Game Mechanic: Behavioral Momentum
|
Behavioral Momentum
|
This article or section needs to be cleaned up to a higher standard of quality.
You can help the Gamification Wiki by improving it. |
Game Mechanic: Behavioral Momentum
|
|||
|---|---|---|---|
| Type | Behavioral | ||
| Boosts | Engagement, Loyalty, Revenue, Influence, Time Spent | ||
| Personality Type(s) | |||
| See Also | Blissful Productivity, Infinite Gameplay, Epic Meaning | ||
Contents |
Traditional Gaming
From Jesse Schell’s awesome DICE talk: “I have spent ten hours playing Farmville. I am a smart person and wouldn’t spend 10 hours on something unless it was useful. Therefore this must be useful, so I can keep doing it.”
See also
|
Read more
Content Partners
Coming soon!
Are you interested in gamification and want to help improve gamification.org, the most visited gamification site in the world, and get recognized for your contributions by having your name and bio listed in this section? Contact us at info@gamification.org and let us know a bit about you and how you can help make gamification.org better.
Please show thanks to our Sponsors Badgeville.
Subscribe to Gamification!
Join over 3,800 other subscribers!
Follow us for the latest Gamification news!
![]()
Gamification
on Google+
Gamification
Gamify
Follow @Gamification
Follow @Gamify
Featured Books
