#What is Gamification Aspect
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Breaking Down Schell’s Four Pillars of Gamification: A Game-Changing Approach to Learning

Schell's Four Pillars of Gamification: A Comprehensive Guide to Transforming Learning
Gamification has revolutionized the way we approach learning, transforming mundane training modules into engaging experiences that captivate learners and enhance retention. At the heart of this transformation is Jesse Schell’s Four Pillars of Gamification, a framework that provides the blueprint for designing impactful gamified experiences. This article delves into these four pillars—story, mechanics, aesthetics, and technology—and explores how they can be effectively applied to learning and development.
The Foundation: What Are Schell’s Four Pillars of Gamification?
Jesse Schell, a renowned game designer and educator, introduced the concept of the four pillars to guide the creation of gamified experiences. These pillars—story, mechanics, aesthetics, and technology—serve as the essential components for building engaging and meaningful games. When applied to learning, they transform traditional methods into dynamic experiences that motivate and inspire learners.
Pillar 1: Story
The Power of Narrative in Learning
Stories are the backbone of human connection and understanding. In the context of gamification, narratives create a sense of purpose, making learning more relatable and memorable. A compelling story can:
Provide context for learning objectives.
Engage learners emotionally.
Encourage progression by framing challenges within a meaningful narrative arc.
How to Use Story in Gamified Learning
To integrate storytelling effectively, consider:
Role-playing scenarios: Learners assume characters with missions tied to learning goals.
Progressive narratives: As learners advance, they unlock new chapters of the story, reinforcing achievements.
Real-world relevance: Stories that mirror workplace scenarios make learning practical and applicable.
For instance, in a compliance training module, learners could be agents solving a corporate mystery, with each task linked to a compliance requirement.
Pillar 2: Mechanics
Designing the Rules of Engagement
Mechanics are the rules, challenges, and interactions that drive the gamified experience. They provide structure, ensuring that the game is engaging while maintaining alignment with learning objectives. Key mechanics include:
Points and rewards: Motivate learners by recognizing achievements.
Levels and progression: Offer a clear path for advancement.
Challenges and feedback: Keep learners engaged with tasks of appropriate difficulty and timely responses.
Applying Mechanics to Learning Platforms
When designing a gamified learning experience, ensure mechanics are:
Aligned with learning outcomes: For example, a sales training program might reward learners for correctly answering customer scenario questions.
Balanced for all learners: Mechanics should cater to varying skill levels, avoiding frustration or disengagement.
Iterative and adaptive: Allow for real-time adjustments based on learner feedback and performance.
MaxLearn’s microlearning platform exemplifies this by incorporating leaderboards, badges, and adaptive learning pathways that maintain engagement while meeting individual needs.
Pillar 3: Aesthetics
The Visual and Emotional Experience
Aesthetics in gamification encompass the visual design, sound effects, and overall atmosphere of the learning environment. They play a crucial role in shaping first impressions and sustaining interest.
Why Aesthetics Matter in Learning
Attract attention: Eye-catching designs draw learners in.
Evoke emotions: Engaging visuals and sounds create an emotional connection.
Enhance immersion: A well-designed environment helps learners feel part of the experience.
Best Practices for Aesthetics in Learning
To optimize aesthetics:
Align visuals with the narrative: Consistency between story and design creates a cohesive experience.
Prioritize usability: Intuitive layouts and clear navigation reduce cognitive load.
Use multimedia: Incorporate videos, animations, and interactive elements to enrich the learning process.
For instance, a gamified onboarding program might use vibrant, brand-aligned visuals and a welcoming soundtrack to make new employees feel at home.
Pillar 4: Technology
The Backbone of Gamification
Technology underpins the gamification experience, enabling the seamless integration of story, mechanics, and aesthetics. It determines the scalability, accessibility, and interactivity of the learning platform.
Key Technological Considerations
Platform capabilities: Ensure the LMS supports gamification features like leaderboards, real-time analytics, and adaptive pathways.
Integration: Compatibility with existing tools and systems enhances the user experience.
Accessibility: Mobile-first designs ensure learners can engage anytime, anywhere.
Innovations in Gamified Learning Technology
Emerging technologies like AI, AR, and VR are pushing the boundaries of gamification. AI-powered adaptive learning systems personalize content delivery, while VR and AR create immersive scenarios that mimic real-world challenges.
For example, MaxLearn’s AI-powered authoring tools streamline course creation, making it easier to integrate gamification into training modules.
Bringing It All Together: The Synergy of the Four Pillars
The true power of Schell’s Four Pillars lies in their synergy. When combined effectively, they create a holistic experience that:
Engages learners emotionally through compelling stories.
Motivates and challenges them with well-designed mechanics.
Captivates their attention with appealing aesthetics.
Delivers seamless experiences powered by cutting-edge technology.
For instance, a customer service training program might integrate:
A narrative where learners play the role of problem-solving heroes.
Mechanics like points for resolving customer queries correctly.
A visually engaging dashboard with progress tracking.
AI-driven feedback to guide improvement.
Conclusion: Unlocking the Potential of Gamified Learning
Schell’s Four Pillars of Gamification offer a robust framework for transforming traditional training into engaging, impactful experiences. By leveraging story, mechanics, aesthetics, and technology, organizations can create learning solutions that not only educate but also inspire and retain employees.
In today’s fast-paced world, where attention spans are short and engagement is key, the integration of these pillars is more critical than ever. Platforms like MaxLearn, with their focus on microlearning and gamification, exemplify how these principles can be applied effectively to meet modern learning demands.
Whether you’re designing a corporate training program or an educational course, embracing Schell’s pillars will ensure your gamified learning initiatives achieve their full potential.
#Gamified Learning Apps#Gamification Resources#Gamification Learning#Gamification Apps#Gamification in the Workplace#Gamification Training#Gamification in Corporate Training#Gamification Examples in Training#Gamification Ideas for Training#What is Gamification#What is Gamification Aspect#Gamify Definition#Gamification Techniques#Gamification Features#Gamification Software#Gamification Platform#Gamified Learning Platforms#Gamification Solutions#Gamified Learning#Gamified Training Platform#Gamified Learning Platform#Gamification for Employee Engagement#microlearning platform#microlearning#microlearning best practices#microlearning content#microlearning training#microlearning theory#microlearning topics#microlearning examples
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Catching Up: Love for Love's Sake (Ep 4)
Other Reacts: Ep 1 Ep 2 Ep 3
Yes, it's 3:15 in the morning. Yes, I have to work tomorrow. No, I can't even sleep in because I have to interview a potential intern at 9 am. Plus, the kids will be home with me too since it's a school holiday. I don't care. I'm starting episode 4 anyways.
And yay! We've went back to the fight. I was hoping we would find out more about what happened.
Is this a new way for them to do the subtitle for "debuff/curse". I guess that's fine so that people who don't understand gaming get it. It feels a little late in the game for that though. Still, I loved this screenshot, because you can see the transition that's a bit gamified. And the purple aura energy is showing up on Yeowoon's arm.
We didn't have any debuffs last episode so I guess the debuff really does relate to affection of Myungha and not Yeowoon's personal affection. Fine. I'll exit my clown car theory about the debuffs....for now. Outside of my clown car, it makes sense that the debuff would show up now since Myungha's affection level just plummeted.
Myungha absorbs the debuff. Yeowoon is left in shock. He definitely is feeling rejected/slighted at this point.
Myungha is dragging Sangwon through the halls. Sangwon says "I'm not a kid." I'd be careful Sangwon. That line of thinking means he can hit you. I know Myungha knows how to fight, but I do wonder more and more every episode about "why" he fought. I'm already developing a lot of head canons on that score. Maybe we'll find out eventually though.
He's not going to hit him (not that I thought he ACTUALLY would anyways), because we now have a ringing sound. I'm guessing the debuff is having an effect. He absorbed all the bad purple energy, and it was STRONG this time base on his -99. Was the -99 in red last episode? If not, it should've been. Sorry, random thought.
Myungha falls down the stairs.
I've given up on the episode names being strictly related to missions. The gamer in me though is going to retranslate this as "progress". That feels better in gamification terms. Especially if it's talking about progress in the mission quest. I obviously have no clue whether that is right. Wait. Unless they're talking about aspects of the game being "in development" like new code/levels being written or the story being redeveloped/changed. Hmm. That actually feels likely. We'll stick with development.
KYUNGHOON! You're back. I missed you so much. I'm guessing they're having to skip class to go to the competition. Apparently, Myungha has hurt his leg. Kyunghoon struggles to get over the wall. Based on how Myungha hopped the wall, I'm guessing it's the right leg that's hurt. But Myungha's leg obviously wasn't THAT badly hurt. It didn't look like he tried to favor one leg more in the landing. Guess that could depend on the type of injury though. My perspective is probably skewed. I've dislocated kneecaps more times than I wish to recount. I definitely wouldn't have made it over the wall shortly after one of those times. My personality is such though that I'd have doubled down and probably hurt myself more while trying. Lol.
Sangwon is waiting on the other side of the wall. I loved his "hi". Kyunghoon asks if he was waiting. Myungha says it's a "disease". It works, but I wonder if there is a different translation of that word. They've used it several times. It was also used in a very similar way during Secret Relationships ("being nosy is a disease").
Sangwon says he was just late to school. It's coincidence that they met up. I love that he's somewhat "talking back" to Myungha. But I also have a very sarcastic/roast style sense of humor. These types of exchanges always make my day. I wish I had more of that energy in my life.
Kyunghoon asks about the shoes, and Sangwon realizes that he had made a mistake. I didn't mention it last episode as the post was already getting really long. But my guess is that Sangwon was upset about the shoes, because he thought that his mom gave them to Yeowoon. His mom had just been to the school after all, and it appears like they have a complicated relationship. I'm guessing there's a lack of affection there too based on Sangwon's reactions to Myungha's signs of care. This is all conjecture on my part. The show isn't really SAYING any of this at the moment.
But now he knows the shoes weren't from his mom. It's okay Sangwon. I made several bad calls in the last episode too. Sangwon decides to follow.
And just like that, we have a gaming party embarking on a quest.
Our trio notices that Yeowoon is standing instead of taking his place on the blocks. Is he wearing the blue shoes? It looks like it. Myungha is still outside of the love supremacy zone, but he yells Yeowoon's name. I'm taking note that his number is 251 just in case it pops back up at some point. I loved the sound effect as the camera circled around and Yeowoon realized his name was being called.
Yeowoon is recalculating his affection, and the number starts moving up fast. Lol. This feels very much like love indeed. Highs and lows and emotional turbulence. Some might say that's the fickle nature of teenage affection. I'd say that doesn't ever really change. But maybe that's just the nature of my personal relationship talking. Maybe it'd help if we had affection scores above our head so we'd both know when we screwed up. On second thought, I don't think I'd want to know my score. That feels like a recipe for disaster.
Yeowoon takes his place at the blocks with magic sparkles coming off of his blue shoes. The affection level keeps rising.
