A knows a thing or two about game design

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Bappy10
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Joined: Sat Dec 21, 2024 3:36 am

A knows a thing or two about game design

Post by Bappy10 »

A step further is the Chromaroma project in London, which aims at playful commuting . In other words: how do I make that daily tube ride a bit more fun? Chromaroma uses the travel data that is linked to the Oyster card , the public transport chip card of London. Although the principle of earning points by visiting stations is the same as with the Foursquare examples (in such a way that you do not have to check in yourself with your phone), Chromaroma has added a game layer with missions and campaigns. You can carry these out alone or as a team. You can earn points by visiting stations in a prescribed order or by doing so at a specific time. You can also earn points by getting off a stop earlier on the way home and walking the rest of the way. What I personally find one of the most fun elements of Chromaroma are the so-called 'leeches' that you can leave behind (virtually) on a station as a team to hinder another team and the virtual armor that you can use to protect yourself against them. You can see that Mudlark - the design agency behind this -

Plants in your dashboard
If we focus on the motorist, the pickings become a bit thinner. Of course, there is the brother cell phone list Speed ​​Camera Lottery and the growing plant in your dashboard. You can also earn badges at Waze by passing on traffic information. In addition, there are serious games in the Netherlands to educate young motorists, funny concepts developed by students for Rijkswaterstaat and there is the Greendriver Challenge , a 'driving style competition' with the aim of saving CO2 emissions. The only real game I have come across is Van5Naar4 ,

which aims to persuade motorists not to get stuck in traffic jams on one working day per week but to choose an alternative. With this you can earn points and prizes. The mechanism is very similar to the successful initiatives under the name Spitsmijden , where motorists are simply given cold hard cash to change their behaviour. Only with Van5Naar4 you get an ego boost (at the top of the ranking) instead of money or a nice prize. These kinds of extrinsic incentives can certainly be effective. Just look at the loyalty programs that we have known for years. But that is not where the added value of games lies. How can we now use the power of games to intrinsically motivate?
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