Motivate Yourself by Turning Your Life Into Fun Games
Motivate Yourself by Turning Your Life Into Fun Games, available at $49.99, has an average rating of 4.45, with 40 lectures, based on 47 reviews, and has 314 subscribers.
You will learn about Gamify any or (if you wish) all areas of your life, including management aspects, without having to delve into gamification and psychological research. Design captivating self-motivational games following an anthropological (non-judgmental) approach to observing your behavior towards projects and activities. Accelerate progress towards achieving set goals by slowing down – i.e. by identifying and taking the smallest and most effortless steps possible towards those goals. Develop a playful mindset while approaching everything with excellence. Turn self-motivation and self-gamification into a habit and inspire others to do the same. This course is ideal for individuals who are Non-gamers: persons who play games very occasionally and prefer to spend their free time doing activities other than games, but who wish to turn projects they either want or need to accomplish into fun games – without having to delve into gamification and psychological research to start playing right away. or Gamers: persons who play games (often video games) on a regular basis, sometimes for many hours a day, and who would like to enjoy everything else they do, also after they’ve stopped playing their favorite games. or Gamers and non-gamers who consciously gamify some of their activities and would like to know how to extend gamification to other areas of their lives. or Gamification designers who would like to know the personal skills users of their frameworks require to obtain maximum benefit from their products. It is particularly useful for Non-gamers: persons who play games very occasionally and prefer to spend their free time doing activities other than games, but who wish to turn projects they either want or need to accomplish into fun games – without having to delve into gamification and psychological research to start playing right away. or Gamers: persons who play games (often video games) on a regular basis, sometimes for many hours a day, and who would like to enjoy everything else they do, also after they’ve stopped playing their favorite games. or Gamers and non-gamers who consciously gamify some of their activities and would like to know how to extend gamification to other areas of their lives. or Gamification designers who would like to know the personal skills users of their frameworks require to obtain maximum benefit from their products.
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Summary
Title: Motivate Yourself by Turning Your Life Into Fun Games
Price: $49.99
Average Rating: 4.45
Number of Lectures: 40
Number of Published Lectures: 40
Number of Curriculum Items: 45
Number of Published Curriculum Objects: 45
Original Price: $129.99
Quality Status: approved
Status: Live
What You Will Learn
- Gamify any or (if you wish) all areas of your life, including management aspects, without having to delve into gamification and psychological research.
- Design captivating self-motivational games following an anthropological (non-judgmental) approach to observing your behavior towards projects and activities.
- Accelerate progress towards achieving set goals by slowing down – i.e. by identifying and taking the smallest and most effortless steps possible towards those goals.
- Develop a playful mindset while approaching everything with excellence.
- Turn self-motivation and self-gamification into a habit and inspire others to do the same.
Who Should Attend
- Non-gamers: persons who play games very occasionally and prefer to spend their free time doing activities other than games, but who wish to turn projects they either want or need to accomplish into fun games – without having to delve into gamification and psychological research to start playing right away.
- Gamers: persons who play games (often video games) on a regular basis, sometimes for many hours a day, and who would like to enjoy everything else they do, also after they’ve stopped playing their favorite games.
- Gamers and non-gamers who consciously gamify some of their activities and would like to know how to extend gamification to other areas of their lives.
- Gamification designers who would like to know the personal skills users of their frameworks require to obtain maximum benefit from their products.
Target Audiences
- Non-gamers: persons who play games very occasionally and prefer to spend their free time doing activities other than games, but who wish to turn projects they either want or need to accomplish into fun games – without having to delve into gamification and psychological research to start playing right away.
- Gamers: persons who play games (often video games) on a regular basis, sometimes for many hours a day, and who would like to enjoy everything else they do, also after they’ve stopped playing their favorite games.
- Gamers and non-gamers who consciously gamify some of their activities and would like to know how to extend gamification to other areas of their lives.
- Gamification designers who would like to know the personal skills users of their frameworks require to obtain maximum benefit from their products.
Learn how to motivate yourself by practicing self-gamification, a unique self-help approach to implementing game-design elements into your life.
Master three skill-sets to be successful in your self-motivational game design, your projects, and your life
- See yourself, the world around you, and your thought processes non-judgmentally like an anthropologist would do.
- Identify your dreams and goals, and make progress in them, one small and effortless step at a time, the kaizen way.