If this wasn't a "game", the new shoes would be disastrous in a competition. But as I've thought about it, I actually like that this feels like an equipment upgrade in a game. Higher tier equipment immediately leads to better outcomes in a game assuming you have the skills to use it.
The music reminds me of late 90s/early 2000s movies. I kind of love it since we're panning across Sangwon and Kyunghoon's faces, and it feels like a friend montage moment out of one of those types of "high school" movies. Ah nostalgia.
Affection level is back at 0. The subtitles say Yeowoon is second, but I'm guessing he's actually third. They announced two other names before him.
Yep, he's third place based on the next part of the dialogue. Myungha says he did well. Yeowoon is crying, but Myungha definitely doesn't understand the reason. Yeowoon is trying to figure out why Myungha is nice to him.
Poor boy is definitely dealing with romantic feelings now. I'm loving the romance driven emotional angst of it all. This is my cup of tea.
The coach interrupts. Yeowoon is still emotional, but Myungha says he'll wait. They can eat together afterwards. Yes, please do. I'm always going to be down for a shared meal.
Yay! Our whole crew is EATING together! And Yeowoon is smiling.
Yeowoon tells Myungha to eat too and gives him food. OMG - our affection level has crossed the zero threshold. We're now at 5. And it keeps climbing as he keeps giving Myungha food. Lol. Kyunghoon tells Myungha to eat slowly and Sangwon's face is priceless! He seems absolutely disgusted by Yeowoon's actions. We end on an affection level of 17 for now.
Sangwon and Yeowoon are bickering. I love it. so. much. Frenemy relationships are the best. I'm looking forward to seeing how this develops moving forward.
For those that like talks about linguistics, they said a bit about honorifics too. If I followed it correctly, Sangwon used more casual speech with Myungha and Yeowoon didn't like it. I could be mistaken though. Myungha really is the exasperated parent here. Lol. Cutie Kyunghoon helps Myungha out. He is worried that Yeowoon's feet might hurt since he ran with new shoes.
Yeowoon says he's fine, but he asks what happened to Myungha's leg.
🤣 This pout had me dying. For the game aspect, it really is like now that his "affection level" has went up, it's unlocked all kinds of new dialogue/expression options.
I wonder if Myungha realizes that his leg getting hurt was due to the purple energy. He's a smart cookie. I bet he's figured that out.
This whole scene just put me in a good mood.
Yeowoon offers to help "hold" Myungha. I'm betting there's a better translation of that. Kyunghoon used the term earlier too. I bet it has to do with letting Myungha lean on him or something like that rather than "hold" as I typically interpret. Myungha says he fine.
Yeowoon wants Myungha to rely on him too. This is a tricky situation. Yeowoon wants them to be EQUALS, but Myungha is definitely going to struggle with that. Myungha has taken on a caretaker role, and while those things aren't mutually exclusive, it can make things complex.
Yeowoon asks how Myungha knows his (shoe) size. Myungha says he let the fan (sis) pick it out, and that she wants to meet Yeowoon. Yeowoon doesn't seem happy about Myungha hanging out with her often, but he agrees to meet up with Si-a.
Yeowoon has essentially walked Myungha home. He tells him thank you which Myungha teases him about. But he says it again and leaves.
The entry light starts flickering and there are some jarring sounds. Ominous music plays, and Myungha's head is hurting.
OOOOOOH. It WAS development like "game in development". Exciting.
We're back at the bar from episode 1. Senior is asking Myungha questions.
I first noticed the three butterflies in the corner of the paper. It shouldn't be a surprise given my blog name that I'm likely to notice butterflies. They're a symbol of transformation and personal growth. Actually, they have different stages of development just like a game. A butterfly's development requires they insulate themselves from the world and focus on changing themselves before they can emerge in their final form. I don't know whether that has anything to do with this show or not though.
But these questions are interesting. Yes, I used my phone to translate. Though it kept giving slightly different translations depending on the angle I held it, I think I got the gist of it. One of the things says "like minded friends" which was what the quest said in episode 2. If I remember correctly, that was in Myungha's hand writing. So is senior having Myung-ha essentially write the game levels? I had said in an earlier episode that this was really a quest for Myungha's own happiness as well.
It WAS his writing. I love this shot. It feels like a magic dungeon with the candles and lighting. The shape of the glass is nice. I think it's a glencairn whiskey glass. Actually no. The base is wrong. It doesn't matter. The glass itself is probably not symbolic. I just find certain types of glassware pretty. As a fun side note, I used to drink everything (soda, milk, etc.) out of a red wine glass that I got while dumpster diving in college. I loved that beautiful glass. My roommate eventually broke it "on accident", but said it was "probably for the best" so that people didn't think I was drinking alcohol. Fun times 🙄.
It's late/early. I'm rambling. *Focus brain*
Senior is in white as the "heavenly" being with the power. Am I supposed to trust him? I don't. But it feels like he's God/angel coded.
"Will there be happiness to 29 year old Tae Myungha?"
"So the standard is very important." says Senior.
Myungha doesn't hear him clearly, and we can't hear his next line clearly either. He's muffled as if he's under water. It's the same sound as when he first entered the game world.
This feels important, and it feels mistranslated. Or at least like it was translated without the needed nuance. I need to pause anyways. I'm tired enough that I know I'll miss details if I keep going tonight.
(pause)
Ok. I've slept a few hours and hung out with the kids for a bit. I've mulled it over. I'm guessing that senior is really meaning that Myungha needs to be very careful about what goals/words he's using. Happy is a pretty vague term. I actually walked down the aisle to a song called "Different Kinds of Happy" from the movie Sweet Land. The idea/theme in that movie is that happiness can take different forms and mean different things to different people. In a game, if you don't have a clearly defined objective, then it's going to be difficult to meet it. So what does Myungha actually mean by "happy"?
But Myungha "can't hear" what senior is telling him. Myungha, and us by extension, are missing a critical piece of information. I'm guessing it has to do with the standard/clearer objective or that it's a warning of some kind.
We're back in the video game world. Myungha is looking at his notes.
AND OMG - YES! HOORAY! A time jump/alternate world that GETS how problematic it is for a 29 year old to be suddenly back in high school. The dialogue is clearly establishing that he IS 19 in this world. It's how I had resolved it mentally myself in episode 2. I love it when my head canons become actual canon.
Anyways, it's a good question. What CAN he do? Because "making someone happy" on a identity level scale really isn't easy. I would argue that it's not actually possible. That they have to strive for their own happiness as they accept themselves. It's not just circumstances that's driving Yeowoon's mental disdain for himself. New shoes are great, but they're not a long term solution. When you're dealing with suicidal ideation the other person has to "want" to live. A lot of times they don't even realize it until the moment. Yeah, it wasn't my grandfather's first attempt before he succeeded. My brother's neither. So far my brother has always decided he wanted to live and sought help in time.
I love that Myungha is being smart about this. He goes "What does he WANT me to do?" If you're playing a game, that's an important question. It's anticipating the game maker's design. I am noticing that the butterfly is on the journal paper here. But it's only one this time, and it's in the top right corner instead of the bottom corner.
Now THAT'S interesting. He doesn't remember "senior". There are a lot of fun implications in this development, but I'll have to stop for now. It looks like my husband has got off of work early today. It's a national holiday. I should've expected it. This will have to wait until after everyone is asleep tonight. I didn't get very far in this session, but it's fine. I really should've been working/writing anyways. I have five scripts due in the next two weeks.
(pause)
Well...the emoji tag game happened, and I got a wee bit carried away with it. I loved it so much. But then my brain was broke so it's taken a few days to get back here.
The fact that Myungha doesn't remember "senior" from his real life is a cool detail. I had said I thought it was in odd in episode 1 that he wasn't weirded out by the situation. It could mean that ONLY senior is obscured. Or it could mean that the facts of his "future" will slowly disappear as he creates a new story leaving him only with the 19 year old version of Myungha. There are a few other possibilities too, but I'll go with those two for now. I actually like the latter one in some ways. I don't remember if he recalled senior once he entered the video game during episode 1. That would provide evidence for which possible interpretations to keep moving forward. I might have to go back and check that out.
Regardless, we know this memory was jarring. The question is what triggered the memory.
We're down to 288 days left to complete our mission so a good bit of time has passed, and we're reminded that death is the penalty. We still don't know whose death we're talking about though.
We cut to Kyunghoon and Myungha walking down the hall together. Myungha is complaining that the teacher treats him like a thug. Kyunghoon proposes that they go to college together, drink together and have fun together in the future. I love the video game sound effects in the music/soundtrack.
OH! Random thought. I wonder if those sound effects show up at critical/specific moments. Is this like the rain drops in When It Rains or just a fun part of the soundtrack? Sound analysis is tricky for me, but it can add a lot to a show. And I LOVE it when sound is used symbolically. That would require an entire rewatch though as I'd have to focus just on the sound. I'll try to make note of it moving forward though to see if I can find a pattern. I can't promise I'll catch it every time though.
Hold up. We HAVE had a sound. The freaking water. I said before that it sounded like water when Myungha is shifting between worlds. That's definitely a specific sound at critical moments. Is that significant? Is it even water? Stop brain. You know your hearing can't be trusted. Move on.
Myungha is obviously uncomfortable here. Probably because he knows that he doesn't have that kind of time. He was just reminded of the countdown. It could also be because he didn't have that kind of life in the past. I don't know if he has those resources in the current videogame timeline either. Money isn't an obstacle for Kyunghoon. But it will be for Myungha and Yeowoon. But I figure it's that he feels like he's lying to Kyunghoon by agreeing to a future that may not exist. Yeowoon has already called him a liar after all.
Ah, the bullies are circling for blood. Frizzy blond guy asks Myungha if he's gay and is obviously intimidating Kyunghoon. Myungha says "I'm gay. So what." That's the confidence of someone who is very comfortable with themselves. I wonder if he was always that way, or if this is a manifestation of him already working through that part of his identity in the "real world".
Cutie Kyunghoon steps in between to protect Myungha 🙌🙌🙌. This is VERY important. Why? Because it's a dynamic shift. Myungha is collecting people in his life that care about him too and who will stand up for him even if it's risky. He's gathering "like minded friends" as well.
🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣
Myungha kisses the bully.
Should I be laughing? Probably not. This is a forced kiss. But AM I laughing? 100% yes. And all of the bully gang not knowing how to respond is epic.
Blond guy is rightfully angry, and Myungha just scolds him for swearing. What I love about this interaction is that it quickly and decidedly shifted who was the "victim" in this interaction.
Blond guy - Tak ...Joonho? It'll eventually stick with me. Anyways, he punches Myungha and we see Myungha deftly assert his dominance. He threatens to kiss him again.
This is the second interaction where Myungha has really shown this guy to be pretty pathetic. As he seems to be a leader in this "gang", he's probably not going to react to this well. He wouldn't be able to keep power over his bully gang if he ignored things like this. I'd expect backlash soon. He'll either take it out on his own members or start targeting people Myungha cares about (Yeowoon, Kyunghoon). Potentially both. If he comes after Myungha himself, it will be sneaky style. He can't (or shouldn't) risk another direct confrontation like this one. He's already lost twice.
