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# Gamification
Gamification is the craft of deriving fun and engaging elements found typically in games and thoughtfully applying them to real-world productive activities--not to be mistaken for [[Pointsification versus gamification|pointsification]].
The main difference between games and gamification is gamification is used to improve business metrics while games are generally meant to just be fun (with some caveats).
I used to be heavily addicted to video games during my high school and middle school year games. Using gamification is helping me learn to love doing hard things.
Definition of a [[Game]].
Differences between games and real life:
- [[Games have more epic goals than real life]]
- [[Games have clearer goals and rules than real life]]
- [[Games Generally Promote Failure More Than Real Life]]
- [[Games have a tighter feedback system than real life]]
- [[Games Have More Voluntary Participation Than Real Life]]
- [[Games Have a More Addictive Gameplay Loop Than Real Life]]
[[How player preferences impacts gamification in real life]].
Games and the [[Flow State MOC]]:
- [[Games by their design facilitate entrance into the flow state]]
- [[How can we gamify our lives to enter flow more consistently]]
- [[Work is inherently structured like a game]]
What Can Games Tell Us About Learning More Effectively?
- Perhaps THE most important things games have to tell us about learning is **we learn better when we CARE about the things we are learning about.**
- Games promote learning by creating an environment for [[Purposeful practice]] and staying in one's [[Goldilocks zone]]
- Games promote learning by breaking us out of our normal patterning of the world. In essence, that's what great art can do.
- Games promote learning by instilling in us a [[Challenge mindset]]. This promotes stepping out of one's comfort zone and failing
- Games promote learning by breaking down large goals into smaller ones and making all of them awesome
- Games personalize learning to the player rather than treating every person the same
- Games promote learning by allowing you to dive into your curiosities. You have autonomy over the goals and sidequests you pursue as well as how you play
- Games promote learning through giving us a method of feedback
- Games promote intrinsic learning by getting us to associate it with *fun* through [[Fun framing]]--very different from school making us associated learning with anxiety
- Games promote learning by creating an environment conducive to the [[Flow State MOC]]
- Games promote learning by motivating us with intangible rewards
- Games promote learning through building self efficacy so we are more willing to pursue tough goals. We feel we are in control of our actions.
- Games promote learning by getting us to connect with allies for help in our learning goals
- Games promote learning because they have just-in-time learning rather then just-in-case
- Games help build participatory, perspectival, and procedural knowing rather than just propositional
- Games help us remember things because they add so much emotion and sensations to experiences
- Games can help us learn more about ourselves through roleplaying like in the case of Dungeons And Dragons
- Games can literally help us learn more effectively in the case there are actual games meant to build our skills in something
- [[When gamification and education work]]
MISC Ways Games Can Help In Real Life
CAVEAT: [[It's not just what you do, but why you do it, when you do it, and how you do it that matters]]. Games can be played for [[Self-suppression versus self-expansion|self-supression or self-expansion]]. It's the REASON you play that determines the difference.
- [[Avatar relationships can increase self-efficacy]]
- Games can improve our social relationships. [[Mirroring people in physical movements or sensations increases liking]].
- [[Games can help us build empathy for those in a THEM group]]
- Adopting a gameful mindset in real life can help in a number of areas: [[7 aspects of being gameful]].
The Dark Side Of Gamification
- [[How to avoid using gamification for immoral things]]
- [[The over justification effect]]
Common misconceptions about gamification
- Not everything should be fun. But everything should have purpose. In games we call purpose without fun grinding.
How can we use gamification to improve the activity of [[Happiness MOC|happiness?]]
- Be more present by understanding [[The day is the core gameplay loop of life]]
Culture and Games
- [[Cultures are essentially games on a greater scale]]
# My Content on Gamification
- My Gamification Resource List: https://resource.aidanhelfant.com/gamificationresourcelist
- [[How Building a Second Brain Saved me From Video Game Addiction]]
- [[How to Gamify Your Life to Enter Flow More Consistently]]
- [[How To Gamify Your PKM System to Enter Flow More Consistently]]
- [[Aidan's Infinite Play 13 Using Gamification To Bring Enjoyment Back to Life]]
- [[The Only Article On Learning Gamers Will Ever Need To Learn More In Less Time, Supercharge Memory, And Have More Fun]]
- [[I Made My Life Into A Game]]
- [[How I Gamified My Obsidian To Make Notemaking More Fun Then Minecraft]]
My Three Part Series on Gamification
- [[How I Gamified My Life To Enjoy Learning and Studying Part 1]]
- [[How I Gamified My Life To Enjoy Learning and Studying Part 2]]
- [[How I Gamified My Life To Enjoy Learning and Studying Part 3]]
My Two Part Series On Flow And Gamification
- [[Why Games Are So Engaging and Addicting The Flow State Part 1]]
- [[How To Gamify Your Life To Enter Flow More Consistently Part 2]]