Instead of adhering to rigid academic definitions, creators should focus on whether their target audience perceives the experience as a valuable game. The players are the final arbiters of a product's category and value, rendering internal debates about definitions moot.
Contrary to the classic view of games as competitive, modern player data shows that motivations like self-expression and companionship are far more prevalent. Riot Games' success with cosmetic skins exemplifies the financial power of catering to this new hierarchy of player needs.
Gamification backfires when it rewards unintended actions. For example, when Visual Studio's badge system inadvertently incentivized developers to write curse words in code comments. This shows the need to understand the second-order effects of any incentive system before implementation.
The same individuals who play Xbox are also your enterprise software users. They possess identical desires for competence, clear information, and mastery. B2B software design should reflect this shared psychology rather than treating enterprise users as a separate, logic-driven species.
A sense of companionship can be engineered through asynchronous interactions. The game "Sky" builds intense community with an action-based language for helping and shared events, all without direct chat. This shows that creating shared memories is more critical to community-building than communication tools.
Self-expression has minimal value in a vacuum. Its perceived worth is directly proportional to the number of people who can witness it. A fashion choice seen by a million people becomes a platform; a private sketch is just a hobby. This is a core loop for monetizing social products and games.
Forced, one-time onboarding flows are brittle; users forget information or want to revisit it later. A more resilient approach is to structure help content as a library of on-demand, replayable chunks. This allows users to learn what they need, when they need it, improving long-term retention.
In the game "Disney Friends," adding a simple points meter and sparkles catered to mastery-driven players without alienating relationship-driven players. This demonstrates how minor UX tweaks can successfully accommodate diverse, even conflicting, user needs within the same product.
When teams, often experts themselves, design only for mastery-driven users, they create an impenetrable experience for newcomers, cutting off market growth. The product dies a slow "heat death" as the initial expert user base inevitably churns with no new users to replace them.
When a Marvel game outage forced a feature offline, the UX team didn't just wait for an engineering fix. They used the crisis to push for a fundamental UI redesign that solved the root cause, addressed a long-standing UX complaint, and made the system more scalable, ultimately delighting users.
