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Systems of Life Engine

83 members โ€ข Free

3 contributions to Systems of Life Engine
Weaker Goals
Not everything can be simplified to survival and reproduction meta-goals. There are certain things people want to achieve or do just because: - It's a realization of one's creativity (e.g. making a beautiful garden) - they are just pleasurable (e.g. they want to finish a computer game) - they don't like doing something (e.g. working in a job they don't like) If you take a look at top of the Maslow Hierarchy of Needs: https://en.wikipedia.org/wiki/Maslow%27s_hierarchy_of_needs#/media/File:Maslow's_Hierarchy_of_Needs2.svg) you will see that these are Self-fulfillment needs. Such goals are typically less motivating (less painful if we don't have it satisfied) than goals fueled by meta-goals. Therefore it's more difficult to gamify such a goal because people are less tolerant of any design mistakes. It still can make sense to gamify them though. The biggest gain of it is decreasing the complexity of a given activity. Consider for example learning how to play a new instrument or learning a language. The initial complexity can be overwhelming so creating a system of learning (a game) that simplifies learning can be greatly beneficial. What these weaker goals can be? - Realisation of one's hobby: cooking, writing a book, planning a travel, gardening, making a game, learning to play an instrument - Volunteering - Being more Eco ๐‘‡โ„Ž๐‘–๐‘  ๐‘๐‘œ๐‘ ๐‘ก ๐‘ค๐‘–๐‘™๐‘™ ๐‘๐‘’ ๐‘Ž๐‘‘๐‘‘๐‘’๐‘‘ ๐‘Ž๐‘ก ๐‘ ๐‘œ๐‘š๐‘’ ๐‘๐‘œ๐‘–๐‘›๐‘ก ๐‘ก๐‘œ ๐‘กโ„Ž๐‘’ ๐‘๐‘œ๐‘ข๐‘Ÿ๐‘ ๐‘’. ๐ผ๐‘“ ๐‘ฆ๐‘œ๐‘ข โ„Ž๐‘Ž๐‘ฃ๐‘’ ๐‘ ๐‘œ๐‘š๐‘’ ๐‘Ž๐‘‘๐‘‘๐‘–๐‘ก๐‘–๐‘œ๐‘›๐‘Ž๐‘™ ๐‘กโ„Ž๐‘œ๐‘ข๐‘”โ„Ž๐‘ก๐‘  ๐‘œ๐‘› ๐‘กโ„Ž๐‘–๐‘  ๐‘ก๐‘œ๐‘๐‘–๐‘ ๐‘œ๐‘Ÿ ๐‘ฆ๐‘œ๐‘ข ๐‘‘๐‘œ๐‘›'๐‘ก ๐‘Ž๐‘”๐‘Ÿ๐‘’๐‘’ ๐‘ค๐‘–๐‘กโ„Ž ๐‘ ๐‘œ๐‘š๐‘’๐‘กโ„Ž๐‘–๐‘›๐‘” - ๐‘๐‘™๐‘’๐‘Ž๐‘ ๐‘’ ๐‘ค๐‘Ÿ๐‘–๐‘ก๐‘’ ๐‘Ž ๐‘๐‘œ๐‘š๐‘š๐‘’๐‘›๐‘ก ๐‘Ž๐‘›๐‘‘ ๐‘™๐‘’๐‘ก'๐‘  โ„Ž๐‘Ž๐‘ฃ๐‘’ ๐‘Ž ๐‘‘๐‘–๐‘ ๐‘๐‘ข๐‘ ๐‘ ๐‘–๐‘œ๐‘› ๐‘Ž๐‘๐‘œ๐‘ข๐‘ก ๐‘–๐‘ก.
1 like โ€ข Dec '24
Hm, I'm wondering if, as a person gets older, some of the weaker goals (self-fulfillment needs) may become more urgent and motivating. This might be due to an increased awareness of limited time or a reassessment of life goals. For example, at a younger age, one might put off writing a book, but by the time a person turns 60 or 70 they might think.. "Oh well, it's high time! Now or never!". Just a thought.
