Why They Don’t Play: Designing for Personas

Why They Don't Play: Designing for Personas

Jonathan Peters, Chief Motivation Officer, SententiaTrack 1 CORP/NP/MIL/GOVT

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When it comes to creating gamified or game-based learning experiences, most practitioners throw game mechanics at a program without a methodology or rational strategy. They assume that what is fun for them will be fun for their participants. The results are hit-or-miss. When budgets and time are in short supply, organizations cannot afford such an approach.

This session outlines a practical approach to determining which game mechanics will motivate a targeted audience. You will learn how an empirically-based taxonomy of core human desires predicts what will be "fun" for specific participants, why some people like competition while others prefer quiet concentration, and still others enjoy letting it all ride on black.

Now, instead of trying to force everyone to play the way you play, you will create experiences they want to engage with.

Fri 12:00 am - 12:00 am
CORPORATE/NON PROFIT