In an admittedly unstructured discussion for greater clarification on how people define gamification — Jacob Snovel (photography and video course coordinator at Moore Norman Technology Center, Oklahoma) located a list of interesting online references to videos and info on this expanding topic.
I’ve started this new venture here on this website, calling it Clarendon Crescent Design. My original concept was to simply take advantage of my major at my old Alma Mata and actually work in the field I loved when I left High School. Back then that field was Industrial Design.
Over the last few decades I rarely got that chance. I was swallowed up early into the viable career choice of computer graphics and failed to escape until I had exhausted every position from typesetter to Creative to Marketing Director. I learned that following a passion is more important than success on a corporate ladder. Now I have the opportunity to follow that passion.
Today, we all face a lot of useless information coming at us from all sides and from every gadget, archaic desktop or fancy new electronic billboard. Knowing this as producers we still wonder how to sell. How to sell a ton?
This new venture that I’ve called Clarendon Crescent Design is my path to discovering the answer. The first step is to truly dissect the gamification concept of reward. Is reward really why humans part with their hard earned cash? Or is there something else involved?
I will venture to say that there is something else, something even more critical than reward. I believe that people play games not so much to win. And they continue to play the same games basically not to lose. The same is possible true of buying and selling.
Disagree? Let’s put it to the test. I’ll present one of your products as a game object that needs to be played to be understood. Compare that product with the others (as far as interest and fascination) that are simply presented with high-end photography in a catalog setting. Your customers will have a different respect for something that they can’t do without, because they’ve played with it and now they don’t want to lose it. Even if it was only – just a game.