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Professor Game

Professor Game

Tecnología, información y medios de comunicación

Madrid, Madrid 1962 seguidores

Gamificación para impulsar participación y retención — Podcast #1 en gamificación

Sobre nosotros

Professor Game ayuda a organizaciones, educadores y creadores de comunidades a aplicar la gamificación y el pensamiento de juego para impulsar la participación, la retención y la lealtad. 🎙️ Fundado por Rob Alvarez, Professor Game es el podcast #1 en gamificación, donde expertos internacionales como Yu-kai Chou, Amy Jo Kim, Jesse Schell, Nir Eyal y muchos otros comparten estrategias probadas para generar motivación significativa. Además del podcast, ofrecemos consultoría, talleres y formación para transformar experiencias de aprendizaje, negocio y comunidad mediante el diseño inspirado en los juegos. Nuestro marco de tres pasos: Comprender en profundidad la situación. Crear y construir. Probar e iterar para lograr un impacto medible. Colaboramos con empresas, instituciones públicas y universidades de todo el mundo para que la participación, la motivación y la lealtad sean realmente significativas.

Sitio web
https://professorgame.com
Sector
Tecnología, información y medios de comunicación
Tamaño de la empresa
De 2 a 10 empleados
Sede
Madrid, Madrid
Tipo
Autónomo
Fundación
2017
Especialidades
Gamification, Game-based Solutions, LEGO SERIOUS PLAY, Workshop Facilitation, Game Design, Educational Consulting y Management Consulting

Ubicaciones

Empleados en Professor Game

Actualizaciones

  • Mid-game, a team in one of Eleanor Ross's simulations went off script and tried to buy Greenland. Nobody had prepared for it. On the latest Professor Game, Eleanor Ross of ExpertTheory tells Rob how her crew adjudicated that move and produced news articles and role player materials in under ten minutes, a turnaround the wargaming field long treated as impossible. The deeper lesson sits in her Logic, Function, Form framework: decide what people should know and feel on the way out, then build the actors, goals, and constraints to get them there. For leaders thinking about engagement and retention at scale, the move is the same: design for the exit, then the mechanics. DM the page WILD for the free Core Drives in the Wild guide. #Gamification #GameInspired #ProfessorGame #Retention #Engagement #Motivation

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  • 𝗦𝗼𝗺𝗲𝘁𝗵𝗶𝗻𝗴 𝘀𝘁𝗿𝗮𝗻𝗴𝗲 𝗵𝗮𝗽𝗽𝗲𝗻𝘀 𝘄𝗵𝗲𝗻 𝘆𝗼𝘂 𝗴𝗶𝘃𝗲 𝗽𝗲𝗼𝗽𝗹𝗲 𝗲𝘅𝗮𝗰𝘁𝗹𝘆 𝘄𝗵𝗮𝘁 𝘁𝗵𝗲𝘆 𝗮𝘀𝗸 𝗳𝗼𝗿 They ask for more options. You give them more options. And suddenly, engagement drops. That part never makes the case study. When engagement drops, the instinct is to add more. More challenges. More rewards. More ways to participate. But every extra option is a decision deferred. And when decisions pile up, people stop making them altogether. Behavioral scientists have watched this play out for decades. In the famous jam study, people were more likely to stop at a display with 24 jams. But they were more likely to buy when they saw just 6. More choice attracted attention. Less choice drove action. The best systems already knew this. They don't give people endless possibilities. They give them a few that actually matter. A path to follow. A strategy to build around. A decision worth committing to. Not because limitation is fun. Because a choice only becomes real when it closes another door. That's why people remember the build they chose, the faction they joined, the skills they invested in. Not the options they ignored. So stop asking how to give users more choices. Ask how to make the ones they already have matter more. Because engagement doesn't come from endless options. It comes from one decision they can't stop thinking about. We work with teams and organizations on designing engagement, learning and performance systems that actually drive behavior. If you're working on improving output, adoption or engagement inside your organization, feel free to reach out. #Gamification #BehavioralDesign #GameDesign #Engagement #LearningDesign #ProfessorGame

