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Systems of Life Engine

83 members โ€ข Free

17 contributions to Systems of Life Engine
Rewarding Strategies - Reward Hierarchy + Merging
If you can distinguish different types of rewards and rank them from the least pleasurable to most pleasurable then you can use reward hierarchy. Let's say there is some desired action you do in real life (e.g. working on some project 10 minutes uninterrupted). You grant yourself a random reward for it. I will give you an example as it will be better to understand it from it. Tier C: most common reward. 70% of chance to get it. - Checking Facebook - up to one minute - Checking Instagram - up to one minute - ... Tier B: slightly better reward. 25% chance to get it - Checking Facebook - up to 10 minutes - Checking Instagram - up to 10 minutes - Checking Tik Tok - up to 10 minutes - ... Tier A: good reward. 4% of getting it - One episode of TV series that you already watch - 2 hours on internet - ... Tier S: great reward. 1% of getting it - You can start new TV series and watch 3 first episodes - ... If you have three same rewards (e.g. 3x "checking Facebook up to one minute reward") you can merge them into ONE random reward from a higher tier. This rewarding strategy works great because it has a lot of randomness that can hook players to constantly draw new rewards (which requires doing some important work). It's important that probabilities are selected well and rewards are selected well. Otherwise players won't be motivated to do work or they can even prefer rewards from worse tiers (which should never happen).
1 like โ€ข Jan 20
This is great! I've found out for non-chunkable rewards it's best to use them with an important milestone. I think it works similar to a badge in such situation.
1 like โ€ข Jan 29
I reed this one more times and "randomness" caught my attention. If you have three same rewards (e.g. 3x "checking Facebook up to one minute reward") you can merge them into ONE random reward from a higher tier. I think this part is really cool, however requires some at least small interface (like paper cards with rewards names written on it) Overall I am thinking about creating such approach to the rewards in my gamified life: There are certain types of rest that give me energy and the ones that don't, but I tent to do them. So I want thinking about making the favourable ones at no cost, or even with a gain, and less favourable more expensive. I'm experimenting with shifting to turn some percieved chores into rewards if they are optional - for instance dressing well on a given day, putting on a make up or making more advanced yoga class rather than some morning stretching and so on. Doing some chore daily unlocks this free awards, if the chore is not done, not only I loose XP but also the optional award.
Inertia in Gamifying Life
You designed a game. The game kind of works. It makes you do things you wanted to do. But you see flaws in the game - they annoy you. The game is also kind of broken. But you stay and play this game for weeks and months. Why? Because redesigning the game requires effort. Because dropping the game will make things even worse - the current game is better than no game. So you stay in this unsatisfying state for long. This is what I call the Inertia in Gamifying Life. It happened to me quite often because designing non-ideal games is a typical outcome. And it's also typical that a bad game is better than no game.
1 like โ€ข Jan 29
I find myself not staying but avoiding doing it, especially if it adds too much of a burden ;). So Loss and Avoidance might be even bigger fallback here.
BuJoRPG game/system review
There are interesting gamifications of life around BuJo. BuJo mean ๐—•๐˜‚๐—น๐—น๐—ฒ๐˜ ๐—๐—ผ๐˜‚๐—ฟ๐—ป๐—ฎ๐—น - a method of personal organization written in a physical journal. One is a BuJoRPG developed by Emerald Specter. You can see a description of this game in this PDF. ๐—š๐—ฎ๐—บ๐—ถ๐—ณ๐—ถ๐—ฐ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ฆ๐˜๐˜†๐—น๐—ฒ Scattered Gamification - the game mechanics don't directly balance each life area. You select what you want to improve but the game doesn't specify what exactly it needs to be. In reality you could also use the game for only one part of your life (e.g. fitness) which would fall into the category of limited gamification. ๐—š๐—ฎ๐—บ๐—ถ๐—ณ๐—ถ๐—ฐ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐——๐—ฒ๐—ฝ๐˜๐—ต More shallow gamification. Mechanics of the game are simple and there are not much dependencies of each element. ๐— ๐—ฎ๐—ถ๐—ป ๐—š๐—ฎ๐—บ๐—ฒ ๐—˜๐—ป๐˜๐—ถ๐˜๐—ถ๐—ฒ๐˜€ - Musts (habits with a penalty) - Dailes (habits with rewards) - Achievements (metrics rewarded with boosters) - Quests (levelled tasks) ๐— ๐—ฎ๐—ถ๐—ป ๐—š๐—ฎ๐—บ๐—ฒ ๐—Ÿ๐—ผ๐—ผ๐—ฝ Filling a journal page with numbers and creating a new page. ๐— ๐—ผ๐˜๐—ถ๐˜ƒ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ฆ๐˜†๐˜€๐˜๐—ฒ๐—บ - Only In-Game Rewards - the game incentivises to work purely based on in-game rewards: reaching milestones and new levels. - The only urgency motivation in the game comes from so called **Musts** category - if an item from this category is not done HP decreases. Decreasing HP below zero results in losing in the game. ๐—ฃ๐—ฟ๐—ผ๐—ฑ๐˜‚๐—ฐ๐˜๐—ถ๐˜ƒ๐—ถ๐˜๐˜† ๐—ฆ๐˜†๐˜€๐˜๐—ฒ๐—บ - Musts reminds constantly about doing annoying activities - Dailes installs new habits - Quests and Achievements encourage you to make progress in given domains ๐—ฃ๐—ฟ๐—ผ๐˜€ - Good way to install new habits - Very pleasurable game for people who finds levelling and hitting new milestones motivating - Easy to understand; doesn't require difficult computations ๐—–๐—ผ๐—ป๐˜€ - Not for people who don't find leveling game technique motivating - Low complexity can lead to different abuse of the system (e.g. doing only one particular type of activity at the cost of others)
1 like โ€ข Jan 29
It really puts attention into musts, however, I think that concentrating so much on litter versus some more future-oriented tasks might be bad in the long run. I suppose you can choose what you want, but I'm not sure after brief reading if the game incentivises something clever.
