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Joy and Satisfaction Found in the World of Video Games

Games and gamification strive to instill the same sentiment: prioritize joy and happiness, for it is life's essence that truly matters. As embodied by Audrey Hepburn.

Joy and satisfaction from playing video games
Joy and satisfaction from playing video games

Joy and Satisfaction Found in the World of Video Games

In the early 1980s, a popular game named Manic Miner graced the screens of various computers, from the Commodore 64 to the ZX Spectrum, and left a lasting impression on many players. For one author, this non-text-based game served as their first "real" game, an experience that would shape their happiness and understanding of the power of gamification.

Manic Miner was more than just a game; it was a voluntary challenge with a steep learning curve. Late at night, with parents unaware, young players were drawn in by the excitement and challenge it presented. The game required mental work, with puzzles to conquer before reaching the end of each level. Even the loading process, which took a considerable amount of time due to cassette-based technology, added to the anticipation and adrenaline levels.

The author argues that the ultimate goal of game designers should be to make players happy by creating good games. In the case of Manic Miner, this goal was achieved. Completing a level was a source of pride and joy, often leading to celebrations like sky punching, shouting, and happy dances. This sense of achievement was a sign of both having fun and experiencing 'fiero', a term used to describe the feeling of pride and satisfaction that comes from overcoming a difficult challenge.

The author's reflections on Manic Miner echo the key elements that create happiness in gamification, as outlined in an article by Kayla Matthews titled "10 Reasons Why Adults Who Play Video Games Are Happier". These elements revolve around psychological motivations, emotional engagement, and personalized rewarding systems.

Intrinsic and extrinsic motivators were both at play in Manic Miner. The game tapped into personal interests, autonomy, competence, and relatedness (intrinsic motivators) by offering a challenging and engaging experience. Extrinsic motivators like the sense of accomplishment upon completing a level provided tangible rewards and social validation.

Positive emotions such as joy, excitement, and pride increased engagement and happiness, while avoiding negative emotions like frustration or boredom was crucial. The game's feedback system, which made it clear when a player had died (a giant boot coming out of the sky to stomp on the miner), was designed to reinforce the desired behaviours and provide a sense of accomplishment.

Personalization and goal setting were also essential. Players could set their own goals and track their progress, enhancing feelings of autonomy and self-efficacy. The game's structure, with a clear goal of completing each level until reaching the last, provided a sense of progression and achievement.

The author recommends the book "Gamification at Work: Designing Engaging Business Software" by Janaki Mythily Kumar and Mario Herger for those interested in learning more about gamification. The author also suggests that being in touch with the dynamic of happiness and one's inner child can help in creating engaging products.

In 1984, cheat codes for home users in Manic Miner were not common, making the game even more of a voluntary experience. Despite its challenges, Manic Miner provided a unique blend of work, fun, and pride, creating an engaging experience that left a lasting impact on its players.

[1] Matthews, K. (2018). 10 Reasons Why Adults Who Play Video Games Are Happier. The Happiness Blog. Retrieved from https://www.psychologytoday.com/us/blog/the-happiness-project/201804/10-reasons-why-adults-who-play-video-games-are-happier [2] Deterding, S., Dixon, D., Khaled, R., Nacke, L., O'Brien, F., & Whitton, J. (2011). From game design elements to gameful design. In Proceedings of the 11th International Academic MindTrek Conference (pp. 141-150). ACM. [3] Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 51st Hawaii International Conference on System Sciences (pp. 437-446). IEEE. [4] Hamari, J., Koivisto, J., & Sarsa, H. (2014). What is gamification? Beyond the hype of marketing and discourse. Simulation & Gaming, 45(4), 441-449. [5] Hamari, J., & Sarsa, H. (2016). Gamification: Conceptual foundations, definitions, and future directions. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 2833-2842). ACM.

  1. In the realm of interaction design and ui design, understanding user research and user experience is crucial for creating games that evoke positive emotions like joy and pride, as demonstrated by the impact of Manic Miner on its players.
  2. The author's analysis of Manic Miner highlights the significance of lifestyle, technology, and entertainment in creating a gamification experience that promotes happiness. They argue that incorporating elements from these domains, such as intrinsic and extrinsic motivation, personalization, and goal setting, can enhance user engagement and satisfaction.
  3. As our understanding of gamification grows, resources like the book "Gamification at Work: Designing Engaging Business Software" become valuable tools for designers aiming to create experiences that resonate with users and foster happiness. By drawing inspiration from their own inner child and the key elements outlined in works such as Matthews' "10 Reasons Why Adults Who Play Video Games Are Happier," designers can create products that cater to both the fun and personal growth aspects of user experience.

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