~/talk

Designing Gamification for Good

Talkat DIBI Conference 2025 · 2025-03-05..03-06· [design-collaboration]
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction
  2. 2:11Gamification basics
  3. 3:57Gamification examples
  4. 10:42Principles for good gamification
  5. 20:32Risks in gamification
  6. 26:13Designing Zombies Run
  7. 30:26Key takeaways
  8. 31:09Zombies Run origins
  9. 33:18Long-term engagement
  10. 34:24Q&A: Global games
  11. 36:30Q&A: Banking apps
  12. 38:13Q&A: Gambling risks
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