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Gamification 2.0: A Genre-Based Framework for Designing Around Players, Not Metrics

By

Ideas powered by Invisible Machines

1mo ago· 22 min readenInsight

Summary

This article argues that gamification design is fundamentally flawed because it treats "game psychology" as a monolith. The author introduces a genre-based framework for gamification, asserting that different game genres (e.g., action, strategy, role-playing, simulation) engage players through distinct psychological mechanisms. Rather than slapping points and badges onto products, designers should match the game genre's core dynamics to the user's intrinsic motivations and the product's purpose. The piece critiques the metrics-obsessed approach of traditional gamification and advocates for player-centered design that respects the diversity of why people play games.

Source

UX MagazineGamification 2.0: A Genre-Based Framework for Designing Around Players, Not Metricsuxmag.com

Key quotes

· 3 pulled
When a product team says, 'Let's add gamification,' they're making the same mistake as saying, 'Let's add music,' without specifying what kind of music.
There is no single 'game psychology.'
The most important thing most gamification designers miss: there is no single 'game psychology.'
Snippet from the RSS feed
Genre matters: the missing framework Here's the most important thing most gamification designers miss: there is no single "game psychology." When a product team says, "Let's add gamification," they're making the same mistake as saying, "Let's add music,"

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