Teacher intervenes. Apparently Myungha has got some type of cleaning duty punishment.
Yeowoon is on the other side of the window being cleaned. I'm trying to figure out if Yeowoon had heard about the fight or he just noticed Myungha's busted lip. Either way, his expressions here are KILLING me. They are so earnest and so different than what we had in previous episodes. The rise in affection level has definitely had an impact.
Myungha tries to brush it off, but Yeowoon won't let him. "Who hit you?" Myungha tells him he doesn't need to know.
Yeowoon gets very serious. Just like that earlier interaction with Kyunghoon, this is actually very important. Yeowoon is asking to be seen as an equal. As someone that Myungha can rely on. He's asking Myungha to trust him. Ooh interesting. Yeowoon dropped honorifics.
Yeowoon drags Myungha to the nurse's office. It's a reverse of care. Yeowoon taking care of Myungha. I mean, technically Yeowoon had intervened before. However, this is DIRECT care. Yeowoon asks if he's really not going to tell him. Myungha responds "What would you do if you knew?". Yeowoon - "I'll kill him". 🥹 Yes, I'm taking the threat as a squee worthy moment. There was no hesitation. Just a direct assertion of "you matter to me that much".
Myungha rubs his head.
I'm going to have to think about this one. Why is this man's physical affection so hard for me to interpret? This feels like a parent/child interaction to me. Which...is possible. Is he in guardian mode? Trying to calm Yeowoon down while acknowledging that he's grateful for Yeowoon caring about him? Or do other people see this as just a friendly interaction? Because things would not end well if my friend rubbed my head and used that tone with me. I'd see it as condescending for sure. But cultural differences could be in play here. I'm going with guardian mode.
Myungha says that rather than hit, it's more like we kissed. And Yeowoon's reaction is amazing.
Myungha is flustered by Yeowoon's reaction. Yeowoon has to be cycling through all kinds of feelings. One - this gives him hope. Two - Myungha was kissing someone besides him.
So many thoughts running through this boy's mind.
He says he should ask Tak Joonho. That means he DOES know who was involved, but he wanted Myungha to confide in him on his own. "Can men kiss too?" "I want to kiss him" while staring at Myungha's lips and putting on the ointment. Baby boy is down bad.
We cut to Sangwon coming towards the bully gang. There's the "hi" again. Love it. But it does feel like he's out of the loop. It feels more like he's invading their space. @dropthedemiurge I see what you meant now. He's not part of the hierarchy of this group. The uniforms vs. plain shirt is visually depicting that as well. That does make me have some questions about the earlier rooftop scene, but I'll hold them for now.
Did he come because he had heard about the fight? Or is this just part of his routine? He does seem to do whatever he wants. Case in point - he didn't come to class just because he didn't want to. Skipping seems to be a regular occurrence for him.
Tak Joonho says that he's going to teach Myungha/Kyunghoon a lesson. Sangwon is trying to put the pieces together. I do find it odd that Joonho is openly admitting that Myungha kissed him. I would've expected him to threaten the others and keep that quiet. Unless he's expecting Sangwon to commiserate with him and understand.
Not happening though. Sangwon is clearly on Myungha's side in this one. I figure he knows Tak Joonho enough to know he instigated whatever happened. The chuckling of the other students as Sangwon pushes back has got to raise Joonho's ire.
Tak Joonho thinks Sangwon is teasing him, but he's actually angry.
I'm rewording this line a little bit in my head to fit better with that sassy head tilt that just made me so happy. In some ways, it's a lot like Myungha earlier. "Yes. I am. What are you going to do about it?" It's a statement and a challenge.
Unlike Myungha, Sangwon does punch Joonho and IMMEDIATELY puts his hands back in his pockets. LMAO. That's a dominance signal right there. He knows Joonho isn't going to immediately punch back. He doesn't see him as a threat.
Joonho says he's holding back because he's rich. Sure you are. Keep telling yourself that. Kyunghoon seems to be pretty rich too, and you tease him just fine.
Note - I do realize that they've said that Sangwon can get away with everything due to his family. I'm sure it does play some role. But it's not everything. Sangwon is exuding dominance in this situation. He's even leaning in a mock little bow and saying "thank you" in a snarky tone. God, I love him and his self-confidence. He has grown on me so much, and I'm only halfway through this show.
Joonho asks if he can't see that he's outnumbered.
Sangwon (in other words): Bring it.
I'm sorry. I've tried to ignore that hideous wall color this entire show, but now we've added what has to be one of the ugliest arrangements known to mankind in front of it. I'm sure there are people who like that kind of thing, but it just makes me wonder why someone thought a feather duster was appealing. Normally I would be trying to figure out if the red meant something, but I just can't. It's an eyesore.
Is Si-a considered part of our gaming party now. I'm not sure. 🤔 They're collectively worrying about Sangwon though.
Si-a asks if Myungha wants to be a model for Swoony (the brand). The pay is better after all. Pay is always an enticing thing.
Myungha tells Si-a to buy him dinner. I'm confused. Why does he want Si-a to buy him dinner? 🤔 Myungha doesn't do things without a purpose. What's the catch?
LMAO. It's because Yeowoon is here. He's giving her the fangirl moment. Yes, she better buy the meal. A good one too.
Wait. Her name has an "h" sound? The subtitles now say "Shi-a". Did I miss that before? No. I'm pretty sure that's a change in subtitles.
Yeowoon looks ticked. My guess is that he thought he was going to get to eat with Myungha alone. He wouldn't be reacting like this if he had known it'd be a fangirl moment. Yeowoon is being very terse. Yes, he seems to be a more introverted, private person. But this is what you do when you're thrown for a loop. Myungha, you really need to give us introverts a heads up for these types of situations. Especially true if you gave us false expectations and now expect us to socialize with someone we are not comfortable around.
I'm still bitter over there being no food at the company meal that I drove two hours to yesterday. Don't promise me food and then give me a non-alcoholic beer instead. Shared meals are sacred. Oh...it's probably this kind of stuff that prompted the anon's "what's with you and food" question the other day. I get it now. Sorry anon. I didn't understand what you were asking.
I'm squirreling. None of that's really relevant. Yeowoon is just upset because he expected alone time with Myungha (pretty sure on that one), and he isn't getting it.
This conversation is awkward. Si-a signals Myungha to please help. Myungha asks Yeowoon if he has any questions. "Are you two close?" I've said all along that I love how direct Yeowoon is with Myungha. If he has questions, he is going to ask them. It's admirable, but lol. He's not looking at Si-a at all. Yeowoon is grilling Myungha.
Myungha responds playfully and tries to direct the conversation back to Si-a. I actually see that as a way of trying to include her in the conversation. He was trying to create a fan moment for her after all. Si-a says they're just colleagues which Yeowoon smiles about. But then Myungha protests that designation.
Yeowoon didn't like that at all. 🤣 "Are you closer to her than you are to me?" I love that Si-a can see this is important to Yeowoon. She's giving Myungha this look that's like "You idiot. Don't you dare make my blorbo upset!"
Myungha says "I only have Yeowoon in my heart" which makes Yeowoon beam. Si-a takes the opportunity to ask for an autograph. Si-a, I know I struggled with you in earlier episodes. I'm sorry. I can respect your non-toxic, supportive fangirl side.
"What do you think of when you run?" "I imagine there's a big crocodile chasing me." Well...that would be motivation I guess. I never imagined what was behind me when I ran. I was always focused on the finish line. Different things for different people I guess.
Ok Yeowoon. Let's not manifest that energy. There are too many trucks of doom in dramaland. And I've had two of my family members hit by vehicles. They survived, but they still have side effects. My brother got hit by a car while he was INSIDE a building.
Anyways, Yeowoon is saying that the vision has changed. He now imagines that someone is waiting for him at the finish line.
Sweet. I wish I knew what his personal affection was at this point though. We're seeing the impact of Myungha's affection level changing in his mannerisms and dialogue, but has it impacted how he sees himself?
Si-a says that's romantic, and Myungha breaks eye contact and visibly shifts. Lol. He felt that one.
We cut to them walking home. Yeowoon tries to ask Myungha about Joonho again, but Myungha says that Yeowoon isn't allowed to say kiss.
We got confirmation that Yeowoon thought it was going to be the two of them. Myungha chastises him a bit saying he needs friends. That's really not the point Myungha.
Yeowoon said that he's annoyed. Myungha says "he's been rude lately". Did he drop honorifics?
Yeowoon says "I want to go play with you". My kinky brain takes that line a completely different way that intended. But he's asking him out really. I LOVE this frame. There's a blinding light of love, but it's mostly over Yeowoon. Yeowoon knows he wants to kiss Myungha. He knows he wants to spend time with Myungha 1-1. Myungha still hasn't come to that realization yet.
It's an amusement park near the sea. Myungha seems hesitant, but he says yes. Wasn't Myungha's mom near the sea? I wonder if that's part of his hesitation. Yeah, there's definitely something there. This means something more to Myungha for some reason. But he's agreeing anyway.
Well hello. 👀 She's pretty. She was hidden initially in the frame, but they've now exposed her as she's asking Si-a for help. Who is she? Is this the person returned from abroad that Kyunghoon mentioned?
We're now in a dream sequence. 100%. "Do it with me too. The kiss."
Based on the game interface, this is Myungha's dream. Fun. Realization is coming. It's a bit of a kabedon moment with the tree. I'm enjoying it, because as confident as Myungha was when he kissed Joonho, he's not confident at all here. He's flustered.
Myungha wakes up.
Yeowoon has been sending him messages. Apparently he woke up early. If you get messages from me at 4 am, it means I haven't went to bed yet. Not unusual.
Myungha has a message from an unknown number. It's referencing children's day, mother's day, and teacher's day. Myungha isn't sure who it's from though. My immediate guess is his mom. But that doesn't make sense. He hasn't had contact with his mom since he was really little.
Is it the heavenly senior? We know information about the game comes to Myungha through his phone. "But no time for me to meet you." It's reminding me of the poem I wrote for my grandfather following his suicide. It wasn't about holidays/time, but about hiking trails. That was our thing. "But no trail that brings me to you." Crap. I'm crying again. This has been a week of tears in BL land. For the record, I cry very little in real life. But I bawl like a baby watching shows. It's cathartic in some ways. I can't analyze this properly. I'm going to read things into this that aren't there. I'm sure this will become a reoccurring event. I'll wait until the next message to figure it out.
Yeowoon came to pick Myungha up, and it looks like he paid for the bus fare for both of them. Cutie. Myungha may not realize it, but Yeowoon is definitely taking him on a date.
The mural next to the bus is of the sea. I could get a better angle this time. Phone keeps translating different based on angle, but it's better than last time. Something about sacred and beautiful love. Something about a lighthouse.
