
How to engage with selling
This piece looks at how to change your perspectives on sales and marketing, thereby improving your chances and opinions on both.
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AEX Design
This piece looks at how to change your perspectives on sales and marketing, thereby improving your chances and opinions on both.
In this post we explore how to make your goals EPICQ, by changing your mindset and language to help you get more out of your goals.
This post is essentially a press release on what has been happening with aeStranger and what can be expected in the future.
In this piece I look at what questions and criteria would be used when analysing how a person or company engage their audience.
In this piece, I explore what audience engagement and audience experience design is, and why it is important for your company to have.
In this short piece, we look at what design exploration is, the reason to do it, it’s benefits and outcomes you gain from using its tools.
A perspective on the psychology and requirements of growing, building and maintaining a thriving community, either online or offline.
In this piece we explore how to develop a customer experience strategy and how to go about gamifying the experience.
In this piece, we look at a brief overview & explore the required elements for effective user engagement in a gamified process & experience.
In this piece, we look at why the motivational lever of belonging is important you and your company and what interactions can strengthen it.
Behavioural Psych
In this piece I look at the technique of loss aversion, sunk cost and FOMO, and how these can be used to engage your audiences.
In this piece we look the differences between the generalist and the specialist and how to develop a skill tree to represent both concepts.
In this weeks piece we explore how concepts in gamfiication, such as intrinsic motivation mechanics can help with overcoming imposter syndrome
In this piece, we explore the features that you can utilise to set the right mood and promote immersion for your gamified experiences.
In this piece we explore what kinds of feedback there, how to set it up, giving feedback effectively and why it is important to always include it.
The piece explore the immersive power of semiotic domains and how they engage players that enter them. Looking at the language and groups inherent to them.
Ever been in an experience and believed everything? That’s suspension of disbelief, buying into something so completely that all else is ignored.
Looking at how role-playing games and experiences can be used as therapeutic tools, to help develop and practice social skills and communication.
This week’s game tools; we come to our final set, those that revolve around purpose & the use of narrative to create context for your players.
Belonging and being part of something is one of the strongest motivators that you can use to engage your players in your game or the gamified environment.
gamification
In this piece on gamification, I explore what badges are, what effect they have and how to use them correctly in your gamified projects.
Purpose is one of the most important aspects of any gamified project. It gives drive and reason to your players and the actions they take.
In this piece we quickly look at what questions to ask to determine what resources are availablie to you for your gamified project.
In the next piece in our design series, we look at why it is important to identify your key stakeholders when starting a gamified project.
In this piece we look at the reasons why gamification & gameful design are already some of the most engaging tools in business today.
As many may feel isolated in lockdown for an extended period, gaming and gamification may be able to offer benefits for mental health.
Online learning has come to the forefront & for a lot of traditional educational models need to be re-examined in this new world order.
As our lives become more unpredictable, the business world has a need for soft skills training and gamification, so that people stay creative
There have been articles on the dark side of gamification, why it’s a bad idea and so on. But we need to consider what good it can do.
In this weeks piece we explore how concepts in gamfiication, such as intrinsic motivation mechanics can help with overcoming imposter syndrome
Marketing
This post is essentially a press release on what has been happening with aeStranger and what can be expected in the future.
With the release of our marketing gamification book Press Start, we felt it might be useful for people to know what the book is about.
As with any conference, it’s an opportunity to learn from specialists and to meet new people, in other words, it’s time to network.
If you are thinking about organising an event for your company or a general topic then it may be worth considering gamifying it for greater engagement.
For the first post of 2019 for æStranger, I’ll be joining in the look to see what trends and possibilities we should be looking out for in the coming year.
As we near the end of 2018, it may be worth doing a reflection on what 2018 was like before we start looking at what 2019 may hold for us.
On the 26th and 27th of November, I was fortunate enough to attend the 2018 edition of the Gamification Europe Conference in Amsterdam.
In this piece I relate and recount some things I experienced and learned at Gamification Europe’s 2018 Masterclasses in London.
Let’s look at the year ahead to see what you should looking out for in the field of Gamification, and how it can improve your business.
At the end of November 2017, there was a gathering of like-minded individuals in the UK town of Brighton. All to discuss Gamification and what it can do.
story production
Ever been in an experience and believed everything? That’s suspension of disbelief, buying into something so completely that all else is ignored.
The piece explores the various structures that can be used within gamification experiences and games, and how to use them and recognise them.
Knowing when to direct players and when to leave them alone is always tricky. In this piece we explore how using both is possibly the best overall method.
In this piece we will look at the merits of using genre to improve your narratives in game-based experiences, as well examples that show this.
Games should have a level of difficulty to allow for meaninful choices. In this piece we look at difficulty in games through the lens of the game Sekiro.
In this piece, I explore some of the concepts used when creating narratives in ARG’s to keep players motivated when they immerse themselves in the experience
Environmental storytelling is extremely subtle and requires that the player be constantly aware and work for their own understanding.
The question of narrative & how to use it has been long-standing in the gaming and gamification community. How we create, remember & weave narratives.
Metaphors are amazingly efficient storytelling tools to bring across abstract concepts in an original and unique way. Learn how to use them effectively.
Using Campbell’s “Hero’s Journey”, Jung’s Archetypes and Bartle’s Player Types, we explore how to better expand the framework for a gamified environment.
strategy
In this piece we explore what you need to do and what questions you need to ask when researching your company’s background and motivations.
In this piece we look at what a Company Exploration session is and what questions you should ask when developing your gamification project.
In this piece, we look at what you will need to do in order to ensure that your team emerges effectively from the quarantine.
In the piece, I look at how we can add fun to teams through ‘games’? Using gamification and in part with a focus on teams working remotely.
Team-building experiences can be extremely useful tools to motivate & empower your participants but you need to know how to do it the right or it wont work.
In this piece we look what you need to do be able to get as much buy-in as possible for your game experience from self-professed non-gamers.
Looking at how role-playing games and experiences can be used as business & management tools, to help develop and practice leadership and teamwork skills.
Role-play simulations can be very effective gamified tools to incorporate and create fun & applicable environments for participant learning.
This is a slightly shorter piece for you about something I’ve enjoyed for the past few years & has become more & more prominent in the public eye; eSports.
About
æStranger officially started in 2018, but has been around in some form for a few years. It is a platform to promote a mission to engage people through adventure and storytelling, to better learn and understand from each other.
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