Bio not provided
Personal attacks are for me always a sign of weakness. If he had the factual support, then we'd discuss on that level. But the examples with the Denny's manager and the "nice" guys are just appalling and confirming that there is some other issue at play with Eugene. He better take a deep breath, think what makes him attack people on a personal level, and stick to factual arguments to propose better frameworks and theories to bring the field forward.
Richard Bartle himself mocked his own Player Types in his talks at the past two GSummits, pointing out the limitations. Eugene suggesting that these is now the best framework is indicating a certain lack of research on his behalf. Also if we talk about player types, we want to maybe mention personality/character types such as from Playnomics, Myer's Briggs, Socionics, Insights Wheel and others to name a few that were/are used in the game space and corporate world. Proper research would take an aim at these with mentioning their strengths and weaknesses, and the practicality for what gamification designers try to achieve.
6 months ago on Why Eugene Sheely lost all credibility to me in Gamification
There is another gamified diabetes management app called mySugr: http://bit.ly/IQL6az
And using games or gamification for healthcare and wellness is something that really has picked up, as can be seen in these lists: http://bit.ly/18VQINw and http://bit.ly/1bFZ22t
11 months, 2 weeks ago on Can gamification impact adherence for diabetics? Merck hopes so
You lured me into this article with the phrase "Gamification out, design and content in", because that would have been interesting to see gamification being kicked out. But when I look at both the mobile app and the website, it doest't seem as if they kicked out gamification. Kicks (=redeemable points), badges, boosters, bonus sets, goals etc. are still all there. Also the lookbooks seem like a groupon-pinterest-mashup, and both are using game-mechanics and fun motivators (like collecting).
The change seems to be focusing less prominently on the shallow "gamification" purely in the face that shopkick apparently had so far, but it seems they figured out that focusing on pure extrinsic rewards without tie-in to intrinsic values is leading nowhere in the long term. And that is a good sign that they realized that simplistic gamification is not leading anywhere. Finally, - if I read between the lines - they went ahead and did a user-centered design with asking moms, learning all the way that a bunch of guys just doesn't know anything about moms and their motivations (their intrinsic motivations).
2 years, 1 month ago on Shopkick totally recreates its shopping app. Gamification out, design and content in
What's the base line for the 45 minutes? That's not stated in the article.
You can easily make the case for everything that 300% increase is not enough. Is a 300% sales increase bad (from 10 to 30 customers), when I compare it to the 50Mio customers that I could have?
Would you say for your own website that 3x as many visitors is bad, because you reached only 30,000 out of 2,8bn Internet users?
I still believe that 59% increase is great and 45 minutes more activity is also a WOW! Do we have an opportunity to make it even better? Certainly, but for a first iteration these are already good numbers. For the second iteration, we can learn from that and have this new baseline.
2 years, 1 month ago on Zamzee Cracks Gamified Fitness…For the Children
59% "isn't a huge increase?" When does "huge" start for you? I'd say 59% is a pretty awesome increase! Wow! And that's only for a start...