For some of the online world’s compulsions, we have only ourselves to blame. Think about email: In the past few years, we’ve arrived at an equilibrium point where everyone expects everyone else to be on email all the time. For most people, this isn’t a good thing. One of my friends, the business analytics expert […] Read more – ‘Dan Ariely on How We’re Gaming Ourselves’.
In behavioural economics, gamification is the use of game dynamics for non-game applications, particularly consumer-oriented web and mobile sites, in order to encourage people to adopt the applications. It also strives to encourage users to engage in desired behaviours in connection with the applications. Gamification works by making technology more engaging, encouraging desired behaviours and by taking advantage of humans’ psychological predisposition to engage in gaming. The technique can encourage people to perform chores that they ordinarily consider boring, such as completing surveys, shopping or reading web sites. Read more – ‘Game Dynamics, or Gamification to You and Me’.
The human mind is an intriguing thing, capable of the most complex thought processes and ideas. Yet the brain is on automatic pilot for many situations. That allows the conscious mind to focus on other tasks. One potential drawback is that it is possible take advantage of our conscious inattention. Read more – ‘Robert Cialdini’s Six Universal Types of Influence’.