  • 𝐓𝐡𝐞 𝐆𝐚𝐩 𝐈𝐬 𝐭𝐡𝐞 𝐑𝐞𝐚𝐥 𝐄𝐧𝐠𝐢𝐧𝐞 𝐨𝐟 𝐄𝐧𝐠𝐚𝐠𝐞𝐦𝐞𝐧𝐭 Most gamification systems are obsessed with speed. Instant feedback. Instant rewards. Instant confirmation. But the most powerful psychological lever in any engagement system isn't the reward. It's the wait before it. Psychologists call this the Zeigarnik effect. The mind holds unfinished things more tightly than completed ones. Anticipation doesn't just precede the reward. It is the reward, often more than the thing itself. This is why instant systems feel satisfying but forgettable. You complete something, you get something, and it dissolves. No tension. No buildup. No emotional residue. Great systems work differently. They don't just deliver outcomes. They manufacture expectation. A submission isn't processed. It's under review. A level isn't unlocked. It's about to be. A reward isn't given. It's on its way. That language shift sounds trivial. It isn't. It transforms a transaction into an experience the brain keeps returning to. Duolingo's streak mechanic works precisely because of this. The streak isn't valuable because of what it gives you. It's valuable because of what you stand to lose. The gap between today's session and tomorrow's creates low-grade anticipation that pulls users back before they consciously decide to return. So if you're building engagement systems, don't only optimize for speed. Optimize for the gap. Because that's where engagement stops being a feature and starts being a feeling. Most gamification systems are over-optimized for instant feedback. Agree or disagree? #Gamification #BehavioralDesign #GameDesign #LearningDesign

  • The strongest retention tool there is can't be bought or undercut, and most loyalty programs don't even try to build it. In the newest Professor Game episode, Rob tells it through his own barber: ten years of staying put while closer, sometimes cheaper, competitors opened nearby. No app, no points, no tiers. By every metric a loyalty program optimizes for, she should have lost him. What held it was Core Drive 5, social influence and relatedness. Belonging, a real relationship, the one thing a rival can't replicate by being a few streets closer. DM WILD and we'll send you the free Core Drives in the Wild guide. #Gamification #GameInspired #ProfessorGame #Retention #Engagement #Motivation

  • 𝐖𝐡𝐲 𝐏𝐥𝐚𝐲𝐞𝐫𝐬 𝐋𝐨𝐯𝐞 𝐃𝐢𝐟𝐟𝐢𝐜𝐮𝐥𝐭 𝐂𝐡𝐨𝐢𝐜𝐞𝐬 The most memorable part of a game is often the content you never experience. Not the reward you earned. The reward you gave up. The weapon you didn't take. The skill tree path you abandoned. The faction you refused to join. The ending you'll never see on this playthrough. That is what makes a choice matter. Because the moment you choose one thing, you lose access to something else. And that loss is what gives the decision weight. Most gamification systems try to remove this feeling. They make participation easy. They remove consequences. They make sure everyone gets the same reward. But when nothing is at stake, nothing feels important. When every option leads to the same outcome, decisions stop being decisions. They become clicks. Great games do the opposite. They force trade-offs. You can have this. Or that. But not both. And that is where engagement comes from. Not from reward abundance. But from meaningful loss. Because sacrifice is what makes progress feel real. So when you're designing a gamified experience, don’t just ask: What reward should users earn? Ask instead: What are they willing to give up to earn it? Because people rarely remember what they were given. They remember what it cost. #Gamification #GameDesign #BehavioralDesign #Engagement #LearningDesign

  • Loyalty dies the moment it becomes a calculation. Here's what that looks like in the wild: a flyer who genuinely preferred one airline starts choosing the worse flight, longer, later, sometimes pricier, purely to protect a points balance. In the newest Professor Game episode, Rob names it: the over-justification effect. Once a real preference gets re-justified by rewards, the customer was never loyal, they were doing math, and math loses to any competitor with a marginally better offer. Most loyalty programs engineer exactly this, then act surprised when customers leave. DM WILD and we'll send you the free Core Drives in the Wild guide. #Gamification #GameInspired #ProfessorGame #Retention #Engagement #Motivation