I love that Yeowoon quickly says "Look at the seagulls". There were birds on the mural too. Seagulls are a trip down memory lane for me. I got handed a bone during my oral qualification exams and asked what I could tell the professors about it. It was a seagull bone.
Seagulls have so many different symbolic meanings depending on culture. I know there are a few different takes in literature. There are also a lot of different meanings for them in Native American lore. Some positive, some negative. It depends on the tribe. A lot of it has to do with their ability to navigate in a storm and overcome obstacles if I remember correctly. There might have been something about the connection between physical and spiritual realms which would be interesting given the premise of this show. Like a bridge or messenger between the two. I don't know what they typically means in S. Korea though. I'll dive into that later.
Yeowoon says he should've brought shrimp chips. They're not my favorite, but my sous chef loves shrimp chips.
Oh. We're feeding them to the seagulls? I mean, they'll eat it. It's a fun experience for the human. It probably doesn't give them the nutrients they need.
Myungha asks if Yeowoon likes the sea. Yeowoon says he likes the mountains more. I love them both, but I live closer to the mountains. I've asked my kids this question before. One chose sea. One chose mountains. One chose "Wherever Uncle Zach is". Yeah, I'm not the only one who thinks my brother is awesome.
They're planning to climb mountains. Yeowoon wants to climb "Kongryung". Based on Myungha's reaction, that must be a hard climb. Based on Yeowoon's reaction, I'm guessing it's a long one. "I'm happy to be with you." Myungha doesn't seem sure how to process that.
Yeowoon asks if Myungha has been here before.
This feels like a lie. It's going to be interesting if lying becomes a thing for Myungha. Well-intentioned lies. But lies nonetheless. It might not be a lie though. That's just my gut talking.
They're planning on going to a clam kal-guksu place. I enjoy noodle soups, but I've never had clams in any capacity. They're not very common here. I have dissected one and done an experiment on heart rate for a class though. Not important.
Apparently, Yeowoon doesn't like seafood. And Myungha slips up. He's using information from the manuscript. Yeowoon is rightfully perplexed and then amused that Myungha knows this about him.
"Sometimes it feels like you're someone that knows me."
Yeah, that's probably going to hurt when he realizes Myungha has known about him all along.
All of Yeowoon's little smiles are killing me this episode.
Yeowoon says he now understands why Myungha likes the sea. Did Myungha say he liked the sea? I don't remember that. 🤔 It could be in an earlier episode, or I could have overlooked it. If he likes the sea though - is that why we have a water sound? Yes, I'm still stuck there. My brain is still obsessing over a sound that probably isn't even what I think it is. I curse my brain sometimes.
Yeowoon says "I've come to like it too". Cut away to them sitting on the stairs in their coordinating blue/green shirts.
There is so much I could say about that closing frame, but I know that I'm out of images. Anyways, we're halfway up the stairs. We're building the relationship. We're sitting side by side. We're equal...in this moment at least. There's no railings on this part. It'd be easy to fall off the sides.
The blue/green combo I find interesting, because it's a shift. These two characters have worn a lot of black & white. What does the shift mean? Is it part of their relationship developing or the changing levels of affection?
Is this show even color coded? I'll have to think about that. Because Sangwon also wears a white undershirt. He's definitely not a "heavenly human" type. Wait...is Myungha the ONLY one wearing a different color undershirt as part of their uniform? Is he the only one in black? I guess that makes senses. He's from a "different" world after all. But why black? Actually, Yeowoon's running outfit was in black too when he had the -100 value. So Myungha isn't the only one in black. Nevermind. I was overthinking again.
This was a fun episode. I'm loving that Yeowoon is so open and direct with his feelings. Myungha isn't there yet, but he's beginning to react. Now I just need to convince my brain that it's 4 am and it needs to just let the water sound go. IS IT WATER?!?
Don't tell me. Because if it is water, that means it's important. And if it's not water, I'll eventually realize it wasn't important.
For now, I'll just distract my brain with a more pressing question - what happened to Sangwon?
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this is so stupid but like so do u know about total institutions as defined in Erving Goffman's Asylums? uh if yes. do you think that reality tv shows that basically separate the contestants into a house where they are constantly on film, being prodded by producers, in some cases don't even have access to phones, etc. like is that a total institution? are reality shows inherently manipulative? do you think people dying by suicide after appearing on shows like Love Island are related to this? is there any scholarship on reality tv?
sorry if u know none of this I thought to ask u bc my initial thought was "the bachelor house is a bit like a psych ward." which is an insane thing to think. but truly I think shows like Jersey Shore, Rock of Love, Married at First Sight, Ultimatum, etc. that ply contestants with alcohol while controlling every aspect of contestants life for weeks are like. like thats bad. and then people harshly judge them for their behavior! like a psychiatrist saying a patient is very ill bc they do badly in a high level of care.
i don't think it's stupid. i don't really read much on this but yes there is definitely scholarship on reality tv---these shows are media objects and cultural productions as much as any 'prestige' drama.
obviously a tv shoot differs from an institution proper in that it's a temporary arrangement. however, the level of control and surveillance participants are subject to is something you would rarely see outside the conditions of an institution, and there is certainly something heterotopic about many of these sets as a kind of 'local institution'.
i think some of the most interesting shows have made this part of their conscious onscreen presentation. plenty of people have written about 'big brother' as a conscious gamification of the experience of being subjected to neoliberal workplace surveillance, for example. then there's something like 'secret eaters', which iirc literally had a little security camera icon on its title card even? that one didn't restrict people's movement, but if anything it did imply that doing so would have been in their best interests---because it was the unrestricted, unsurveilled eating behaviours that were configured as the result of laziness / lack of knowledge / lack of willpower, and the cause of weight gain.
so, if 'big brother' demanded the affective performance of enjoyment from those in an institution-like setting, 'secret eaters' presented the panoptic surveillance state as a benevolent kind of medical overlord, and the wayward citizen as someone insufficiently disciplined and too free for their own good. you can see variations on this latter argument in, eg, 'supersize vs superskinny', or any of the programs about weight-loss 'camps', or, on the meaner and more american end, 'the biggest loser' and even many episodes of 'my 600lb life'.
this is obviously a little different from the question of whether the shoot itself is institutional, which is essentially a question about working conditions. i watched a lot of 'america's next top model' as a teen and i remember even then thinking it was a leetle fucked up how much control the producers seemed to have over the contestants. so like, again i would say pretty much all of these shows that isolate participants in some closed house or whatever are patterned off institutional models of control, restriction, and surveillance, even though obviously they're not permanent commitments and they also usually allow some contact with the outside (grocery shopping or photoshoots or what have you).
i do also think there's something to be said about reality as a genre that often finds success by capitalising as cheaply as possible on some common social anxiety or malaise. so, the neoliberal workplace of 'big brother' and the success of weight loss shows following declarations of an 'obesity epidemic' in the us and uk. but then there's also, say, a franchise like 'survivor', which flourished in the post-9/11 years and often operated in a particular ecological niche that married body demands (strength, thinness) to the obvious survivalist fears. there was kind of a double reassurance being sold there: if civilisation collapses, you, too can learn to sustain yourself just like these starving people on a tv shoot; but also, look at how these bodies are becoming more disciplined, such that they can successfully perform physical challenges that we market as having some resemblance to military training exercises...! i remember even 'antm' dabbled in that a bit: the phrase "model boot camp" got thrown around more than once, and in the first couple of seasons there was more of an emphasis on 'fitness' and even a couple of challenges that were basically just "wear camo and pretend to do an obstacle course" lmao.
i guess to return to your initial question... there are ways in which a reality shoot often mimics, temporarily, characteristics of an institution; and then there are also ways in which it presents institutionalisation, or aspects of it, onscreen. so, without flattening the distinction between being on a reality show and being institutionalised, there's a lot to unpack here about reality as a genre that frequently constructs itself around the functions of, and justifications for, the institution.
to oversimplify (and certainly there are exceptions and edge cases) i think you could say that where scripted tv tends to rely on the closed family home or the workplace as its sphere of narrative construction, reality is more likely to construct a kind of temporary fantasy setting where contestants can be subjected to the kind of surveillance and restrictions typically associated with an institution or at least a high-control group. and this is both because of producers' need to generate 'drama', and because the shows are often successful precisely by replicating and intensifying those elements of control and surveillance that are (perceived to be) on the rise even outside of the total institution.
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Lately, while trying to fall asleep, I've been toying with a setting I've strated to call "Mundane Pokémon". It's about the same old idea that has been done 1000 times already, but the exact way _I_ would want to do it: how to combine Pokémon with real world. Mostly I've been focusing on how keeping these creatures as pets would work, which is how this art piece came to be, but if it interests me long enough I might very well branch out to other parts of the world, too.
Basically it's based on an idea that there is the world where Pokémon exist, and the Pokémon franchise is just the gamification of it. The same way as if we would have a game series called "Animals" or something. Then I've been sort of backwards engineering the world, trying to decide what aspects of the series are just game mechanics made for kids, what are vaguely based on something real, and what are truths behind it all.
It's mostly just something to sink the dark hours of the night into, but if there is interest towards it I can of course share the stuff I've been thinking here, too!
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Blog post #5
What are the differences between the social constructionist views of race and how are they different from the biological view?
Social constructionist views of race state that there is no biological of genetic basis for dividing people by racial groups, but rather it is a social construct that the majority of people simply agree on. This view supports the idea that people do acknowledge that racial categorization does exist but is more based on cultural reinforcement rather than the genetics of people themselves which has a huge effect those people and how they go on and live their lives. On the other hand, the biological perspective of race as the name states links race to the biological and genetical differences of each racial group. This perspective leads to the common misconception of assuming people who share the same genetic traits such as skin color, hair, eye shape etc., all fit into the same categories leading to the development of stereotypes and the creation of systemic inequalities.
How did Pokémon GO unveil the social and physical boundaries that we have between races and how people are perceived when crossing those boundaries?
Pokémon GO is a game based hugely on using your location to create a game experience for you and as part of the game it makes certain Pokémon exclusive to certain areas, some of which may be in areas that people might not be accustomed to going to. For example, “Minority players described being the target of suspicious glances while playing in pre-dominantly white neighborhoods; suburban children were cautioned against straying into bad" neighborhoods; an Asian American grandfather, the game's first casualty, was shot for alleged trespassing while playing near a Virginia country club” (Fickle). This example shows that those who play are exposed to environmental situations where race plays a large role in what they experience, some are able to roam freely as the game intended but there are others who actively avoid certain areas due to that area’s reputation or because of the people who live there and how they may react to someone not from there making the player uncomfortable.
Why is the invisibility of race in cyberspace a misleading notion?
It’s a misleading notion because even though the visual aspect of people’s identity isn’t brought with them online, they bring with them their experiences and biases which still heavily affects the influences of race online even though it’s not visually apparent.
What role does online anonymity in cyberspace play in discussions about race and identity?
Anonymity on one hand allows people to have more open discussions about their identity without fear of repercussions however, this could also cause people to express more toxic views without facing any accountability for anything they say.
Fickle, T.(2019). "Ludo Orientalism and the Gamification of Race."
