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Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences by Stephen P. Anderson

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Chapter 23. What’s the Prize?

LET’S TURN, FINALLY, to extrinsic motivators, the most obvious indicators that something is a game.

In the previous chapters, we focused on core, intrinsic motivations that are an innate part of human existence. I emphasized the importance of starting with challenges that lead to mastery. Games excel at breaking down these daunting challenges into manageable milestones, or small goals, that move us closer to realizing the larger goal we hope to accomplish. The game layer makes things fun and quantifiable in some way. I can show off my badges, point to a report card, or show you my collection. These are tangible signifiers of the choices I’ve made, the challenges I’ve conquered, and the feedback I’ve received. Just ...

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