Like this page, share this article, comment this post…it will add to your Klout score, to your social statistics, you will get more followers, impressions. How about a badge, trophy, point for every death-defying, physics breaking or discovery of new and foreign worlds. Fun…right? Maybe for some and this is the problem.
For many years, long before gamification became a term that was used to describe how turning a simple everyday task into a game to motivate people to do it, relied on manipulating the behaviour of an individual, educators have looked at ways to make learning enjoyable and fun. Often this is with good intentions, i.e. we give children gold stars for submitting homework on time in the event that they submit it on time more regularly. However, a long debated issue with this kind of fun manipulation is that it has only short-term benefits, not to mention it may also impact the initial desire or intrinsic motivation – irrespective of the implement fun component – to begin with.
Imagine the world, where games align themselves with you, where playing your next game is an experience like the smell of fresh bread, going 100km per hour on a roller coaster, or whatever you find thrilling, exciting and enjoyable. In theory and practice, this is already happening with things like player profiling and modelling, but what about during the design process, what about when we want to find a game amongst the thousands, which are available? There are some things that can help us along the way, demographics only tell us so much about where the user lives, and what he or she may be like, not necessarily what Jane likes in games in contrast to John.
Therefore, The Anima Project (formerly, perfekt.ID) is a project that is asking the questions:
- How can game elements and game mechanics be mapped onto players?
- How can this information be used during the game design process?