User:Issa Rice/Gamification table: Difference between revisions
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| randomness/surprise || yes || no || no | | randomness/surprise || yes || no || no | ||
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| pre-made dependency tree || yes || no || no | | pre-made dependency tree || yes<ref group=notes>See "Games help players make and adapt plans" [https://notes.andymatuschak.org/z4qFtxPZi21DKoLruHcmsocee1YnZy9JMArb6?stackedNotes=z7mU6RxxzJ9FZBCcgbYQsv9nExuK3xVm635Ks&stackedNotes=Most_explanatory_media_make_participants_run_their_own_feedback_loops] for kind of thing I mean here. In a game like MMBN the next thing to do is basically obvious.</ref> || no || no | ||
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| tacit linearity || yes || no?<ref group=notes>not for mathematics as a whole, but a single textbook does have linear structure</ref> || no | | tacit linearity || yes || no?<ref group=notes>not for mathematics as a whole, but a single textbook does have linear structure</ref> || no |
Revision as of 22:58, 20 January 2021
Property/attribute | MMBN | Math/AI safety | Vimscript/vimrc |
---|---|---|---|
addicting/feeling of being engrossed | yes | no | yes |
important | no | yes | no |
instant feedback | yes | no | yes |
collecting things | yes | ? | ? |
mentally easy | yes | no | most of the time |
livelihood could depend on it | no | yes | no |
multiple threads that can be pursued | yes | yes | yes |
social competition | no | yes | no |
early on, you are told the point of the thing you're doing | yes | no | yes |
varied repetitiveness (i.e. not grinding) | yes | no | no |
dominance reasoning/upgrades | yes | no | yes |
randomness/surprise | yes | no | no |
pre-made dependency tree | yes[notes 1] | no | no |
tacit linearity | yes | no?[notes 2] | no |
large class from which to pull strategies | no | yes | yes? |
tinkering mechanics | yes | no | yes |
pressure to keep doing better/find flaws in what I am doing | no | yes[notes 3] | no |
see also https://youtu.be/SqFu5O-oPmU?t=783