What is Gamification Time?

Gamification: The use of game elements in non-game situations to create motivating and engaging real-life experiences

Are you interested in discovering more about using Gamificaton and Serious Games to create engaging real-life experiences? Me too!

Hi there. I’m Steven Markham and I became interested in Gamification and Serious Games several years ago whilst working at the University of Chester on the ‘Break Down or Break Out‘ project.

I created Gamification Time to gather my thoughts and ideas on Gamification, Gameful Design and Serious Games which I will be sharing in this blog and on my Social Media accounts.

I passionately believe that there is great potential in applying the principles of gaming to real-life problems and situations and making this world a better place.

 

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Gamification Intrinsic Player Types
Gamification Intrinsic Player Types
14th August 2018

For the purposes of gamification we focus on the Intrinsic ‘MAGIC’ motivators (Mastery, Altruism, Greater Meaning, Independence and Community)

Gamification In Education
Gamification In Education
10th August 2018

Gamification is the process of using game mechanics and game thinking in non-gaming contexts to engage users and to solve problems.

Gamification Player Types
Gamification Player Types
3rd August 2018

For a gamified system we need to tailor our design to the types of players that will be participating. Each of us as individuals have a certain way of looking at the world – we are subjective in our view.

The MAGIC of Motivation
The MAGIC of Motivation
24th November 2017

In the second part of this post about Motivation, we’ll explore Intrinsic Motivation and the MAGIC system of motivators

Getting Motivated
Getting Motivated
24th November 2017

We try to use Gamification to create motivating and engaging real-life experiences.

Considering Gamification Player Types
Considering Gamification Player Types
11th November 2017

It is important to consider player types and what appeals to each of them so you may design a gamified system with maximum appeal across the groups.

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