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I want a fake person to live in my computer. But not like that.
The neurospicy coping/productivity technique “body doubling” is about seeing someone doing your desired activity helps your executive functioning circuits let you also do the desired activity.
I’m not a scientist about this, I just have a wonky brain that responds well to this (but not working in an open plan office, go figure (that probably has to do with agency and consent, but this is a derail))
Today I tried a utility/tool/“game” called Spirit City: LoFi Sessions. You get an avatar in a cozy apartment, and both avatar and apartment can be customized. You set the lighting/time of day and tell your avatar where to go (“on the bed”, “at the desk”, “on the window seat”, “by the fire”) and what to do (writing, typing, gaming, drawing, meditating, knitting (as a knitter, I judge the knitting animation “not bad”)).
There are lofi-chill out music playlists in the “game” and rudimentary productivity tools like a todo list, a habit tracker, a pompodoro timer, and a “journal” feature.
The gamification is earning coins (by logging in, having the app open, and using the productivity tools) to buy different furniture/clothes and following hints to find new wacky pets.
I’ve spent about 15 years obsessing over productivity tools and techniques, so that side of the utility did nothing for me. I pay for Spotify, so the included music did nothing for me (the songs were pleasant, but repeated too soon for my liking, and I wasn’t interested in manually switching the playlist every 40 minutes). Dress up/decorating does nothing for me.
Needless to say, I got a refund pretty quickly.
Well, I did… but not without some hesitation because holy shit the body doubling aspect did something for me. At a few junctures in the hour-ish I had the program open, I looked over from my main project, saw my avatar typing away at their desk and thought “hell yeah, we’re getting stuff done” then went back to my project without doing any random googling or checking social media.
I considered keeping the “game” just for that aspect, but
The window didn’t fit well on my vertical monitor
The avatar wouldn’t change tasks/take breaks without my input
I would *so much* love to have a CG avatar in the corner* of my screen that would have its own pompodoro timer and mostly spend 5 hours typing on their laptop in a variety of locations, but also model “get up and stretch/snack/drink water” for me.
The interaction I’d want to have with this avatar:
Patting them on the head to tell them they’re going a good job.
I do *not* want that behavior reciprocated to me because I refuse to be complimented by inanimate objects (or people who don’t know what they’re ‘complimenting’)
Them suggesting I take a break whenever they do
Me notifying them when I start a break/get back to work. (I do a lot of flow state work and usually prefer flexible breaks rather than scheduled ones)
I will accept feedback (and data exports) about my working/taking a break patterns
—-
* I think the large default window was both a blessing and a curse for Spirit City. It allowed the avatar to be big enough to feel like a person in an environment instead of a stick figure in a box. But I don’t actually have a lot of screen real estate to give over. So it’s be nice if the program handled being odd window sizes better.
Anyway, Rusty’s Retirement is an idle game that doesn’t scratch the body double itch (though it might if you identify as a robot), but it is a calm farming game that is designed to only take up a strip along the bottom/side of your monitor and it’s been much better for my productivity. It’s great for the occasional quick hit of dopamine (bring it to the front, plant some crops, queue some bot upgrades, put it away again), and also useful for short breaks. On those longer short breaks, I make larger functional and aesthetic changes to my farm, but it generally takes less than five minutes to catch up/run out of content. After that I’m generally ready to jump back into work, and if I’m not it’s usually a sign I need to stand up and take care of some other needs.
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Solo Leveling - HypeHypeHype vs Haters
I'm. So. Hype. For. This. Show.
Solo Leveling is a big name this Anime season and there is so much hype around it, that its beginning to collect equal amounts of "this is over-hyped" comments.
The thing about Solo leveling is... it's main drive is not a character driven story.
It's a perfectly executed
Rule of Cool + Power Fantasy
done right!
Most of the people going into this show get it! And people have a right to nit-pick over what they enjoy. But I feel like most of the complaints I've seen are based on the fact that people think Solo Leveling is full of over-used tropes. I'd just like to point out that this story is almost a DECADE OLD at this point, AND HELPED START SOME OF THOSE TROPES. The anime coming out now does not make it some sort of revolutionary new story. It's basically a classic at this point, especially in regards to the gamification style reverse/modern world isekais. So like... if it's not your thing don't watch it and stop bitching?
The Solo Leveling manhwa was released in 2016, and was a big eye-opener for people who mostly read Japanese based manga to the world of Korean Manhwa. I know it did that for me when I started reading, and I've read so much manhwa now it's starting to rival my manga consumption (and I LIVE IN JAPAN).
Full digital coloring with beautiful color choices and almost sakuga style drawing by DUBU that made the characters and shadows come alive,
Scrolling panels that actually used the format to it's best ability instead of simply restructuring standard panel manga,
An ACTUAL SOLO COMBATANT with Necromancy? How often do we get Necromancy from the good guy?
A Glow Up brighter than the sun :D
The lack of fan service is a massive point in it's favor
A beautiful execution of a stats style leveling system that made me wishing there was more in the genre like it, and made sense in the world it was set in.
An MC in Sung Jin Woo who has both his own motivations and personality to help carry the story, and also the ability to superimpose your own personality and feel an echo of the losses and success that he attains himself.
I think one of the only thing lacking (and what is most complained about for the manhwa) is the fact the later half of the story was sped through because the artist DUBU died in 2022, which is of course right around the infamous (chimera) Ant Arc. My goal this year is to finally get into the light novel and give it a comparison, because I've heard good things that everything after the Ants makes more sense in the light novel.
PACING DO BE IMPORTANT Y'ALL.
I'm hype for the anime because I'm excited to see all this art in motion, A-1 Studios has done a beautiful job.
However, I'm not excited to know that the anime is based of the Japanese re-write of the light novel. All the names I've gone out of my way to memorize in Korean are now suddenly in Japanese, and Seoul has been replaced with Tokyo, and the fact that it's originally Korean has been completely erased.
I'm hoping that this is a good door way anime for Korean and Chinese manhwa/manwha, and that cultural erasure might fade if enough fans complain. But they'd have to be Japanese fans, who might not even realize the erasure has happened, rather than overseas fans who've only dealt with the Korean aspect, for any big name Studios to even give a shit, and I don't have high hopes... Maybe a smaller studio would be willing. (I'm always surprised at how surprised I am initially every time I'm reminded of how racist Japanese people can get, and yet. It's mostly the older generations that are dying off tho (at least in the circles I deal with, tho I've had my students parrot racist remarks from the parents.)
ANYWAYS. THE GOOD SIDE TO THIS IS.
The fact that they're taking a Korean manhwa and turning it into an anime with a big name Japanese studio is a nice step for broader horizons! I'm hoping Solo Leveling being such a big name with over seas fans, and being so popular in Japan as well, opens doors for the market in general!
This could lead to a further uptick in interest in Korean manhwa and light novels in general, which could hopefully lead to more being turned into anime, which could hopefully lead into more anime studios outside of Japan and a bigger market that can spread the workload on the animators out a little bit more! (It's sad to also think about the capitalistic goals this might help achieve instead though.)
(Also I learned there is a sequel to Solo Leveling. I'm not excited to have learned that one exists, much less to learn that it's bad. I won't be reading it, hahaha.)
anyways.
HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE...
#solo leveling#ore dake level up na ken#only i level up#anime winter 2024#俺だけレベルアップな件#sung jin woo#sung jinwoo
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I thought Duolingo for Japanese was okay, but at some point when I was taking a break from it, they changed the course in baffling ways.
It's kind of terrible, which is unfortunate, because I like the gamification, but it's a bit trash if it's not using Kanji.
That, and since they changed the order in which things are taught, if you were in the middle of progressing, you're expected to know words you weren't actually taught, and you're arguably not *really* where they say you are in the progression.
My initial response to the changes were to not be too bothered by them, but once I really knew what they'd done, they kind of ruined the reading comprehension aspect of it?
Which is EXTRA weird, because they added a separate kanji section, which is neat, but if the kanji isn't part of lessons, that's not sticking.
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Clarification on AlterReality
This essay is intended for readers who have read my coining post of the term AlterReality first, so please check that out before reading this one, I hope you enjoy it! As well, if you did read the essay I would like to thank you profusely, I have been experiencing AlterReality for my entire life and I only coined the terminology recently, so I am delighted to see that others relate to my experiences. However, there were some factors I could have been more clear about in my last essay, so think of this as an addendum, or patch notes for AlterReality 2.0.
First and foremost, having a personal reality does not manipulate shared reality in any way. If you go on an adventure fighting dragons in your personal reality, they (sadly) will not show up in your shared reality. As well, I would like to reiterate that AlterReality could be used for, but is not primarily meant for individuals with delusions. In my view, AlterReality is giving your belief system a placebo, and is no more delusional than other forms of alterhumanity.
I would also like to state the differences between AlterReality and other phenomenons. First off, it can be compared to “gamifying ones life”. This is defined as putting elements of game design into your life to make it more fun. While this could be what AlterReality is, gamification is more focused on game mechanics (i.e. tying rewards to daily tasks), while AlterReality is more focused on the storytelling aspect.
This is a shorter one, as it is simply an addendum to the essay that I posted yesterday. If you do have any more questions about AlterReality please ask, and i'll do my best to answer them!
#alterhuman#neuronarration#immersive daydreaming#otherkin#writing is funn#paracosm#paraportal#daydreaming#madd
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How much does a Laravel website cost?
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The fitness industry demands clean and interactive front-end interfaces paired with powerful back-end architecture. A Laravel website development company understands how to blend both. With modern UI/UX design, user engagement features like gamification, and powerful content management systems, these companies can help deliver a rich digital experience. Choosing a Laravel development agency ensures your fitness app is built with precision, using the latest technology standards, and ready to scale as your user base grows.
There are many Laravel development companies in the UK, but what sets a leading Laravel development company apart is their portfolio, domain expertise, and a dedicated team of certified Laravel developers. When evaluating potential partners, look for those who have worked on health, wellness, or sports platforms. Their industry knowledge will save you time and provide insights on user behavior, trending features, and monetization strategies.
A top Laravel development company offers much more than code-they provide consultation, strategy, design, development, and post-launch support. They work as an extension of your team and help you navigate challenges like GDPR compliance, payment gateway integration, and user privacy. These firms also keep up with the evolving Laravel ecosystem, ensuring your app is built on the most secure and optimized version.
Another key aspect is Laravel website development for fitness-focused landing pages, eCommerce integration for fitness products, or subscription-based membership websites. With Laravel web development services, companies can deliver high-performing websites that drive SEO traffic, convert leads, and provide smooth content delivery. A robust and fast website is crucial for any fitness brand looking to increase visibility and offer a seamless user experience across devices.
If you're planning to include advanced features like live streaming, fitness tracking dashboards, or AI-powered suggestions, you’ll need Laravel development solutions that can integrate complex functionalities without compromising performance. Laravel supports such integrations easily, making it an ideal choice for long-term digital fitness projects.