Stronger Goals
People have goals. Apparently, (most) games have goals too. Gamifying Life means we play a game with a goal that is aligned with our goals. Thus let's review what types of goals people can have. On the most basic levels there are two strongest meta-goals: ๐˜€๐˜‚๐—ฟ๐˜ƒ๐—ถ๐˜ƒ๐—ฎ๐—น and ๐—ฟ๐—ฒ๐—ฝ๐—ฟ๐—ผ๐—ฑ๐˜‚๐—ฐ๐˜๐—ถ๐—ผ๐—ป. Survival meta-goal is about doing everything that decreases the possibility of a person's death. Reproduction meta-goal is twofold: is about doing everything that increases the probability of extending person genes and/or memes. Extending genes is rather self-explanatory - is about having children and raising them. Extending memes is about leaving some legacy - that is some product of our work that we will be remembered for by other people when we are gone. Majority of things people do and most of the goals people have can be explained in pursuing one or both of these meta-goals. From the game design perspective it's important to understand that ๐—ฝ๐—ฒ๐—ผ๐—ฝ๐—น๐—ฒ ๐—ฑ๐—ผ๐—ป'๐˜ ๐—ป๐—ฒ๐—ฐ๐—ฒ๐˜€๐˜€๐—ฎ๐—ฟ๐—ถ๐—น๐˜† ๐˜„๐—ฎ๐—ป๐˜ ๐˜๐—ผ ๐—ฎ๐—ฐ๐—ต๐—ถ๐—ฒ๐˜ƒ๐—ฒ ๐—ฎ ๐—ฐ๐—ฒ๐—ฟ๐˜๐—ฎ๐—ถ๐—ป ๐—ด๐—ผ๐—ฎ๐—น ๐—ฏ๐˜‚๐˜ ๐—ฟ๐—ฎ๐˜๐—ต๐—ฒ๐—ฟ ๐˜†๐—ผ๐˜‚ ๐˜„๐—ฎ๐—ป๐˜ ๐˜๐—ผ ๐—ฝ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€ ๐—ถ๐—ป ๐—ผ๐—ป๐—ฒ ๐—ผ๐—ณ ๐˜๐—ต๐—ฒ๐˜€๐—ฒ ๐—บ๐—ฒ๐˜๐—ฎ-๐—ด๐—ผ๐—ฎ๐—น๐˜€. Why are goals that are related to these meta-goals so important? They give a huge, constant drive to do something. In this sense they are easier to gamify because people can focus on them for a longer period of time. In other words - the game can have more design flaws but still will be working because the goal is important. In another post I will put attention on "weaker goals" that aren't directly coupled with mentioned meta-goals. Let's list most common goals people have and how they relate to each meta-goal. ๐— ๐—ผ๐—ฟ๐—ฒ ๐—ฆ๐˜‚๐—ฟ๐˜ƒ๐—ถ๐˜ƒ๐—ฎ๐—น ๐—ฆ๐—ถ๐—ฑ๐—ฒ - Getting into a healthy lifestyle - Getting a job - Learning a language - Quitting bad habit like drugs, cigarettes, alcohol - Reduce anxiety - Finish education - Learning certain skills (like programming) - Saving money ๐— ๐—ผ๐—ฟ๐—ฒ ๐—ฅ๐—ฒ๐—ฝ๐—ฟ๐—ผ๐—ฑ๐˜‚๐—ฐ๐˜๐—ถ๐—ผ๐—ป ๐—ฆ๐—ถ๐—ฑ๐—ฒ - Be more fit/athletic - Finding a partner - Starting a family - Launch a business - Get a promotion - Be a better parent - Buy a flat/house - Improving relation with others - Actively participating in social life - Developing interpersonal skills
1 like โ€ข Dec '24
Ah, interesting! I've never thought of such a classification. I think some of the listed goals can fall into both categories simultaneously. For example, 'Be more fit/athletic' might also belong to the 'survival side,' because it relates to a healthy lifestyle. Also, 'Learning a language' can improve active participation in social life, so it could also fall under the 'reproduction side' category. Or perhaps the initial idea was that each goal could refer to both meta-goals, but with different ratios (for example, 70% 'reproduction side' and 30% 'survival side')?
Welcome in the Gamifying Life Community!
Welcome in the Gamifying Life Community! My mission behind the community and courses (to be created) is to clarify patterns, ways, games that make people more motivated and more focused in everyday life. In recent years I discovered a lot and partially documented it publicly but this knowledge is not very well clarified - all information is scattered in different places. If you will take a look at all productivity/project tools you will see a lot of similarities: tasks, habits, metrics, calendars. These functionalities can be gamified - or using different words - they can be wrapped into a system/game that makes doing tasks/habits easier and even fun. Designing great gamified systems is a difficult job but once they work well they quickly give big benefits.
1 like โ€ข Dec '24
Hi! I'm quite new to gamification, but I'm looking forward to learning more about it. One of my interests is learning foreign languages, and this summer I started learning a new language, Czech (and that is my fourth foreign language). After a longer break, I returned to Duolingo, and right now I'm on a 48 day streak (which basically means I'm learning 15-30 minutes per day for the past 48 days)! ๐Ÿ˜€ I'm not quite sure how the magic works but something keeps me coming back to it every day (well, one of the reasons is that I'm in a Gold League and don't want to rank down ๐Ÿ˜†). I just hope I can apply gamification to other aspects of my life, but first, I need to learn more about the subject ๐Ÿง
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Peter M
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@peter-m-5819
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Active 249d ago
Joined Dec 23, 2024