Choice

Choice is the basic in-game action that grants the user freedom. The user may, for instance, choose the avatar's gender, skin tone, or clothing, a relevant available task from the list, or goods in the virtual shop.

Strong effect

The game becomes even more valuable to the users when there are vast opportunities for them to express and show themselves. Well-thought-out choice paths are the key to designing highly personalized gamification.

Weak effect

The choice is valuable only when each option is interesting in its own way. Imitation of choice may be a useful tool for introducing the user to the game. In other cases, it is critical for decisions made by the users to affect the game. Failing this will make the users realize they are being tricked by the game and their loyalty to it will start to fade.

Interaction with elements from the Mechanics deck

The choice is typically connected to gaining; that is why this mechanic is also basic. We either choose what to gain or what to do with something we gained. The mechanic of choice is, however, typically not used for the points (the only exception is the reputation points as they are usually granted to the most enthusiastic users), insignias (except for ranks and statuses), ratings, and common space (as no particular user has any control over it).