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	<title>Comments on: Can Game Mechanics make Serious software &#8217;sticky&#8217;?</title>
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	<description>In Pure Water, No Fish</description>
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		<title>By: Lateef</title>
		<link>http://www.apeofsteel.com/976/game-mechanics-stickiness-and-customer-development/comment-page-1#comment-1086</link>
		<dc:creator>Lateef</dc:creator>
		<pubDate>Tue, 18 May 2010 12:21:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.apeofsteel.com/?p=976#comment-1086</guid>
		<description>Wow.  So relevant its scary.  We&#039;re doing this at Deckerton because the evolution of SAAS enterprise software has enabled us to incorporate game mechanics that evolved on the consumer web.  This hybrid software has the ability to be virally distributed like a consumer site, but monetized like business software.  At Deckerton, that&#039;s our holy grail.

@Deckerton</description>
		<content:encoded><![CDATA[<p>Wow.  So relevant its scary.  We&#8217;re doing this at Deckerton because the evolution of SAAS enterprise software has enabled us to incorporate game mechanics that evolved on the consumer web.  This hybrid software has the ability to be virally distributed like a consumer site, but monetized like business software.  At Deckerton, that&#8217;s our holy grail.</p>
<p>@Deckerton</p>
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		<title>By: Rajat Paharia</title>
		<link>http://www.apeofsteel.com/976/game-mechanics-stickiness-and-customer-development/comment-page-1#comment-1070</link>
		<dc:creator>Rajat Paharia</dc:creator>
		<pubDate>Fri, 30 Apr 2010 04:31:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.apeofsteel.com/?p=976#comment-1070</guid>
		<description>Hey Dave - the answer is Yes, absolutely. We don&#039;t change when we go to work, we&#039;re still motivated by the same desires for reward, status, achievement, competition and self-expression.  

My company has a software platform that provides game mechanics as a service, and our customers include consumer websites and companies using them on their corporate intranets. 

On a related note, have you seen Microsoft&#039;s Ribbon Hero? http://www.officelabs.com/ribbonhero</description>
		<content:encoded><![CDATA[<p>Hey Dave &#8211; the answer is Yes, absolutely. We don&#8217;t change when we go to work, we&#8217;re still motivated by the same desires for reward, status, achievement, competition and self-expression.  </p>
<p>My company has a software platform that provides game mechanics as a service, and our customers include consumer websites and companies using them on their corporate intranets. </p>
<p>On a related note, have you seen Microsoft&#8217;s Ribbon Hero? <a href="http://www.officelabs.com/ribbonhero" rel="nofollow">http://www.officelabs.com/ribbonhero</a></p>
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		<title>By: Sean Murphy</title>
		<link>http://www.apeofsteel.com/976/game-mechanics-stickiness-and-customer-development/comment-page-1#comment-897</link>
		<dc:creator>Sean Murphy</dc:creator>
		<pubDate>Fri, 29 Jan 2010 07:15:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.apeofsteel.com/?p=976#comment-897</guid>
		<description>The &quot;Serious Games Summit&quot; http://www.gdconf.com/conference/sgs.html is worth checking out. I think it&#039;s not just about building better user interfaces for single user software, it&#039;s also about building social &amp; collaboration software that enables teams to be more productive and engaged.

&lt;strong&gt;Excellent link, thanks Sean. I agree completely - adding too much games mechanics and you may lose the focus of the application, I think it needs to benefit the flow of the problem you&#039;re solving. Thanks for commenting!&lt;/strong&gt;</description>
		<content:encoded><![CDATA[<p>The &#8220;Serious Games Summit&#8221; <a href="http://www.gdconf.com/conference/sgs.html" rel="nofollow">http://www.gdconf.com/conference/sgs.html</a> is worth checking out. I think it&#8217;s not just about building better user interfaces for single user software, it&#8217;s also about building social &amp; collaboration software that enables teams to be more productive and engaged.</p>
<p><strong>Excellent link, thanks Sean. I agree completely &#8211; adding too much games mechanics and you may lose the focus of the application, I think it needs to benefit the flow of the problem you&#8217;re solving. Thanks for commenting!</strong></p>
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		<title>By: Dave</title>
		<link>http://www.apeofsteel.com/976/game-mechanics-stickiness-and-customer-development/comment-page-1#comment-894</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Sun, 24 Jan 2010 23:56:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.apeofsteel.com/?p=976#comment-894</guid>
		<description>I think sticky features can fit in nicely with Dave McClure&#039;s AARRR metrics*, filtering through the levels of Acquisition and Activation, and resulting in user Retention. I&#039;d think that identifying what behaviors you really want the user to be doing (probably the same behaviors you&#039;re measuring and preferably ones which lead closer to product / market fit), and then adding some simple game mechanics to those could aid pushing the user through the AARRR funnel. That said, you get enough users &#039;addicted&#039; to a feature, and maybe you&#039;ve found an idea worth pivoting to? :) 


* = http://500hats.typepad.com/500blogs/2007/09/startup-metrics.html</description>
		<content:encoded><![CDATA[<p>I think sticky features can fit in nicely with Dave McClure&#8217;s AARRR metrics*, filtering through the levels of Acquisition and Activation, and resulting in user Retention. I&#8217;d think that identifying what behaviors you really want the user to be doing (probably the same behaviors you&#8217;re measuring and preferably ones which lead closer to product / market fit), and then adding some simple game mechanics to those could aid pushing the user through the AARRR funnel. That said, you get enough users &#8216;addicted&#8217; to a feature, and maybe you&#8217;ve found an idea worth pivoting to? :) </p>
<p>* = <a href="http://500hats.typepad.com/500blogs/2007/09/startup-metrics.html" rel="nofollow">http://500hats.typepad.com/500blogs/2007/09/startup-metrics.html</a></p>
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		<title>By: Ellen Dudley</title>
		<link>http://www.apeofsteel.com/976/game-mechanics-stickiness-and-customer-development/comment-page-1#comment-893</link>
		<dc:creator>Ellen Dudley</dc:creator>
		<pubDate>Sun, 24 Jan 2010 23:35:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.apeofsteel.com/?p=976#comment-893</guid>
		<description>Thank you for reminding me not to try and paint the boat before the hull is finished. Read the same post yesterday and my brain was busy thinking up imaginary scenarios involving yet more code... and more time... to make our soon to be released app &quot;sticky&quot;, but we have a long way to go yet. Better to just get it out the door and see what the users do first. 

Do you think &quot;sticky&quot; always has to be equated with addictive? I don&#039;t particularly want to be developing stuff that people get addicted to, I want them to keep using it because it makes them better at *something*. Idealistic I know.</description>
		<content:encoded><![CDATA[<p>Thank you for reminding me not to try and paint the boat before the hull is finished. Read the same post yesterday and my brain was busy thinking up imaginary scenarios involving yet more code&#8230; and more time&#8230; to make our soon to be released app &#8220;sticky&#8221;, but we have a long way to go yet. Better to just get it out the door and see what the users do first. </p>
<p>Do you think &#8220;sticky&#8221; always has to be equated with addictive? I don&#8217;t particularly want to be developing stuff that people get addicted to, I want them to keep using it because it makes them better at *something*. Idealistic I know.</p>
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