This post presents an interesting framework for personal improvement, but I see we can enhance it by reconsidering two key aspects:
What Works in the Original System
The author effectively demonstrates how gamification can transform mundane tasks into engaging challenges by:
Assigning point values to activities
Creating a progress system similar to video games
Building consistent habits through regular engagement
Proposed Improvements
1. Eliminating Negative Scoring
The current system subtracts points for undesirable behaviors, but I propose a philosophical shift: nothing should have negative value. Just as darkness is merely the absence of light, “bad” behaviors simply contribute less value rather than negative value.
Benefits of this approach:
Avoids punishment-based motivation which can be discouraging
Creates a purely growth-oriented mindset
Aligns with positive psychology principles
Implementation: Assign very low (but still positive) point values to less beneficial activities while giving significantly higher values to highly beneficial ones. The relative difference remains motivating.
2. Dynamic Confidence-Based XP System
I propose that experience points should be gained when the system identifies variables that impact progress with higher confidence levels.
How it works:
The system tracks correlations between your activities and measurable outcomes
When it discovers a strong correlation (high confidence), you gain XP
This rewards you for finding what truly works for your specific situation
Points become personalized and evidence-based rather than predetermined
This creates a self-improving system where your actions continuously refine your understanding of what works for you personally.
By implementing these two improvements, we create a more psychologically sound and adaptive gamification system that evolves with you rather than imposing fixed external values.
Gamify life from BayesianMind
This post presents an interesting framework for personal improvement, but I see we can enhance it by reconsidering two key aspects:
What Works in the Original System
The author effectively demonstrates how gamification can transform mundane tasks into engaging challenges by:
Assigning point values to activities
Creating a progress system similar to video games
Building consistent habits through regular engagement
Proposed Improvements
1. Eliminating Negative Scoring
The current system subtracts points for undesirable behaviors, but I propose a philosophical shift: nothing should have negative value. Just as darkness is merely the absence of light, “bad” behaviors simply contribute less value rather than negative value.
Benefits of this approach:
Avoids punishment-based motivation which can be discouraging
Creates a purely growth-oriented mindset
Aligns with positive psychology principles
Implementation: Assign very low (but still positive) point values to less beneficial activities while giving significantly higher values to highly beneficial ones. The relative difference remains motivating.
2. Dynamic Confidence-Based XP System
I propose that experience points should be gained when the system identifies variables that impact progress with higher confidence levels.
How it works:
The system tracks correlations between your activities and measurable outcomes
When it discovers a strong correlation (high confidence), you gain XP
This rewards you for finding what truly works for your specific situation
Points become personalized and evidence-based rather than predetermined
This creates a self-improving system where your actions continuously refine your understanding of what works for you personally.
By implementing these two improvements, we create a more psychologically sound and adaptive gamification system that evolves with you rather than imposing fixed external values.