The demand for custom Laravel development services has grown significantly, especially among UK-based fitness startups and wellness brands. These services allow businesses to build applications that are fully tailored to their vision, audience, and goals. Whether it’s creating a new fitness community app or transforming your in-gym experience into a digital platform, a custom Laravel solution gives you the flexibility to stand out in a competitive market.
In conclusion, selecting the best fitness app development company in the UK means choosing a partner that offers deep technical expertise, a solid portfolio, and a collaborative approach. Laravel has emerged as the framework of choice for scalable and high-performing applications, and working with a Laravel development company that understands both the tech and the fitness industry is crucial. A Laravel web development company with proven experience in Laravel development services, Laravel website development services, and custom Laravel development services will be equipped to handle everything from MVP launches to enterprise-level digital fitness ecosystems.
IIH Global is recognized as a leading Laravel development company in the UK, offering tailored Laravel development solutions for the fitness and wellness industry. Our team specializes in building scalable, secure, and feature-rich web and mobile applications that help brands grow and thrive in the digital world.
Looking for a fitness app built with Laravel? Get in touch with IIH Global today and turn your vision into reality.
Reposted Blog Post URL: https://timessquarereporter.com/news/how-much-laravel-website-cost
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This post may contain affiliate links and Corporette® may earn commissions for purchases made through links in this post. As an Amazon Associate, I earn from qualifying purchases. The super popular personal finance tool Mint closed up shop in 2024 (RIP), and unfortunately I haven't found an app that I like as much (granted, I haven't devoted THAT much time to researching tools, but still!). For those of you with the same dilemma, today we're rounding up the best Mint alternatives. If you once used Mint, what have you replaced it with? How does it compare? And if you remember, yes, couple of months ago we rounded up five great tools for managing your budget (including some helpful books!), but today we're going into a bit more detail regarding apps, because online personal finance tools deserve their own post! (And the apps below aren't just for budgeting purposes, anyway.) related: how much do you keep in your checking account? The Best Mint Alternatives for Tracking Your Money Quicken Simplifi In addition to its basic functionality, Quicken Simplifi allows you to create a spending plan for the month, set custom savings goals (with virtual savings accounts to track them), connect investment accounts, and make a watchlist to monitor your spending according to a selected payee, category, or tag. They've also recently added a retirement feature that lets you look at various scenarios to see how they'd affect your future savings. To help you stay on top of your bills, you'll receive email notifications when you have a bill coming up, or when one has been paid — but you can turn those notifications off if you don't need them. For some gamification, you can also earn badges for actions like connecting an account, avoiding overspending, paying bills on time, and reaching goals. There's also an online community available. Simplifi normally costs $5.99/month, but the summer sale gives you a rate of $2.99 (billed annually). Rocket Money Here's how we summarized Rocket Money in the post I mentioned above: I've been hearing good things about Rocket Money lately (and no, not only from their podcast ads!) It has a couple of features YNAB doesn't have, especially regarding bills and the unneeded subscription services many of us have. (I mean, am I really reading enough Scientific American to keeping paying my online subscription? I am not.) Rocket Money lists your subscriptions in one place, and your “concierge” can even cancel them for you (nice!). It also enables you to track your spending and net worth and to keep tabs on and lower your bills, with the aim of saving more and spending less. It also guides your saving habits to reach your goals, has handy phone widgets, gives you a free credit score, and even negotiates bills for you (for a fee, of course). Its website has free personal finance guides for members and non-members, and the company also offers a credit card.) While Rocket Money is free, a premium membership with extra features is available for $6-$12/month, and you can sign up for a free 7-day trial (not nearly as long as YNAB's!) related: 3 great online personal finance classes Monarch Money Monarch Money‘s budgeting, tracking, and planning functions offer lots of helpful features. For one, a cool aspect of this app is that it has features aimed at couples, for those users who want to track together. For example, one user can flag a transaction for someone else to review. In addition to the basics, Monarch Money allows you to connect to unlimited accounts and has integrations for external tools like like Coinbase, Zillow Zestimates, vehicle values, and Apple Card. The app tracks your subscriptions and offers two budget systems, goal tracking, custom reports, AI categorizing of your transactions (which you can correct if needed, and more. It also has a feature called Flex Budgeting for, well, added flexibility. Monarch Money claims that it connect with more financial institutions than any other app, but you can also add things manually to track them. The full prices for Monarch Money are $8.33/month ($99.99 billed annually) and $14.99 for a monthly subscription, but right now you can get 30% off your first year. And if you sign up but aren't a fan, the company has a “no-questions-asked money-back guarantee.” You Need a Budget Here's what we recently shared about longtime reader-favorite YNAB: YNAB is a hugely popular personal finance tracking tool, and lots of readers are big fans. Its website promises to teach users to “give every dollar a job,” “fund your wildest dreams,” “define priorities and guide spending decisions toward the life you want,” and “life spendfully.” (Does the word “spendfully” bother anyone else? Eh, I won't hold it against the app.) In addition to the basic features you'd expect, here are a few others to know about: all-device syncing, community challenges, goal tracking, key reports, debt management help, and the ability to share your subscription with others. Online, YNAB also offers free Q&As, workshops, a blog, and an online community. YNAB has a free 34-day trial (the site doesn't ask for your credit card first), and after that, the fees are $109/year (comes out to $9.08/month) or a $14.99/month plan. Here's a guide to starting out with the app. NerdWallet As part of their varied personal finance resources, NerdWallet provides a free personal finance app and partners with financial company Atomic Invest to include extra features for users. This app is best for personal finance beginners who don't need a ton of bells and whistles. First off, the investing tools: You can get a Treasury account through Atomic Invest and earn 4.18% APY, and Atomic Invest also offers an Automated Investing account. And — not surprising from a site like NerdWallet, their app contains financial education topics as well as staff ratings and reviews for credit cards, bank account, and loans. Unfortunately, that's about all the details the company lists on its website, but again, this is a relatively basic, free tool. related: money challenge: review your renewing subscriptions Readers, please share your favorite Mint alternatives for tracking your money! Have you tried a few? Source link
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Why Gamified Training Platforms Are Transforming Corporate Learning | MaxLearn

Harnessing Schell’s Four Pillars of Gamification for Effective Learning with MaxLearn
Gamification has become a powerful tool in education and corporate training, adding game-like elements to make learning more engaging, enjoyable, and effective. When applied thoughtfully, gamification can transform traditional learning experiences by tapping into intrinsic motivators and boosting knowledge retention. Among the many gamification models, Jesse Schell’s Four Pillars of Gamification stand out as a framework for creating meaningful and impactful learning experiences.
Jesse Schell, a game designer and professor, introduced the Four Pillars of Gamification — Motivation, Meaning, Mastery, and Autonomy. These pillars serve as foundational elements to create immersive experiences that captivate and motivate learners, enhancing their commitment and enjoyment in the learning process. For platforms like MaxLearn, which focus on microlearning, these pillars offer invaluable guidance for delivering gamified content that supports deeper learning and retention.
In this article, we’ll explore each of Schell’s Four Pillars of Gamification and how MaxLearn incorporates these elements to elevate learning experiences.
1. Motivation: Inspiring Engagement and Commitment
The first pillar, Motivation, is crucial in driving learners to engage with the content actively. Motivation is the underlying force that influences learners’ willingness to participate, complete modules, and achieve learning goals. In a learning environment, motivation can stem from various sources, including rewards, social recognition, and the intrinsic satisfaction of mastering new skills.
How MaxLearn Leverages Motivation
MaxLearn uses multiple motivational strategies to keep learners engaged:
Point Systems and Badges: Points and badges serve as immediate rewards, providing a sense of achievement. Each time learners complete a module or master a skill, they receive points or earn badges, which creates a positive reinforcement loop that motivates further engagement.
Leaderboards and Friendly Competition: Leaderboards add an element of competition that drives engagement and motivation. Employees can see their progress relative to their peers, sparking friendly competition that encourages them to put in their best effort.
Progress Tracking and Milestones: MaxLearn provides learners with clear progress tracking, showing how much they’ve accomplished and how close they are to completing their goals. Milestones are motivational markers that give learners a sense of accomplishment along their journey.
This blend of extrinsic (badges, points) and intrinsic (personal achievement) motivators helps sustain engagement, ensuring learners remain committed to their training journey.
2. Meaning: Creating Relevance and Purpose in Learning
Meaning is the second pillar and involves creating a sense of purpose and relevance in the learning content. When learners see how their training aligns with their personal or professional goals, they are more likely to feel invested. Meaningful content not only reinforces engagement but also increases the likelihood of retention, as learners understand the value and importance of the material.
How MaxLearn Embeds Meaning
MaxLearn creates meaningful learning experiences by:
Connecting Learning to Real-World Applications: MaxLearn curates modules that reflect actual workplace scenarios, bridging the gap between theory and practice. This approach helps learners understand how the knowledge and skills they acquire can directly impact their roles.
Aligning with Career Growth and Personal Goals: Training is often a key factor in career advancement. MaxLearn highlights how mastering specific modules or skills can contribute to individual career growth, helping employees view learning as an investment in their future.
Personalized Learning Paths: MaxLearn’s AI-powered platform tailors content to each learner's role, knowledge level, and goals, making the learning experience highly relevant. This personalization helps learners find meaning in the content, as they can see how it directly applies to their unique situation.
By ensuring that learning content resonates on a personal and professional level, MaxLearn strengthens learners’ motivation and commitment.
3. Mastery: Cultivating Skills and Confidence
Mastery is the third pillar and represents the process of developing competence, confidence, and proficiency in specific skills. Mastery is particularly important in learning because it builds a sense of accomplishment and self-efficacy. When learners feel that they are growing and achieving mastery, they are more likely to be motivated to continue their learning journey.
How MaxLearn Fosters Mastery
MaxLearn encourages mastery by:
Breaking Down Content into Manageable Chunks: Microlearning divides complex information into smaller, more manageable modules. This allows learners to focus on mastering one skill or piece of knowledge at a time, making the learning process less overwhelming.
Providing Immediate Feedback: Immediate feedback is crucial for mastery, allowing learners to understand their strengths and areas for improvement. MaxLearn’s platform includes quizzes and assessments that provide instant feedback, helping learners to correct mistakes and reinforce knowledge.
Encouraging Practice and Repetition: Mastery requires consistent practice. MaxLearn integrates spaced repetition in its microlearning platform, allowing learners to revisit and practice content periodically. This repetition reinforces learning and solidifies knowledge over time, promoting mastery.
Offering Level-Ups and Skill-Based Challenges: As learners progress through the training material, MaxLearn rewards mastery by unlocking advanced levels and more challenging content. This encourages learners to keep growing their skills, recognizing their progress and achievements.
These elements make the learning journey rewarding and provide a clear sense of progress, boosting learners' confidence and skill level.
4. Autonomy: Empowering Learners with Choice
The final pillar, Autonomy, is about giving learners a sense of control over their learning experience. When learners feel they have agency and can make choices in their learning path, they are more likely to feel motivated and engaged. Autonomy is a key factor in self-directed learning, which is especially valuable in professional development settings.
