Introducing the book that will change how the gamification of learning is done
The Problem: Usually, designers of learning experiences are given a class, a course, or content, and they place game mechanics on it, then present it to their learners, hoping that they will find it interesting and engaging...
...And too often, they don't.
All that time and effort results in little interest and little engagement. In fact, often, learners turn up their noses or even outright shun your efforts.
The problem is there hasn’t been a deliberate process for determining which game mechanics appeal to your learners…
…until now!
Deliberate Fun not only lays out an approach for determining the Motivation Profile for a majority of your learners, but it then also shows you which game mechanics will appeal to your learners. Better yet, it gives you all the background and supporting information for this process.
Written in a smart, sarcastic, self-effacing, and, at times, humorous style, this book balances between explanation of scientific profiles, gamification philosophy, and practical application, realizing that readers are differently motivated when it comes to Curiosity (one of the 16 Core Desires).
While informative, perhaps even entertaining, the ultimate purpose of this book is to equip Learning and Development professionals with a scientifically valid, practical, applicable process for adding game mechanics to their learning programs.
Problem #1: What is fun?
Problem #2: There Are Hundreds of Game Mechanics
Problem #3: Self-Hugging
Problem #4: There are Lots of Them
Learner Personas
Creating Your Learner Persona Part 1: In the Ideal World...
Creating Your Learner Persona Part 2: The Formula
Case Study: Sententia’s Learner Persons
Introducing Steven Reiss
The 16 Core Desires
This is Not That, Part 1: Player Types
This is Not That, Part 2: Personality Traits
Creating Your Learner Persona Part 3: Creating Their Motivation Profile
A Theory of Fun
Matching Mechanics to Motivators
Case Studies
Appendix A: Demographics and Psychographics
Appendix B: Motivational Interviews
Appendix C: Mechanics: The List
Appendix D: Recommended Reading
“Deliberate Fun takes aim at the concepts of gamification and demystifies the process for implementing engaging, effective, and most importantly, impactful mechanics into learning experiences. Written in a smart, sarcastic and, at times, humorous style, this guidebook invites you to step back from your content and focus on your learners first, determining what game mechanics will work best for them, and then add in your content to create learning experiences you are confident will engage them and help them learn at the highest level. With Deliberate Fun, Jonathan Peters and Monica Cornetti have literally written the book on the best ways, and the most important reasons for creating gamified training, and they lead you through a comprehensive, scientifically-based, and easy-to-use process that any L&D professional can immediately use to level up their courses."
— Chuck Sigmund M.A. Ed, Sr. BPM at Microsoft Worldwide Learning and Certified Gamification Master Craftsman
“Gamification is no longer a mystery or hit-or-miss endeavor. This book will change how gamification is done! No more throwing points, badges, and leaderboards at a program; we now have a way to deliberately apply specific game mechanics to a specific program. Plus, this book is fun to read.”
— Jean Marrapodi, PhD, CPLP, Chief Learning Architect at Applestar Productions and Certified Gamification Master Craftsman
“I cannot tell you how much I am enjoying this book. It totally RAWKS!”
— Ian Coleman, CSM Lead Multimedia Developer at Booz Allen Hamilton
Jonathan Peters, PhD is certified in the Reiss Motivation Profile. He applies Dr. Steven. Reiss’ scientific discoveries to gamification, specifically the gamification of the learning experience.
Prior to becoming Chief Motivation Officer at Sententia Gamification, Jonathan dedicated a decade of study into the science and art of motivation and persuasion. As a speaker, he has helped audiences from Melbourne, Australia to Augusta, Maine more effectively communicate with their customers and employees. With Sententia Gamification, he applies his knowledge and experience to make learning more enticing, engaging, and encouraging through gamification.
Jonathan has authored four other books under his own name, and has ghostwritten 57 other books. He is also an adjunct professor at the University of Nevada, Las Vegas, though he lives in Austin, TX.
A purveyor of persuasion and bourbon connoisseur, Jonathan is constantly curious about why people do what they do.
Monica Cornetti works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015, 2016, 2017, and 2018; and was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.
Monica is the Founder and CEO of Sententia Gamification, Founder and Gamemaster of GamiCon (the annual international conference for the gamification of learning), and the author of the book Totally Awesome Training Activities Guide: Put Gamification to Work for You.
She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship.
Monica is hired for her skill as a gamification speaker and strategist, and is considered at the top of her field in gamification design for corporate training and adult education. When she is not busy changing learning with gamification, Monica can be found “researching” gameplay with her grandchildren (It’s easier to schedule research” into her calendar than playing).