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“My main interest here is to extract the design techniques as very simple design patterns or ‘gambits’* that can be applied in other design situations outside games themselves, where designers would like to influence user behaviour. So these are (at least at present) presented simply as provocations: a “What if…?” question plus an example.” This is a nice check list of sorts, with some good examples. The gambits are of very different levels of abstraction though, “rewards” and “levels” sit uneasily next to “playfulness” and “storytelling”. The gambit descriptions also do not address the experiential dimension, so you’d have a hard time determining which ones to use if you’re concerned with creating a suitable or even coherent user experience from these.