Gamification: Time to go with the Flow?
Gamification is still a relatively contemporary movement in the sphere of new media.
However, no sooner has the movement been lauded as innovative, that critics have labelled it thinly veiled exploitation. What has lead critics to such a conclusion and how might designers seek to implement more effective Gamification applications? The answer lies in the so far unapplied psychological phenomenon of flow - whereby an optimal point of equilibrium between the player's perceived skill and challange of the activity is desirable. The fitness application Nike+ serves as a powerful case study.