People don't fit nicely into
categories, and we're in the people business. So, what if we looked
at things differently?
Once we know why people do
things, we can anticipate what they enjoy doing and what they
consider fun.
Once we know that, we can add
game elements, mechanics, and dynamics that they'll actually enjoy,
that will cause them to want to play.
Today’s episode is Part 1 of an
outtake from a recent webinar that Sententia hosted with Jonathan
Peters, PhD entitled Why We Play.
You’ll hear Jonathan explain the
16 WHYS that we use at Sententia. For many people, the 16 WHYS
feels, looks, sounds like something they’ve gone through before.
But it’s actually quite different.
Jonathan tells us why it’s
different, and also introduces you to the 14 WHYS that
relate directly to gamification and how and what each of us
defines as FUN. After all, wouldn’t it be better if people
wanted to engage in your programs rather than being prodded and
pushed?
If you’d like a copy of the
whitepaper that Jonathan references in the program, simply email me
guru@sententiagames.com and
ask for The 16 Whys Whitepaper.
Today, enjoy Part 1 of this
program, we’ll bring you Part 2 next week. I look forward to your
comments and questions.
About Jonathan Peters,
PhD:
Jonathan Peters, Ph.D. Is an
international speaker and writer. He has spoken before audiences
from Melbourne, Australia to Augusta, Maine. His specialty is
marketing and customer experience, helping audiences identify what
motivates their customers and learn how to speak toward those
motivators.
Jonathan has authored four books,
including Cavemen Can’t Market, the first in the Caveman Trilogy.
He has also ghostwritten 31 non-fiction books. Jonathan is the
Chief Motivation Officer at Sententia and is also an
adjunct professor at the University of Nevada, Las Vegas where he
instructs senior-level business majors. Connect with Jonathan on
Twitter @jpetersphd and at www.jonathanpetersphd.com.
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