Gabe Zichermann

Gamification Myths: The Difference Between Game Design and Gamification

One of the biggest ideological debates in the games industry today is about the role, meaning, value and place of gamification. There has been almost every kind of discussion, from polite to threatening, political to academic and expert to amateur. And while the arguments and syntax vary, they seem to always end up in a place familiar to contemporary American culture: the religious ideological war. In fact, what we’re witnessing is more of a schism than an outright battle, and my sense is that both disciplines will ultimately be better for it.

In order to contextualize the discussion, I want to lay out the Top Four biggest mistakes, myths and misunderstandings that game designers have about gamification, and how they can improve their comprehension. At the same time, I want to help explain how gamification designers can benefit from accepting criticism through a meaningful filter that can be useful to advance the art and science of engagement.

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The Code of Gamification Ethics

For the last two years, I’ve been quietly talking about a gamification code of ethics. The discussion tends to come up most often at dinner parties and during GSummit, but it’s also been a hot topic during debates about gamification’s role in the future. I firmly believe that part of the reason we get so much snark online for Gamification is not because it’s a passing fad, but rather because it’s a powerful force for change that threatens the existing order. While we could dodge the question of gamification’s potential to cause harm to society, I don’t think we should.

That’s why I want to start a dialogue with the whole community about a code of ethics for our industry — and we need your involvement.

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How Important is Story in Gamification?

Do you need story in gamification? Today’s edition of Gamasutra carried an interesting article about legendary game designer Shigeru Miyamoto’s opinion about the role of story in his upcoming game, Super Paper Mario. The gist is that consumers appear to favor great gameplay over deep narrative, leading the development team to question its raison d’etre….

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