Review of Gamified Systems
I will start in following days review different game systems that were described by other people. Some of them are in the form of the app, others are described in various places. Typically they are scattered around web and they are called in different ways so finding them is frequently very accidental.
1 like โ€ข Jan 29
I stay tuned :).
First Course Plan - Initial Draft
The initial draft of the first course I want to add to this community. These are the basics of gamifying life. It's for people who want to design games for themselves. I can create later courses that are "deep dive" - for example deep dive in gamifying tasks or metrics. This course will recapitulate my actual knowledge about the topic. Initial Course Title: ๐—š๐—ฎ๐—บ๐—ถ๐—ณ๐˜†๐—ถ๐—ป๐—ด ๐—Ÿ๐—ถ๐—ณ๐—ฒ ๐—•๐—ฎ๐˜€๐—ถ๐—ฐ๐˜€ ๐—ฃ๐—ฎ๐—ฟ๐˜ ๐—œ: ๐—–๐—ต๐—ฎ๐—ฟ๐—ฎ๐—ฐ๐˜๐—ฒ๐—ฟ๐—ถ๐˜€๐˜๐—ถ๐—ฐ๐˜€ ๐—ผ๐—ณ ๐—Ÿ๐—ถ๐—ณ๐—ฒ ๐˜ƒ๐˜€ ๐—–๐—ต๐—ฎ๐—ฟ๐—ฎ๐—ฐ๐˜๐—ฒ๐—ฟ๐—ถ๐˜€๐˜๐—ถ๐—ฐ๐˜€ ๐—ผ๐—ณ ๐—š๐—ฎ๐—บ๐—ฒ - Goals - Characteristics of Life - Why is it difficult to achieve things we want? - How can the game fix these deficiencies? ๐—ฃ๐—ฎ๐—ฟ๐˜ ๐—œ๐—œ: ๐—ฅ๐—ฒ๐˜ƒ๐—ถ๐—ฒ๐˜„ ๐—ผ๐—ณ ๐—ฃ๐—ฟ๐—ผ๐—ฑ๐˜‚๐—ฐ๐˜๐—ถ๐˜ƒ๐—ถ๐˜๐˜† ๐—ฆ๐˜†๐˜€๐˜๐—ฒ๐—บ๐˜€ - Tasks - Metrics/Habits - Calendars - Timers ๐—ฃ๐—ฎ๐—ฟ๐˜ ๐—œ๐—œ๐—œ: ๐——๐—ถ๐˜€๐˜€๐—ฒ๐—ฐ๐˜๐—ถ๐—ป๐—ด ๐—”๐—ฝ๐—ฝ๐—ฟ๐—ผ๐—ฎ๐—ฐ๐—ต๐—ฒ๐˜€ ๐˜๐—ผ ๐—š๐—ฎ๐—บ๐—ถ๐—ณ๐—ถ๐—ฐ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ผ๐—ณ ๐—Ÿ๐—ถ๐—ณ๐—ฒ - Types of gamification: mindset vs gamist - Total vs Shallow gamification ๐—ฃ๐—ฎ๐—ฟ๐˜ ๐—œ๐—ฉ: ๐—•๐—ฎ๐˜€๐—ถ๐—ฐ๐˜€ ๐—ผ๐—ณ ๐—š๐—ฎ๐—บ๐—ฒ ๐——๐—ฒ๐˜€๐—ถ๐—ด๐—ป - Difficulties of designing a game - Motivational layer - what game needs to have to motivate people to do stuff? - Functional layer - how to make a game help to to achieve the goal
2 likes โ€ข Jan 29
In what way will this course help students distinguish between gamification that genuinely improves their lives versus gamification that just adds a layer of complexity without meaningful benefits? Especially that in the beginning it will be probably the latter. Nonetheless, the plan is intriguing :)
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Monika Pietrosian
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Joined Dec 12, 2024