Game sinks, in a nutshell


The game definition sank

What is meant by game thinking?

This concept, created by combining thought + play, translates into 'thinking games' and forms various examples.

The simplest definition of a sinking game can be summarized as 'thinking like a game designer'. If this is interpreted, entrepreneurs, planners, and producers who are involved in various situations on the field outside of games and games to change and innovate using games. It can be described as a general term for the techniques used to operate a knowledge and assessment system very similar to that of game designers.

However, it is not right to simply change the meaning of game sinking by becoming a game designer. The difference between the two concepts is clearly seen in the context in which game sinking is introduced and its end goal, and game sinking that we care about is an idea game designers are familiar with in the process of designing and creating games.

The sinking of games is not aimed at producing games for entertainment purposes only, but attempts to make drastic changes beyond existing methods of improvement to achieve goals outside of gaming. Therefore, it makes sense to recognize game sinking as one of several innovation methodologies that can be applied to a variety of problem situations, such as TRIZ, 6 sigma, lean startup, and reengineering.

Immersion in the game can effectively contribute to the context of problem solving because the thinking of an experienced game designer contains easy ways of approaching intrinsic problems that are not usually easy to grasp.

Regarding game sinking as a management innovation technique, Kevin Werbach of the Wharton School and Dan Hunter of New York Law School use all available resources to create engaging experiences that help people become designers. It is defined as motivating them to perform the desired behavior.

Their assessment regarding game sinking is related to the background and characteristics of the birth of the game medium as follows.

First, games are designed by game designers as a medium that aims for players to find solutions by exposing themselves to problem situations.

Second, the game provides a different experience for each level from beginner to master level according to the player's skill level, and puts interest and motivation in dealing with tasks and situations at the heart of the design.

Third, players boldly compensate for new attempts that break the frame in the process of being exposed to conflict situations, or they lead to positive, confident persistence by making them consider joy in challenging rather than fear of repeated failure.  

Game sinking is a methodology that successfully induces the changes and challenges that game designers want outside of games by taking advantage of the features that game designers have to consider and internalize in the process of designing and producing good games.   

The immersion of gaming and gamification

Game immersion refers to the way game designers think, assess, and create, so that the origin of this concept prototype can be thought of in relation to game design and historical trajectories.

However, while game sinking is an independent design methodology, it has been noted as an innovative technique that changes the user experience. It makes sense to see it as relatively basic work, after the development of the concept of gamification.


 As is well known, gamification is a concept first put forward by British consultant Nick Pelling in the early 2000s by applying a game-like interface to improve electronic product design, and the concept of game + -fication, which is a compound word.

At that time, Felling's proposal did not receive much attention, but as the interactive digital infrastructure and game content base and play culture developed in general, starting around 2010, it began to receive attention in the marketing and business fields.

Big thinking innovation

Then, let's look back at the definition of game sinking under the concept of gamification. Gabe Zichermann, the consultant who led the initial gamification discussion, explained that gamification combines several discussions that try to use games in areas other than games such as functional games, games for change, and advertising games. Mification is defined as the process of immersing users and solving problems using game sinking and techniques.

In Zicker's own definition, game sinking is an important methodology for gamification implementation and execution. In 2012, Warbach and Hunter published a joint research book entitled 'For the Victory: How Gaming Thinking Can Revolutionize Your Business'. The book is listed as the main tool for designing and implementing migration.

However, because gamification is the use of game elements and game design techniques in a non-game context for them, game sinking is not included in the gamification composition, which is summarized in game elements, game design, and non-game contexts.

Then, why did Warbach and Hunter rate game sinking as the central axis of gamification performance? The former is often recognized as a higher concept than the latter because gamification has received public and media attention before the game sank. However, in a narrow sense, gamification is a concept that can never be realized unless the game sinking is successful.

On the other hand, game sinking is an innovative technique that brings out the power of gaming in a variety of situations, from pure gaming to gamification. Taking into account the relationship of inclusion between them, immersion of the game is an essential element in gamification that cannot be ruled out, and it determines the way game designers think and act. In other words, the immersion of play and gamification has to do with the former as a sufficient condition for the latter and the latter as a necessary condition for the former.  

Innovation is done by sinking games

The immersion of games has begun to attract attention as a key element required to design and operate specifically, along with the concept of gamification, which seeks to solve problem situations and innovate the human experience by turning ordinary users into players.

In particular, since 2010, gamification and game sinking have begun to be refocused as a kind of new future technology and innovative techniques as the characteristics of games are actively reflected in the business and marketing fields to strengthen customer engagement, sustainable use motives and improvement. active problem solving abilities.

However, humanity has long been in close touch with the monotony of everyday life and archetypal mediums that can infiltrate almost indefinitely into any object and form a mix in the name of the game, to capture all the human emotions and experiences of the game. sensory amplification that promotes all directions, discussion and experimentation continues to spread the power of play and play to the realm of society.

In this process, game sinking helps experienced game designers to design concrete plans to transfer the power of gaming and play to areas that require innovation by emulating the entire design process to understand, operate in detail, and refine the game.

The unique system of thinking and the visible result-producing process to game designers is a combination of different attitudes and perspectives that are close to contradiction to designers and strategists who are familiar with function and efficiency or technology-oriented approaches due to the unique characteristics of games. pursuing the aesthetics of play experience and pleasure is necessary.

Likewise, for those eyeing gamification, game sinking is a methodology that always requires skill, but it should be remembered that it is a big mistake to think of it as a magic spell that leads to the goal of innovation to form new ones. human experience and cognitive systems.

Game thinking: e-commerce is not locked

The immersion of the game contributes to gamification by following the design process of experienced designers who make different games according to the type of game, objectives and type of player. Today, the following framework will be essential for designers pursuing game-sinking based innovation.

First, we prioritize human experience and taste, especially for players looking for fun over efficiency, amid situations that require problem solving or original redesign. Before considering production goals or system efficiency, the first step is to prepare a prospective perspective to fundamentally turn users into playmakers. Second, the designer must design a general context in which the experience of the player through gamification and the point of achievement of changing perceptions and goals of the game are consistent.

Gamification requires not only fun through play, but also achieving other goals at the same time, and paradoxically, most objects are far from being fun. Therefore, it is difficult to think of game sinking as a problem-solving method commonly used in similar situations as far as the approach is desired.

This is because game sinking is better suited for finding new ways to change object characteristics in completely different or even opposite directions rather than amplifying the characteristics of objects in the same flow as conventional ones. Such characteristics can be repeatedly confirmed in the subversive innovation and creative role given to the designer through the uniqueness of the game medium, aesthetics and unique authority that allows free imagination and bold inversion.   

How the sinking of games drives innovation. The immersion of the game cannot be explained by a formula that applies equally in all cases, so it is impossible to achieve innovation by simply implementing some game scheme such as machines.

When the method of thinking of designers who are mobilized to solve a game is formulated from various points of view, game sinking can eventually lead to innovations that can unite even contradictions that are difficult to reach with just logic of reality and efficiency, even outside the game.


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