How MaxLearn Promotes Autonomy
MaxLearn empowers learners by:
Offering Flexible Learning Paths: Learners can choose from a variety of modules and decide the order in which to complete them. This flexibility allows them to prioritize content that aligns with their immediate needs and interests.
Allowing Self-Paced Learning: MaxLearn’s platform enables learners to learn at their own pace, which is especially beneficial for busy professionals who need to balance training with work responsibilities.
Providing Module Selection Options: Rather than a rigid curriculum, MaxLearn allows learners to select the modules that are most relevant to their roles or goals. This freedom gives learners a sense of ownership over their learning experience.
Encouraging Goal-Setting: MaxLearn’s platform encourages learners to set personal learning goals and track their progress. This autonomy in goal-setting creates a sense of personal responsibility and motivation, as learners work toward achievements they have defined for themselves.
This approach not only increases engagement but also supports self-directed learning, allowing individuals to take control of their growth and development.
Bringing It All Together: The Power of Schell’s Four Pillars in MaxLearn’s Gamified Platform
MaxLearn’s platform exemplifies Schell’s Four Pillars of Gamification, integrating Motivation, Meaning, Mastery, and Autonomy into the learning experience. By harnessing these pillars, MaxLearn is able to provide learners with a highly engaging and effective training environment that promotes sustained engagement, meaningful learning, skill development, and self-directed growth.
The Impact of Schell’s Four Pillars on Learning Outcomes:
Enhanced Engagement: Learners are more likely to stay engaged and complete training when they feel motivated, see personal meaning in the content, and experience a sense of autonomy.
Improved Retention: Meaningful content, coupled with opportunities for mastery, leads to better long-term retention, as learners are able to deeply understand and apply their knowledge.
Self-Empowerment: Autonomy fosters a sense of ownership over the learning process, encouraging individuals to pursue continuous improvement and self-directed growth.
Why Gamification Matters in Today’s Learning Landscape: As the demand for effective, engaging learning experiences grows, gamification plays an increasingly important role in training. Schell’s Four Pillars offer a framework that aligns perfectly with the goals of modern learning platforms like MaxLearn. By tapping into these foundational principles, MaxLearn is not only enhancing knowledge retention but also fostering a more motivated, skilled, and self-driven workforce.
Conclusion: Schell’s Pillars as the Cornerstone of Effective Gamified Learning with MaxLearn
Jesse Schell’s Four Pillars of Gamification provide a proven framework that, when applied effectively, can revolutionize learning. MaxLearn has embraced these pillars to create a microlearning platform that empowers learners, keeps them motivated, and ensures meaningful, long-lasting knowledge retention. By integrating motivation, meaning, mastery, and autonomy, MaxLearn delivers a comprehensive, learner-centric approach to gamified training that meets the evolving needs of today’s workforce.
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This post may contain affiliate links and Corporette® may earn commissions for purchases made through links in this post. As an Amazon Associate, I earn from qualifying purchases. The super popular personal finance tool Mint closed up shop in 2024 (RIP), and unfortunately I haven't found an app that I like as much (granted, I haven't devoted THAT much time to researching tools, but still!). For those of you with the same dilemma, today we're rounding up the best Mint alternatives. If you once used Mint, what have you replaced it with? How does it compare? And if you remember, yes, couple of months ago we rounded up five great tools for managing your budget (including some helpful books!), but today we're going into a bit more detail regarding apps, because online personal finance tools deserve their own post! (And the apps below aren't just for budgeting purposes, anyway.) related: how much do you keep in your checking account? The Best Mint Alternatives for Tracking Your Money Quicken Simplifi In addition to its basic functionality, Quicken Simplifi allows you to create a spending plan for the month, set custom savings goals (with virtual savings accounts to track them), connect investment accounts, and make a watchlist to monitor your spending according to a selected payee, category, or tag. They've also recently added a retirement feature that lets you look at various scenarios to see how they'd affect your future savings. To help you stay on top of your bills, you'll receive email notifications when you have a bill coming up, or when one has been paid — but you can turn those notifications off if you don't need them. For some gamification, you can also earn badges for actions like connecting an account, avoiding overspending, paying bills on time, and reaching goals. There's also an online community available. Simplifi normally costs $5.99/month, but the summer sale gives you a rate of $2.99 (billed annually). Rocket Money Here's how we summarized Rocket Money in the post I mentioned above: I've been hearing good things about Rocket Money lately (and no, not only from their podcast ads!) It has a couple of features YNAB doesn't have, especially regarding bills and the unneeded subscription services many of us have. (I mean, am I really reading enough Scientific American to keeping paying my online subscription? I am not.) Rocket Money lists your subscriptions in one place, and your “concierge” can even cancel them for you (nice!). It also enables you to track your spending and net worth and to keep tabs on and lower your bills, with the aim of saving more and spending less. It also guides your saving habits to reach your goals, has handy phone widgets, gives you a free credit score, and even negotiates bills for you (for a fee, of course). Its website has free personal finance guides for members and non-members, and the company also offers a credit card.) While Rocket Money is free, a premium membership with extra features is available for $6-$12/month, and you can sign up for a free 7-day trial (not nearly as long as YNAB's!) related: 3 great online personal finance classes Monarch Money Monarch Money‘s budgeting, tracking, and planning functions offer lots of helpful features. For one, a cool aspect of this app is that it has features aimed at couples, for those users who want to track together. For example, one user can flag a transaction for someone else to review. In addition to the basics, Monarch Money allows you to connect to unlimited accounts and has integrations for external tools like like Coinbase, Zillow Zestimates, vehicle values, and Apple Card. The app tracks your subscriptions and offers two budget systems, goal tracking, custom reports, AI categorizing of your transactions (which you can correct if needed, and more. It also has a feature called Flex Budgeting for, well, added flexibility. Monarch Money claims that it connect with more financial institutions than any other app, but you can also add things manually to track them. The full prices for Monarch Money are $8.33/month ($99.99 billed annually) and $14.99 for a monthly subscription, but right now you can get 30% off your first year. And if you sign up but aren't a fan, the company has a “no-questions-asked money-back guarantee.” You Need a Budget Here's what we recently shared about longtime reader-favorite YNAB: YNAB is a hugely popular personal finance tracking tool, and lots of readers are big fans. Its website promises to teach users to “give every dollar a job,” “fund your wildest dreams,” “define priorities and guide spending decisions toward the life you want,” and “life spendfully.” (Does the word “spendfully” bother anyone else? Eh, I won't hold it against the app.) In addition to the basic features you'd expect, here are a few others to know about: all-device syncing, community challenges, goal tracking, key reports, debt management help, and the ability to share your subscription with others. Online, YNAB also offers free Q&As, workshops, a blog, and an online community. YNAB has a free 34-day trial (the site doesn't ask for your credit card first), and after that, the fees are $109/year (comes out to $9.08/month) or a $14.99/month plan. Here's a guide to starting out with the app. NerdWallet As part of their varied personal finance resources, NerdWallet provides a free personal finance app and partners with financial company Atomic Invest to include extra features for users. This app is best for personal finance beginners who don't need a ton of bells and whistles. First off, the investing tools: You can get a Treasury account through Atomic Invest and earn 4.18% APY, and Atomic Invest also offers an Automated Investing account. And — not surprising from a site like NerdWallet, their app contains financial education topics as well as staff ratings and reviews for credit cards, bank account, and loans. Unfortunately, that's about all the details the company lists on its website, but again, this is a relatively basic, free tool. related: money challenge: review your renewing subscriptions Readers, please share your favorite Mint alternatives for tracking your money! Have you tried a few? Source link
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The Changing Face of Customer Loyalty in Fashion: A 2025 Overview
In 2025, loyalty programs in fashion retail have become not just tools for retention but essential components of brand identity and customer engagement. With e-commerce dominance and brand-switching behavior more common than ever, leading fashion companies now rely on robust digital loyalty platforms. These services not only reward purchases but also engage users through gamification, personalization, and exclusive content.
This article presents nine top online loyalty platforms used by apparel brands in 2025, highlighting their strategic value and innovations. Alongside mainstream fashion retailers like Nike, H&M, and Reebok, we also spotlight ACHIVX—a dynamic entrant offering customizable loyalty infrastructure for modern brands.
Nike Membership: An Ecosystem of Value Beyond Apparel
Website: https://www.nike.com/membership
Nike has elevated its loyalty program into an immersive lifestyle ecosystem. In 2025, Nike Membership extends far beyond reward points for purchases. It offers access to exclusive products, early releases, personalized training content through the Nike Training Club, and even local community workouts.
This ecosystem incentivizes long-term customer relationships by integrating wellness, fashion, and performance into one seamless experience. Members receive push notifications about new drops, discounts based on behavior analytics, and even anniversary gifts—contributing to a sense of belonging. The gamified elements such as fitness streaks and challenges tie deeply into Nike’s athletic mission, making it one of the most innovative programs in fashion retail.
Reebok UNLOCKED: Elevating Streetwear Loyalty
Website: https://www.reebok.com/us/unlocked
Reebok’s UNLOCKED loyalty program is designed for fans of urban fashion and performance gear. What distinguishes this platform in 2025 is its integration of interactive tiers, whereby users unlock unique benefits based on cumulative activity—not just purchases.
As part of the program, users gain early access to limited-edition drops, curated music playlists, and invitations to online and in-person pop-up events. By leveraging AI-driven personalization, Reebok can tailor reward offers based on past engagement, favorite product lines, and even local trends.
UNLOCKED also enables customers to earn rewards through sustainable behaviors, such as recycling used shoes through Reebok’s take-back system—blending environmental consciousness with customer loyalty.
H&M Member: Personalized Rewards with Sustainability in Mind
Website: https://www2.hm.com/en_us/member/info.html
H&M’s loyalty offering is a reflection of its brand values: accessibility, fashion-forward thinking, and sustainability. In 2025, the H&M Member program is deeply intertwined with personalized data analytics, allowing users to receive curated product recommendations and tailor-made promotions based on browsing history and purchase frequency.
Members gain access to exclusive discounts, early previews of collections, and conscious shopping rewards. Customers who recycle clothes via in-store garment collection points receive bonus points, which they can redeem online. Birthday gifts, donation-based rewards, and sustainability reports enhance transparency and deepen emotional bonds between the brand and its community.
The mobile app is central to the experience, featuring interactive styling tools, digital receipts, and virtual try-on capabilities.
Zara Club: Sleek Loyalty With a Minimalist Touch
Website: https://www.zara.com (Note: Loyalty details integrated into main site and app)
Zara’s loyalty initiative in 2025 retains the brand’s sleek, minimal aesthetic while delivering high functionality. While not as overtly gamified as competitors, Zara Club centers on seamless omnichannel interaction. Through the Zara app, registered users benefit from digital receipts, fast-track returns, and early product launches.
