Gamification: 75% Psychology, 25% Technology
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User Rank: Apprentice
12/16/2013 | 5:03:13 PM
You were probably right the first time - it's 90% psychology and 10% technology...
Modern technologists will always want to assign more credit to the gizmo than it probably deserves, but we expect that now. Given that Gamification of consumer goods is at least 100 years old, there are plenty of examples where technology is not even required: 
Paul M
Paul M,
User Rank: Apprentice
6/13/2013 | 9:35:27 AM
re: Gamification: 75% Psychology, 25% Technology
One of the most unusual ideas I've seen for changing people's behaviour is this one, rewarding people for speed discipline:

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