Designing Gamification for Good
summary
Worth watching when wanting concrete methods and results rather than theory: detailed case studies include Zombies, Run! (launched 2012 via Kickstarter, 10 million players, 13 years of retention, virtual races), a studio-built Marvel Move example, and live-product audits of Peloton, Duolingo, Amazon warehouses, and Beat Saber. The talk delivers specific design moves (audio-first runs, chase speed bursts, scaffolding behaviors), measurable outcomes, ethical failure modes (overuse, toxic leaders, pay-obfuscation), and practical heuristics for building gamification that lasts.
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chapters (12)
- 0:00Introduction
- 2:11Gamification basics
- 3:57Gamification examples
- 10:42Principles for good gamification
- 20:32Risks in gamification
- 26:13Designing Zombies Run
- 30:26Key takeaways
- 31:09Zombies Run origins
- 33:18Long-term engagement
- 34:24Q&A: Global games
- 36:30Q&A: Banking apps
- 38:13Q&A: Gambling risks
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