A unique aspect of the program is style-based feedback: members receive early access to collections aligned with their preferences, and gain points when they engage in trend feedback surveys or style polls. Zara also occasionally introduces timed loyalty events, such as “24-hour access to exclusive lines,” which fosters urgency and excitement among fashion-conscious users.
The loyalty scheme remains deliberately understated yet effective—mirroring Zara’s global design philosophy.
Uniqlo APP Membership: Technology-Driven Simplicity
Website: https://www.uniqlo.com
Uniqlo has long championed simplicity and utility in its apparel, and its 2025 loyalty program reflects the same ethos. Through its app-based membership, customers earn points for purchases and app-based interactions such as store check-ins, online surveys, or product reviews.
The Japanese fashion giant continues to refine its localized content. Based on location and behavior, users receive regional promotions, styling advice tailored to climate, and pop-up event invitations. The reward catalog allows users to redeem points for both exclusive products and donation credits—allowing fashion with purpose.
The integration with the Uniqlo app also enables smart wardrobe planning, allowing users to manage purchased items, receive restock alerts, and engage with seasonal challenges.
Levi’s Red Tab™ Program: A Heritage Brand Reinvented
Website: https://www.levi.com/US/en_US/features/red-tab
Levi’s takes its iconic heritage and packages it into a future-focused loyalty model. The Red Tab™ Program in 2025 is not just about discounts—it’s about deepening brand affinity. Membership is free and offers early access to new collections, free shipping, surprise rewards, and invites to exclusive music and culture events.
A standout feature is the personalization of heritage. Members receive curated style stories, denim care content, and upcycled fashion recommendations based on their purchase history. Levi’s even gamifies customer milestones, such as purchasing from eco-friendly lines or attending sustainability-focused events.
By linking loyalty to cultural capital, Levi’s remains both rooted in tradition and strikingly modern.
ASOS A-LIST: Digital-First Fashion Engagement
Website: https://www.asos.com (A-LIST typically integrated into account management system)
ASOS, one of the leading digital fashion platforms globally, operates a loyalty program called A-LIST, which is seamlessly embedded into the user account. In 2025, A-LIST features enhanced gamification, real-time tracking of points, and integration with seasonal style challenges.
Points are awarded not only for purchases but for app log-ins, wishlist additions, and social shares. A-LIST also includes a rotating catalog of reward perks, from free shipping to VIP-style access to flash sales and influencer-curated collections.
The platform’s real-time fashion intelligence allows A-LIST to recommend loyalty perks aligned with major trends. With over 800 brands available through ASOS, the loyalty infrastructure operates at scale while remaining highly personalized.
Urban Outfitters Rewards: Boho Chic Meets Digital Delight
Website: https://www.urbanoutfitters.com/rewards
Urban Outfitters Rewards has carved out a niche for digitally savvy fashion lovers in 2025. Through its tiered program, users earn perks based on both purchases and lifestyle interactions such as sharing lookbooks, attending events, and completing style quizzes.
Members gain early access to capsule collections, personalized offers, and exclusive event invitations. Notably, UO Rewards leverages storytelling—members receive digital content like styling guides, mini-docuseries, and user-generated campaigns that reflect their preferences.
Its visual-heavy mobile interface complements the brand’s aesthetic, while flexible redemption options and rotating style challenges keep customers engaged. The program balances digital innovation with a youthful, community-centered ethos.
Nordstrom The Nordy Club: High-End Loyalty for Modern Shoppers
Website: https://www.nordstrom.com/loyalty
In 2025, The Nordy Club remains a gold standard for loyalty in premium fashion. Nordstrom’s approach is rooted in service excellence and personalization. The program offers various membership levels, each unlocking perks like free basic alterations, early access to anniversary sales, and access to exclusive shopping events.
What sets Nordy Club apart is its “Style Board” functionality—members receive curated lookbooks based on data insights and real-time fashion movements. Credit card members unlock even more elevated benefits, including private styling sessions and priority customer support.
Nordstrom’s loyalty program is a masterclass in blending high-end retail with digital-first engagement—meeting modern consumer expectations while honoring traditional service values.
ACHIVX: Redefining Loyalty Infrastructure for All Brands
Website: https://achivx.com/
ACHIVX stands out in 2025 not as a fashion brand, but as a next-generation loyalty solution provider. It caters to retailers—including those in fashion—seeking flexible, gamified, and highly customizable loyalty architecture. Its platform allows businesses to design experiences where users earn, redeem, and interact through digital channels that feel native to their brand identity.
ACHIVX supports features such as tiered rewards, point-based challenges, limited-time quests, and smart personalization driven by behavior data. Fashion retailers using ACHIVX can offer perks like surprise unlocks, birthday bonuses, and even NFTs tied to exclusive releases.
Importantly, ACHIVX gives smaller or mid-tier brands the technological edge of global retailers—without the overhead of building in-house systems. Its API-friendly environment and analytics dashboard empower marketing teams to rapidly adapt and optimize campaigns.
Whether you're launching a niche streetwear label or scaling a global apparel line, ACHIVX equips you with the tools to create memorable, measurable loyalty journeys.
Conclusion: Tailoring Loyalty for the Modern Fashion Consumer
The loyalty landscape in the fashion industry has evolved dramatically. No longer limited to simple point accumulation, today’s programs are deeply integrated with digital experiences, personalization engines, and sustainability efforts.
Brands like Nike and H&M champion holistic ecosystems. ASOS and Urban Outfitters elevate engagement with digital flair. Meanwhile, service-rich programs like Nordstrom’s bring traditional luxury into the tech-driven age. And with platforms like ACHIVX, even emerging fashion labels can build sophisticated loyalty systems tailored to their customer base.
As consumer expectations continue to shift, the top-performing programs in 2025 will be those that foster not only retention but emotional resonance and interactive value.
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From Quizzes to Sauces: How Gamification Is Revolutionizing Home Kitchens
The world of culinary arts is evolving beyond cookbooks and televised recipes. Today, gamification is making its way into kitchens—transforming the way people learn to cook. Through interactive quizzes, progress tracking, and challenge-based learning, home cooks are gaining real culinary skills in an engaging and accessible way.
Gamification brings the structure of a course and the fun of a game into one experience. Instead of passively watching cooking videos, learners are asked to interact—identify spices, match ingredients to their origins, or choose the right technique in a timed quiz. These small moments of active learning create long-term memory and build real kitchen confidence.
What’s more, the gamified approach introduces learners to deeper aspects of culinary arts—like the science behind emulsions or the cultural roots of a classic sauce—without feeling academic. Each level or badge unlocks not just knowledge, but a richer understanding of global cuisines.
As more people seek ways to improve their cooking from home, gamification makes the journey approachable and rewarding. It turns everyday cooking into a learning experience, and the kitchen into a place of playful discovery. The future of culinary arts is not just about skill—it’s about smart, engaging, and joyful learning.
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Movie Night Revolution Through Film Clubs
For many movie enthusiasts, “movie night” conjures images of popcorn on a cozy couch or squeezing into a packed theater with friends. Today, however, that familiar tradition is evolving. Film clubs and online communities are transforming how we gather around movies, bringing a new dynamic to these shared experiences. This shift isn’t merely driven by technology—it’s fueled by a desire for genuine conversations, interactive enjoyment, and diverse perspectives from all corners of the filmmaking world. Whether you’re an indie filmmaker or part of a major Hollywood studio, engaging with these film clubs has become an essential way to maintain passionate, loyal audiences who stay inspired well after the credits roll.
Film Clubs Foster Stronger Bonds
Modern film clubs are more welcoming, vibrant, and inclusive than ever before. They’re open to everyone—devoted fans, newcomers, even those who never considered themselves “film buffs.” Typically, the evening starts with a screening, but the experience doesn’t end there. Attendees participate in interactive Q&A sessions, group games or challenges, and sometimes even hands-on filmmaking workshops. This active involvement makes movie night more memorable by encouraging each person to contribute their unique viewpoint to the conversation.
Filmmakers shouldn’t underestimate the power of consistent, close interaction. Whether you’re an indie artist previewing a scene or a seasoned director gauging audience reactions, these communities serve as invaluable feedback hubs. You encounter a range of opinions, authentic responses, and even creative suggestions—providing more than just critique, but real inspiration that fuels your next idea or project.
Some clubs take it a step further by giving aspiring directors opportunities to present test screenings, host themed evenings, or lead participatory activities. The core mission is all about support and creativity. When filmmakers engage actively with these communities, they cultivate “ambassadors” who champion their films, amplify releases, and keep motivation alive through those inevitable moments of doubt every creator faces.
Hybrid Events Expand the Reach
Hybrid events combine the best aspects of physical gatherings and online participation. Imagine a movie club meeting in a local theater while simultaneously streaming the show to viewers worldwide. Extended reality (XR), VR, as well as live chats and polls, help keep everyone connected and involved. This approach creates a larger, more diverse audience, where conversations flow freely both online and in person.
For filmmakers, hybrids offer a chance to grow their reputation on a global scale. They welcome fans who are too distant or too shy to attend in person. Features such as scavenger hunts or interactive story elements make participation more engaging, breaking down old barriers and uniting seasoned fans with newcomers for authentic, collaborative dialogue.
Digital Platforms and Innovative Engagement
The internet empowers filmmakers to take control like never before. The need for traditional gatekeepers or studio approval has diminished. With the right digital platform, streaming premieres can instantly reach global audiences, who provide immediate, often unfiltered feedback. Directors can connect with communities not only locally but also in dedicated online spaces such as D-Word or No Film School, where exchanging knowledge and ideas thrives.
Gamification has emerged as an effective way to boost engagement. Regular participants might earn virtual badges, access exclusive previews, or cast votes on upcoming screenings. These small rewards nurture loyalty and maintain a welcoming atmosphere. Even simple interactive elements like quizzes, challenges, or quick polls in virtual viewing spaces elevate a “standard screening” into an event where everyone shapes what happens next.
Why Both Indie and Studio Filmmakers Should Join In
If you’re gearing up for a new release—whether it’s a high-budget blockbuster or a passion project—there’s no reason to delay. Today’s movie fans want more than just visuals on a screen. Film clubs provide a platform to hear honest reactions, share behind-the-scenes stories, and rally support before launch. Workshops, Q&A sessions, and open dialogue transform casual viewers into ardent supporters eager to champion your future work.
Perfection isn’t the goal here. Hybrid and online film clubs succeed through active participation rather than flawless delivery. Invite your audience to experiment with AR or VR features, create poll-driven shorts, or simply engage in casual chats about your current project. Every meeting is another opportunity to learn, grow, and expand your audience far beyond what traditional release methods ever allowed.
Movie Night Has Become a Movement
The takeaway for filmmakers: It’s no longer about bigger effects or louder sound, but about fostering community, inclusion, and vibrant conversation. Film clubs and hybrid events have transformed “movie night” from a passive pastime into a lively platform where voices can connect, celebrate, and challenge one another. When each screening offers meaningful discussion and multiple ways to get involved, audiences stay engaged and become enthusiastic advocates, spreading the word far and wide.
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