such as score boards, patches, progress bars or other content-free gadgets. The end product is often hollowed out by gamification to such an extent that there is no real substance left or a finished product is gamified afterwards by incoherently adding game elements to it.

Gamification, however, should be about non-linearity, feedback, individual experiences and narratives that can be experienced and shared together in a group. finster3000 believes that a good game can only be designed together with the playing field, game board, level or map - whether digital or analog. The most important thing is that the logic and characteristics of the game are designed from the very beginning - and thus form the core of the installation, exhibition or building and influence its entire essence.

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