Game Design, Not Gamification, for Great Products | Andreessen Horowitz
I would advise, as an industry, to pull back from this obsession with user wants and user needs and instead to design for fun. What you want your players to feel, what is the emotional path for them to get there, and how does your software—your business product, if that's what you're building—take them along the path?
Ben Gilbert • Superhuman Part II - Designing Software to Feel like a Game (with Rahul Vohra) | Acquired Podcast
Consider your own product. Is it fun, even without a goal? Does it indulge moments of playful exploration? Does it create moments of pleasant surprise? If so, congratulations because then you have a toy and you're on the way to building a great game.
Rahul Vohra • How to build great products with game design, not gamification
Playful software often conjures up video games, but I don't mean that. Where I see the lack of play is in consumer software: design tools, social networks, dating apps, messengers. Borrowing from Brian Upton's The Aesthetics of Play , I'm talking about play that isn't segregated from ordinary life, “[play that's] embedded within ordinary life;... See more
XH • Internet Playgrounds
As it turns out, there is no unifying theory of game design. To create games, we have to draw upon the art and science of psychology, mathematics, interaction design, and storytelling.