4 ms·
Bartle's four quadrants is standard in gamification practise. Your assessment of its validity probably tracks with how effective you feel gamification can be in
by indescions_2017 9y ago
Bartle's four quadrants is standard in gamification practise. Your assessment of its validity probably tracks with how effective you feel gamification can be in altering human behavior ;)
The more interesting modern use case is when people say: "there's this game on my phone I play a lot that helps me with my anxiety." And it's usually something trivial like a free Puzzle Bobble clone that was developed in a week at zero-budget. But for that player, its a lifeline, a coping mechanism.
That's very interesting to me. What is it about this gameplay mechanic that relieves stress? It can't just be escape. To me it seems it has to tap into something more intrinsic than archetypal "hunter-gatherer" era categories.
- wildpeaks 9y agoExtra Credits even has an excellent episode on Bartle's taxonomy: https://www.youtube.com/watch?v=yxpW2ltDNow https://www.youtube.com/watch?v=yxpW2ltDNow
- drhayes9 9y agoI've wondered a lot about that too. I bet (and would love to see hard research on) Eye Movement Desensitization and Reprocessing as it applies to games. Like, if the game has rhythmic elements and alpha-state gameplay with EMDR-type eye movements on top... I bet you've got a therapy machine right there.
- rubinelli 9y agoI cannot speak for everyone, but in my experience, it is the sense of efficacy and control. You may feel like you don't have any control over your life, but at least you can rule over those colorful bubbles, and be pretty good at it.