This site is dedicated to the memory of Dr. Alan William Smolowe who gave birth to the creation of this database.
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"[Designs] have a moral component just in the vision of ?the good life? that they present to us."
"I remain incredulous that a youth of boardgaming and dungeon keeping should have amounted to something in the end."
"Current conceptions of gamification are not only problematic in the object of design they make out, but also in their design goal. They typically frame gamification as the application of elements, patterns, or ?mechanics? of game design to motivate desired end-user behaviors."
"Motivational) experiences are emergent properties afforded (not determined) by the relation of actors and their total environment, arising from situated, subjectively appraised valences relative to multiple motivational processes. And yet, the majority of gamification design literature claims or implies that one and the same game design element deterministically produces one (and only one) kind of motivational experience across users and contexts."
"Provide a story with meaning that connects to your users? everyday lives; provide a rule system they can master; provide a free space they can play in."
"Start simple. Then try to scaffold it slowly into more complex tasks. For example, take the goal from ?add a comment? or ?like? something to ?become the moderator of a page."
"The main task of rethinking gamification today is to rescue it from the gamifiers."
"We are not our users."
"We cannot not persuade. [Any] piece of design [in] the world has a persuasive component."
"We want a good customer experience. Make the customer happy. But how you do that is completely up to you."
"There?s this pop-behaviorist idea of video games as a kind of Skinner box that doles out rewarding points like sugar pellets every time we hit the right lever. But if that were the case, it should be engaging to earn a trillion points every time you hit the button, which is not true."