The Art and Science of Seductive Interactions
slideshare.net
slideshare.net
Let me clarify, though, what I mean by "game." There's this idea in pen-and-paper RPG game design called the threefold model. Basically, it states that there are three reasons people immerse themselves into a virtual, social world constrained by rules (a "game".) It's usually phrased, though, that there are three archetypical players, one to purely seek each goal, of which any individual may be a varied mixture.
1. There are Simulationists, who want to explore the "reality" of the world itself.
2. There are Narrativists, who want to feel that they're part of an overarching story, and that both themselves, and the world, are important and have purpose.
3. There are Gamists, who want to compete for resources, usually against the other players or the game's universe itself.
This model is useful for more than pen-and-paper RPGs, obviously; the three motivations people have for playing games are the same as the three motivations people have for doing anything, once they've sated their base urges: satisfying curiosity and feeling in control of the world (Simulationism), finding a sense of purpose (Narrativism), and feeling powerful and having control of the other players (Gamism). Whenever you're helping people to achieve one or more of those three goals, the means by which you're doing so can probably be classified as a game: D&D, Facebook, the Stock Market, Religion, etc.
Really worth a read and a bookmark. I've also forwarded to my team and we'll no doubt lift a few ideas from there.
Highly recommended for anyone working on consumer apps. Even if you know a lot of the concepts already, it brings them together nicely.