  • A barber with no app, no points, and no rewards has kept the same customer for ten years. A major airline spends millions to keep that same person, and loses them the moment a competitor offers more miles. Same human motivation. Opposite result. Here's what most retention teams miss. The airline runs on a Black Hat stack: Core Drive 4 (Ownership), Core Drive 6 (Scarcity), and Core Drive 8 (Loss Avoidance). Your miles feel like an asset you own, the tier status sits just out of reach, and expiring points turn every decision into a loss to avoid. It works, and it quietly corrodes the relationship. The tell is the over-justification effect: a flyer who genuinely liked the airline starts booking the worse flight, longer, worse time, sometimes pricier, purely because it earns miles. That's the moment the relationship became a calculation. And a calculation is trivially beatable. The barber uses the same Core Drive 4, but builds ownership the customer actually keeps: a relationship that can't be ported to a competitor or devalued overnight. It cost zero. In the newest Professor Game episode, Rob breaks the whole thing down and leaves you one diagnostic to run today: strip the points, the discounts, and the rewards entirely. What reason is left to stay? If the honest answer is nothing, you don't have a loyalty program. You have a price promotion on a delayed schedule. DM WILD and we'll send you the free Core Drives in the Wild guide. #Gamification #GameInspired #ProfessorGame #Retention #Engagement #Motivation

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  • 𝗠𝗼𝗱𝗲𝗿𝗻 𝗴𝗮𝗺𝗲𝘀 𝘀𝗽𝗲𝗻𝗱 𝗺𝗶𝗹𝗹𝗶𝗼𝗻𝘀 𝘁𝗿𝘆𝗶𝗻𝗴 𝘁𝗼 𝗸𝗲𝗲𝗽 𝗽𝗹𝗮𝘆𝗲𝗿𝘀 𝗲𝗻𝗴𝗮𝗴𝗲𝗱 𝗳𝗼𝗿 𝟯𝟬 𝗱𝗮𝘆𝘀. 𝗚𝗿𝗮𝗻𝗱 𝗧𝗵𝗲𝗳𝘁 𝗔𝘂𝘁𝗼: 𝗩𝗶𝗰𝗲 𝗖𝗶𝘁𝘆 𝗵𝗮𝘀 𝗸𝗲𝗽𝘁 𝗽𝗹𝗮𝘆𝗲𝗿𝘀 𝗰𝗼𝗺𝗶𝗻𝗴 𝗯𝗮𝗰𝗸 𝗳𝗼𝗿 𝗼𝘃𝗲𝗿 𝟮𝟬 𝘆𝗲𝗮𝗿𝘀. No battle passes. No daily rewards. No streak mechanics. Just a game people still reinstall out of choice. That contrast should force a question: What did older games get right that modern retention systems often miss? Vice City is technically outdated in every measurable way: • graphics • mechanics • scale Yet it outlives most modern titles in memory. Not because it was more complex. But because it was more felt. A drive through neon-lit streets at night. A soundtrack that permanently anchors memory. Missions that feel like scenes, not tasks. Even doing nothing still felt like being somewhere. There was no system pushing you to return. So when players returned, it was voluntary. That’s the key shift: Modern design builds behavior loops. Older games built emotional memory loops. And this is where most retention design still misunderstands itself: Retention built on obligation fades the moment rewards stop. Retention built on emotion lasts even when the product is gone. What designers should take from this: 1. Stop optimizing for DAU and session length → optimize for moments players remember without prompts 2. Don’t just build reward loops → build sensory identity (sound, mood, place, rhythm) 3. Don’t design for return frequency → design for return desire without incentives 4. Treat atmosphere as a mechanic, not decoration → music, lighting, pacing, and space are retention tools This doesn’t just apply to games. Spotify builds it through mood-driven playlists. Airbnb builds it through “sense of place.” Duolingo builds it through character attachment, not just streaks. Because the strongest retention system isn’t a reward structure. It’s memory. Vice City didn’t trap players. It made leaving feel irrelevant. What’s one game that still pulls you back without any reward system? #GameDesign #Gamification #UserExperience #GamingIndustry #GameDevelopment

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  • "Almost everyone is rehearsing what they want to say instead of listening." Victoria Ichizli-Bartels We've all done it. The room goes around introducing themselves and your attention collapses inward, scripting your line, because you're afraid of getting it wrong. On the latest conversation with Rob on Professor Game, Victoria shares the three-question reset she borrowed from neuroscience and tabletop RPGs: 1. What is happening? Name the feeling. ("I'm afraid.") 2. Who is talking? Identify which inner voice has the mic. 3. What is the goal of this voice? Nine times out of ten it's trying to protect you or prepare you, not undermine you. The reframe is the whole point: when you treat the anxious voice as a part of you with a goal, instead of an enemy, you find answers you couldn't see before. Kindness toward your own inner players is a design choice. DM the page WILD for the free Core Drives in the Wild guide. #Gamification #GameInspired #ProfessorGame #Motivation #Engagement

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