Daniel Pink posted a link to this article that I think might have some ramifications for choir directors and choirs. See what you think about these points and then follow the link to the whole article:
1. Know who’s playing – design for their social style. There are a lot of different ways to entertainment people. What is their style of playing? Are they so competitive that they like to beat their opponents and brag about it? Is the audience into exploration? Is the gamer cooperative, or playing for the sake of self-expression? These considerations will affect the core actions in the game or service.2. Build fun, pleasure, and satisfaction into your core activity loop. Many critics felt that FarmVille had no game play. But Kim said the core activity actually was fun. You planted crops, watched them grow, harvested the beautiful fruits of your labor, and enjoyed rewards. Foursquare also creates positive emotions, since the location-based game is fun, useful in terms of educating you about your surroundings, and it’s social. Even Amazon has a core activity loop where you click on something, get immediate information about it, then you buy it and receive assurance that the transaction has gone through. Amazon imparts a positive emotion that makes you feel like you can trust it with your money transactions.
There is no doubt that we are better off when we understand the social ramifications of our ensemble – why people are in it and what they get out of it. This article helps explain how we might engage other aspects of fun and socialization into choir.
Beyond Gamification: 7 Core Concepts for Creating Compelling Products
View more presentations from Amy Kim
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