Gamification Mechanic Monday: Life-jacket
In games we like to give players a breather after a particularly hard level, this is also referred to as given them a life jacket, where they can float through a few games with ease. Difficulty levels in games are rarely strictly increasing if they were only incremental then players would drop off over time, because it is too difficult to stay going. In enterprise having an experience of ease after a particularly busy period is essential to keep people motivated to carry on. Peak performance is a game of peak as well as relaxation and in the flow theory that means at some point we need to allow for skills to catch up to the level of challenge experienced.
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Where can you build in life-jacket moments for your employees or your customers?