up:: [[🏠 My Home]] Tags:: #🗺️ # 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]]