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This training is not about "gamification" but something even more primal. It's a discussion about what motivates us to interact with software (not just games). It's an analysis of software which gets it right. Software which is fun. Can we dissect fun? Can we boil the complex cognitive, emotional responses we experience when we play Angry Birds down to a set of principles which we can reuse in any number of the otherwise hum-drum applications we're working on? Can we use these principles to guarantee the games we create are fun? The answer is yes we can! And Uncle Andy will show us the way.