It is important that the user be able to achieve the state of flow while trying to learn new software. The game has to somehow reward you at different levels. (Good example is a Full Sail student's transition from an old lap top to their MAC.) The goal is to become proficient enough not to have to think about it. (Makes the experience rewarding!) In order to do that, you have to get "absorbed into the activity." Playing a game that will help you learn the software involves the user taking control over the situation without getting frustrated. In the future, a problem could be the inability to keep up with the constant upgrades and get discouraged if you can't keep up with the community. (Like not being used to "chat" and "diigo." The game has to acknowledge the learning process.
Gamification Element #13 - Motivational Design The game has to be designed where the process of learning is journey at all different levels. Sound may also be motivating to the user. Usually, a beep would make you focus on what you were doing so sound is a factor in a game. Sound can be a tell tale sign of an intrusion like a "virus."
Gamification Element #21 - User's Needs and Goals People participate playing the game because they "need" to know how the software will help them. Obviously, the common style is "technology" oriented and very fast paced. If you get stuck, you have to learn the element before moving on to the next level. You're obviously playing with people like yourself who both enjoy and use computers in their life.
It is important that the user be able to achieve the state of flow while trying to learn new software. The game has to somehow reward you at different levels. (Good example is a Full Sail student's transition from an old lap top to their MAC.) The goal is to become proficient enough not to have to think about it. (Makes the experience rewarding!) In order to do that, you have to get "absorbed into the activity." Playing a game that will help you learn the software involves the user taking control over the situation without getting frustrated.
In the future, a problem could be the inability to keep up with the constant upgrades and get discouraged if you can't keep up with the community. (Like not being used to "chat" and "diigo." The game has to acknowledge the learning process.
Gamification Element #13 - Motivational Design
The game has to be designed where the process of learning is journey at all different levels. Sound may also be motivating to the user. Usually, a beep would make you focus on what you were doing so sound is a factor in a game. Sound can be a tell tale sign of an intrusion like a "virus."
Gamification Element #21 - User's Needs and Goals
People participate playing the game because they "need" to know how the software will help them. Obviously, the common style is "technology" oriented and very fast paced. If you get stuck, you have to learn the element before moving on to the next level. You're obviously playing with people like yourself who both enjoy and use computers in their life.