A "Hold-Your-Pee" Game Mechanic?

by Jonathan Peters, PhD
Sententia Gamification Chief Motivation Officer

I recently read an article about creating engagement at events in a manner that people put the needs of the group ahead of their own. The author mentioned a bar in College Park, MD, that had an innovative beer special:  beer was $1.50 until someone, um, “relieved themselves.” When someone couldn’t hold it anymore and used the restroom, the beer prices went back to the regular price.

This game mechanic, “hold-your-pee,” probably won’t get included on Sententia Gamification’s list of game mechanics, but like all mechanics, hold-your-pee does appeal to different core motivators differently.

For instance, if someone were highly motivated by Acceptance, they would leave the bar and drive down to the road to use the restroom at a McDonalds instead of letting down the group. This game mechanic would put them under a lot of stress both emotionally and physically.

On the...

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Using an "In-Game Economy" in Your Learning Programs

by Jonathan Peters, PhD
Chief Motivation Officer, Sententia Gamification

In-game economies are a common game mechanic in gamified learning programs; however, it is important to understand that people interact differently with economies based on their Motivation Profile. Without such an understanding, we risk unnecessarily stressing participants, and in some incidences, they may abandon our program.

Broadly defined, the game mechanic of economies involves some type of currency that is used to buy, sell, or trade inside the game. This currency can take different forms. At its simplest, a participant may use the points they’ve earned to “purchase” access to the next level. A more complex economy may involve an actual currency with which participants can purchase in-game items, such as weapons and adornments for their avatars.

For example, in my course, This Ain’t Your Grandma’s Grammar, I have dueling economies. The narrative for the program is Grandma...

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