The Who, What, When, Where, Why & How of Turning Life into Fun Games
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Discover the Who, What, When, Where, Why and How of Turning Life into Fun Games
Self-Gamification, a unique self-help approach to implementing game design elements into each of our lives and uniting anthropology (awareness), kaizen (small steps), and gamification (gamefulness) is gathering growing interest.
Self-Gamification Happiness Formula described the Self-Gamification approach in detail and in multiple contexts.
This book has been created in response to those interested in reading a short summary of the approach, rather than a longer discourse.
The Who, What, When, Where, Why and How of Turning Life into Fun Games is a short, compressed, and reworked version of Self-Gamification Happiness Formula, which was reorganized to answer six essential questions:
- Who is responsible for turning projects, activities, and whole lives into games?
- What can be turned into games?
- When does it make sense to turn something into games?
- Where could or should projects and activities be turned into games?
- Why does it make sense to turn projects, activities, and even our whole lives into fun games?
- How can we turn projects, activities, and our lives into games?
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The Who, What, When, Where, Why & How of Turning Life into Fun Games - Victoria Ichizli-Bartels
The Who, What, When, Where, Why & How of Turning Life into Fun Games
A Compressed Version of the Self-Gamification Happiness Formula
Victoria Ichizli-Bartels
The Who, What, When, Where, Why & How of Turning Life into Fun Games:
A Compressed Version of the Self-Gamification Happiness Formula
1st Edition
Copyright © 2020 Victoria Ichizli-Bartels
The moral right of the author has been asserted.
All rights reserved.
This book and the content provided herein are for informational and educational purposes only. They do not constitute medical, legal, financial, or similar professional advice. They are based on the author's opinion and personal experiences and observations. Every effort has been made to ensure that the content provided in this book is accurate and helpful. However, the author, who is also the publisher of this book, does not assume any liability whatsoever for the use of or inability to use any or all information contained in this book. Thus, she accepts no responsibility for any loss or damages of any kind that may be incurred by the reader as a result of actions arising from the use of information found in this book. The purchaser of this publication assumes full responsibility for the use of these materials and information. Please consult applicable laws and regulations and competent counsel to ensure your use of this material conforms with all applicable laws and regulations.
The author reserves the right to make any changes she deems necessary to future versions of the publication to ensure its accuracy.
No part of this publication may be reproduced, stored in or introduced into a retrieval system or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise), without the prior written permission of the author.
Cover art © Heike Werntgen
Cover design by Alice Jago
All trademarks and brands mentioned in this book are for clarifying and reference purposes only. Rather than putting a trademark symbol after every occurrence of a trademarked name, the names are used in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. Where such designations appear in this book, and where the author (and publisher) was aware of that claim, they have been capitalized. The trademarks and brands are proprietary to their owners and are not affiliated with this document in any way.
The sources to the quotations made in the book are given before, after, or in the same places as the quotes in the text.
For Michael, Niklas, and Emma,
My three favorite gamers.
A Quote
We have come to realize if we are not having fun, we are moving in the wrong direction.
— Ariel and Shya Kane
Preface to The Who, What, When, Where, Why & How of Turning Life into Fun Games
I used to complain about thick and heavy (in a literal sense) non-fiction books. Especially those with many repetitions. Why couldn’t the author have compressed the thick manual into a nice little booklet that made their point?
Then I started writing non-fiction books myself. I discovered the difficulty of addressing various related aspects of a topic without repeating to some extent what has been written previously. About that time, I realized that I had increasingly fewer issues with lengthy non-fiction books, and began to appreciate the repetition of the main message in various contexts. I gained a better understanding of the topic than I would from reading about the approach or concept just once. I discovered that I sometimes needed to re-read shorter books, or at least parts of them, to fully grasp their message.
Nowadays, I enjoy both longer and shorter books; I dive into them and see what engages and inspires me. Using the methods described in this book (and the longer one this is created from), I immerse myself in reading with a non-judgmental (aware), incremental (in small steps), and gameful (open to fun and learning something new) attitude. This attitude allows me to enjoy these books without trying to get them done
, and to discover what resonates with me and how that feels. Learning has become a drastically different experience for me as a result.
This aware, incremental, and gameful attitude also helps me to observe my defensive thoughts when someone critiques what I have created. Instead of taking offense I am able to see why something has struck a chord, and to discover what ideas might spring from this resonance.
This is what happened with my books on the art of turning our lives into fun games.
I wrote and published my first book on the topic before I had heard about gamification and kaizen, two of the three approaches Self-Gamification (the art of turning our lives into fun games) brings together. I called this 50-page booklet the 5 Minute Perseverance Game.
[A side-note: The third approach, which I consider the foundation of Self-Gamification, is anthropological. It has its source in awareness and non-judgmental seeing. I practiced this anthropological approach to living in the moment before I discovered kaizen and gamification, and had I not discovered the power of living in the moment I wouldn’t have developed Self-Gamification or written any of the books I have to date.]
5 Minute Perseverance Game (and later my other books on turning projects and activities into games) got fantastic reactions and feedback. One of the judges of the 25th Annual Writer’s Digest Self-Published Book Awards in 2017 wrote the following about this little book:
"5 MINUTE PERSEVERANCE GAME by Victoria Ichizli-Bartels is an inspiring book that, if followed, will help people with the tendency to put projects off to accomplish their goals in five-minute increments. The style of writing is friendly and non-judgmental and will uplift those who read it with its encouragement alone. I like how the author feels like a buddy as well as a teacher. This book is suitable for all ages, so whether you’re an adult finally admitting you procrastinate, or if you are a parent with a child you need to encourage to get things done (such as cleaning their space!) then this book can be useful. The cover design is colorful and creative. The slimness of the volume will encourage people who need the book. After all, it takes more than reading to tackle a problem! The call to action on the back will get readers moving. I like the author bio and picture. Her background is intriguing and we feel we can trust her to help us! For some reason, this book seems to scream for illustrations. We read 18 pages before getting to the actual game, though I do appreciate the encouraging talk. The game