🤓 Interaction Nerds by UXA | F24.06
Gamification: NYT, Netflix, & LinkedIn Games, Game-based Learning, The Gamification Framework, and Gamification History & Case Studies!
👋 Announcements — GBM w/ Game Creation Society!
This week’s UXA GBM is in collaboration with CMU’s Game Creation Society! We’ll explore how game development overlaps with UX and learn about GCS’ current projects/how to get involved. Stop by NSH 3305 on Thursday (10/10) from 5-6pm!
👏 Playing for Attention: How Companies Are Using Games to Engage You
Written & edited by: 👽 Joelle Lee

We can all see how big tech corporations have utilized short, algorithmic videos in TikTok-like styles to engage users (and benefit from their short attention spans), but have you noticed the subtle incorporation of games as well?
Read below to learn about how the New York Times, Netflix, and even LinkedIn use games in their product.
🎒 Game-based Learning: Don’t Sugarcoat It
Written & edited by: № Viviana Staicu and 🦖 Gabi Howse

In the ever-evolving landscape of educational technology, distinguishing between game-based learning and gamification is crucial for long-term learning. We see gamification everywhere—sugarcoating learning with XP, badges, leaderboards, superficial “rewards” for traditional learning. On the other hand, game-based learning embeds educational content directly into the gameplay mechanics, ensuring that the learning experience is inseparable from the fun.
To illustrate this difference, let’s examine how genuine educational games, like Zombie Division and Kahoot, harness the power of intrinsic motivation to foster deeper learning.
🎮 The Gamification Framework
Written & edited by: 🍳 Evelyn Lui

“Gamification is the craft of deriving all the fun and addicting elements found in games and applying them to real-world or productive activities.”
— Yu-kai Chou
As the world broadens its understanding of UX designs, it’s become common to see game elements in non-game applications of all kinds. This user-centered approach harnesses the power of human motivation to make a experience more “fun.” By digging deeper into the psychology of the users, our designs can engage with them at a more fundamental level. Let’s take a look at the specific mechanics of gamification and some examples! 🙌
👾 Resource — Gamification History and Case Studies
Written & edited by: 🐥 Grace Conard
Did you know that the concept of gamification originated with the Boy Scouts? Or that Disney has one of the most well-known gamification failure case studies? Why did they fail - along with 80% of other gamification efforts in the 2010s? Which apps incorporating gamification have come out on top in 2024?
If you’re curious, dive into these questions and more below. We’ve compiled a list of resources to help you learn more about what gamification is (and isn’t), how it started, and when it was (and wasn’t) implemented successfully.
🤔 Who’s behind the scenes?
The editors behind this week’s issue are 🐥 Grace Conard, 🦖 Gabi Howse, 👽 Joelle Lee, 🍳 Evelyn Lui, № Viviana Staicu, and 🦑 Kaitlyn Ng
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