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Gamification of Elections

Several articles about gamification, written during my masters program.

Posts in Interaction Design
¿Hablas Gamificación?

In this article I will dissect the popular language learning app “Duolingo”. I will take a look at the different gamification elements in play, the UI design and UX of the app and analyse them. Disclaimer: I won’t go into the monetization efforts of this app – as this would be enough to justify a blog article on its own.

Duolingo uses implicit game mechanics: it is a learning app that uses game mechanics, instead of being a game with learning elements attached to it. This means that we will see the full potential of gamification methods in “serious apps”. After taking a first look at the player journey, we see that the different phases don’t really differ too much from another.

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„I Go to Seek a Great Perhaps.“

The last chapter introduced us to different ways to encourage player behaviour, by exploiting their desire for gratification. These techniques are short cycle loops, that repeat often and foreseeably, to reinforce the player’s desire to engage with the game mechanics. They do not, however, drive the player’s desire to play the game! Feedback loops (to be detailed in a later chapter) are not the reason why someone will pick up the game again and again.

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Six Degrees of Gratification

Gratification is one of the most powerful experiences of the psyche. It is often said, that patience is a virtue. Seeking gratification is the direct opposite: it is the satisfaction gained by successful short-term tactics and emotional impulses, rather than planned, deferred gratification which is obtained by achieving long-term goals. While the latter is a cornerstone in Strategy games – creating a game winning strategy from the very beginning, often times foregoing short-term gains – most other game genres pander to short-term achievements and instant rewards.

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What is Gamification, and How Can I Use It?

So, what are those “features and concepts from games”? How do they work and with what purpose? While these features are present in basically every game there is (after all, they are what makes them a game) there are variations in their use. Some games focus on one or two specific game mechanics, other games go all out and take advantage of the whole catalogue of game design features. The mix, however, is important. Game mechanics have to be used with purpose, not just for the sake of it.

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Voter Fatigue, or: Chronic Conditions of the Modern Mind

Electoral turnout has been in steady decline over the past several decades. Neither the numerous motivational incentives, nor the lowering of the voting age, nor the pandering to electoral fringe groups could spur voters to take their voices to the ballots. While here in Austria there were 500.000 more voters eligible for the general election (Nationalratswahl) in 2018 than 13 years ago, the percentage of voter participation dropped more than 7% – from 86% in 1995 to 78.8% in 2018. The same pattern can be witnessed in the Austrian presidential elections. From a “high water mark” of 95% back in the 70s, the turnout declined continuously to reach the lowest ever value of 70% in 2016. This pattern emerges throughout all elections. But why?

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