- Apply gamification, that is see whatever you are up to as a game; then design, play, and improve your games, and learn to appreciate every step on the way by giving yourself points, badges, and other small non-material rewards.
Apply anthropology, kaizen, and gamification together to practice self-gamification, a unique approach to increase motivation and a sense of well-being
Before motivating anyone else, you might want to master self-motivation.
And since motivation should in principle lift someone up enough to drive them to doing what they want or need to do, you would want no less for yourself.
In this course, you will learn how to motivate yourself in a gameful way, without having to delve into gamification and psychological research.
Contents and Overview
This course contains 7 sections, 39 lectures, and about 2 hours of content. Sections 3 through 6 include activities building upon each other. The course offers three articles and references to multiple resources, which would allow you, should you wish, to deepen your knowledge of the techniques discussed in this course.
The course is designed for anyone who wants to succeed in what they do, and to enjoy the process. It applies to non-gamers, gamers, gamification designers, and also those who already gamify some aspects but would like to extend that to all areas of their lives.
This course will show you how to turn your life into fun and engaging games without having to study gamification or psychology in detail. You can also use this course as a practical introduction to personal gamification.
By the end of this course you will be able to observe yourself, the dynamics of the world around you, and your thought processes, non-judgmentally, as an anthropologist would do. You will identify the activities you escape from and those you escape to, when you procrastinate about something.
You will then identify big goals, and the tasks for your to-do lists between you and those goals. You will learn what your next, most appropriate step should be toward accomplishing items on your to-do lists. You will discover that with small, effortless steps you will achieve your goals more quickly and in a more fun, and often surprising way, than the large and often difficult jumps you might have relied on in the past.
And finally, you will learn to see your projects and activities as games. You will give yourself points, or badges, for the steps you take on the way, and discover that doing so will help you to create a habit of acknowledging and enjoying each moment in life, in a way you’ve never done before.
You will discover that by continually honing these three skill sets you will be able to solve any dilemma or problem that comes your way.
You will learn how to design your project games to enable steady progress, have fun with what you do, and relax along the way.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Welcome!
Lecture 2: Who is this course for?
Lecture 3: What is this course about?
Lecture 4: Qualifications
Lecture 5: You already gamify your life
Chapter 2: Self-Gamification and its Three Components
Lecture 1: Introduction to self-gamification
Lecture 2: Why turn our lives into games?
Lecture 3: What is self-gamification?
Lecture 4: Three approaches applied together
Lecture 5: Self-gamification examples
Chapter 3: Study Yourself Like an Anthropologist Would
Lecture 1: Introduction to awareness
Lecture 2: Be your own anthropologist
Lecture 3: Assess your tasks
Lecture 4: Escape-from tasks
Lecture 5: Escape-to tasks
Lecture 6: How you observe yourself
Lecture 7: Epiphanies through non-judgmental seeing
Lecture 8: Conclusions, Section 3
Chapter 4: Identify Small Steps, the Kaizen Way
Lecture 1: Introduction to Section 4
Lecture 2: What is kaizen?
Lecture 3: Structure of a human brain
Lecture 4: What is the next step?
Lecture 5: The magic of an effortless step
Lecture 6: Conclusions, Section 4
Chapter 5: Design, Play, and Develop Your Games
Lecture 1: Introduction to Section 5
Lecture 2: Main elements of a game
Lecture 3: Voluntary participation
Lecture 4: You are already a game designer
Lecture 5: On goals and rules
Lecture 6: A non-gamer’s simple frameworks
Lecture 7: Motivational game design tips
Lecture 8: Game design tips for escape-from and escape-to tasks
Lecture 9: Conclusions, Section 5
Chapter 6: Practice, Enjoy, and Share
Lecture 1: Introduction to Section 6
Lecture 2: How to start playing
Lecture 3: How to practice self-gamification
Lecture 4: How to share self-gamification
Lecture 5: Conclusions, Section 6
Chapter 7: Conclusions and Congratulations
Lecture 1: Congratulations
Chapter 8: Bonus Section
Lecture 1: Bonus Lecture for Motivate Yourself by Turning Your Life Into Fun Games
Instructors
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Victoria Ichizli-Bartels
Non-gamer turning life into fun games
Rating Distribution
- 1 stars: 2 votes
- 2 stars: 1 votes
- 3 stars: 5 votes
- 4 stars: 13 votes
- 5 stars: 26 votes
Frequently Asked Questions
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