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+<div id="table-of-contents">
+<h2>Table of Contents</h2>
+<div id="text-table-of-contents">
+<ul>
+<li><a href="#sec-1">1. What is gamification?</a>
+<ul>
+<li><a href="#sec-1-1">1.1. Criticisms</a></li>
+</ul>
+</li>
+<li><a href="#sec-2">2. Why did I write this, and why should you try it?</a></li>
+<li><a href="#sec-3">3. How it works</a></li>
+<li><a href="#sec-4">4. Installation and setup</a></li>
+<li><a href="#sec-5">5. Usage</a></li>
+<li><a href="#sec-6">6. Example setup</a></li>
+<li><a href="#sec-7">7. Customisation</a></li>
+<li><a href="#sec-8">8. Designing reward systems</a></li>
+<li><a href="#sec-9">9. Ideas from games</a>
+<ul>
+<li><a href="#sec-9-1">9.1. Experience and levels</a></li>
+<li><a href="#sec-9-2">9.2. Reward for maintaining habits</a></li>
+<li><a href="#sec-9-3">9.3. Bad habits</a></li>
+<li><a href="#sec-9-4">9.4. Random rewards</a></li>
+<li><a href="#sec-9-5">9.5. Buffs</a></li>
+<li><a href="#sec-9-6">9.6. Spells and abilities</a></li>
+<li><a href="#sec-9-7">9.7. Currency conversion</a></li>
+<li><a href="#sec-9-8">9.8. Hit points</a></li>
+</ul>
+</li>
+</ul>
+</div>
+</div>
+
+**Synopsis:** Org-agenda module for turning task management into a game.
+
+# What is gamification?
+
+*Gamification* refers to the use, in real life, of the sorts of motivational
+systems that are typically present in games (especially videogames). Examples
+of such motivational systems include the accrual of "points" or virtual
+currency, earning achievements or badges, "levelling up", collecting sets of
+virtual items, competing against other people to rise to the top of
+leaderboards, and so on.
+
+Some people find themselves motivated by these systems when they encounter them
+in real life settings, just as some people are motivated by them in the context
+of games.
+
+A recent book that portrays gamification in a positive light is "Reality is
+Broken" by Jane McGonigal.
+
+Gamification has been applied in a variety of areas including marketing,
+education and training, fitness, social networks, and task management. Some
+example implementations of the latter:
+
+-   [HabitRPG](http://habitrpg.com) (Web, iOS, Android)
+-   [Epic Win](http://www.rexbox.co.uk/epicwin/) (iOS)
+-   [Chore Wars](http://www.chorewars.com) (Web)
+-   [Todoist](http://www.todoist.com/karma) ("karma" feature)
+
+## Criticisms
+
+Gamification has been criticised as manipulative and exploitative. I don't
+think gamification has these properties inherently, but it is certainly
+possible to use gamification in harmful ways.
+
+Some criticisms:
+
+-   Gamification provides a way to manipulate people into doing things they would
+    not otherwise want to do.
+-   A proportion of people will become addicted to gamification systems (this is
+    probably unavoidable, but you can avoid having a business model that revolves
+    around causing addiction).
+
+# Why did I write this, and why should you try it?
+
+I encountered some of the gamified task management systems listed above, and
+found the concept intriguing. However I decided against using them, because (1)
+they would lock my task data into a closed proprietary database, and (2) their
+underlying task management system is quite primitive. I had used the task
+management aspects of Org mode intermittently in the past, and have written an
+extension for org mode (`org-drill`), so am familiar with its API. I decided to
+write a theme-agnostic "gamification" extension for Org mode which would allow
+users to add HabitRPG-like functionality to their Org mode task management
+systems.
+
+I wrote `org-gamify` as a fairly flexible library. Basic currency costs and
+rewards can be implemented without any elisp programming knowledge (beyond
+defining currencies). Arbitrarily complex systems can be created if the user is
+willing to write some elisp. Unlike HabitRPG and Epic Win, it is unthemed,
+leaving users free to design "fantasy", "sci-fi", "sports" or other themes if
+they wish.
+
+Trying `org-gamify` might be worthwhile even if you don't continue with it, as
+it makes you think about rewards &#x2013; things you enjoy &#x2013; and it makes you
+quantify how much enjoyment you get from them, compared with how much effort
+you expend on chores. Most existing task management systems completely ignore
+the concept of rewards.
+
+# How it works
+
+The user defines one or more currencies using the macro
+`define-gamify-currency`. Each currency can have a name, minimum and maximum
+allowed values, a category, custom functions that run after its balance is
+increased or decreased, and some appearance options such as a custom icon.
+
+The balance of each of these currencies is stored in the global variable
+`org-gamify-inventory`. This variable is saved between Emacs sessions. The
+balances of all currencies can be viewed using the interactive command
+`M-x org-gamify-show-inventory`.
+
+Within the agenda, any task can be given a property `CURRENCY_DELTAS`, whose
+value must be a list. Each member of this list takes the form `(CURRENCY
+CHANGE)` where `CURRENCY` is the name of a defined currency (a symbol), and
+`CHANGE` is a positive or negative number.
+
+When a task's todo state changes to a "done" state (including repeating tasks),
+the changes listed in `CURRENCY_DELTAS` are applied to the global variable
+org-gamify-inventory. Currency changes can be overridden or generated
+dynamically for any task by adding functions to the hook variable
+`org-gamify-delta-functions`; if all of the functions in this variable return
+nil then the value of `CURRENCY_DELTAS` is used.
+
+Exactly once per day, every function listed in the hook variable
+`org-gamify-daily-update-functions` is run for every active task in the agenda.
+This provides a way to provide daily rewards or punishments based on whether
+habits are being maintained, how many tasks are left undone, and so on.
+
+# Installation and setup
+
+Download `org-gamify.el` and save it somewhere. Add the path to `org-gamify.el`
+to your `load-path`.
+
+    (add-to-list 'load-path "/path/to/org-gamify.el")
+
+In your emacs init file, define one or more currencies using
+`define-gamify-currency`. The simplest setup would be just a single currency
+("money" or "gold" or "points"), which increases when you complete tasks and
+which you spend on rewards. It should have a minimum allowed value of 0 and an
+enforcement style of `block`.
+
+Assign `CURRENCY_DELTAS` properties for the tasks in your agenda. I find this
+system works well with habits (org-habit), so add some habit tasks if you have
+not already done so.
+
+Now create "reward" tasks - these are things you enjoy, which will incur a
+currency *cost* when you complete them. They should be represented as repeating
+"TODO" items that are hidden from your normal agenda views somehow - for
+example by scheduling them far in the future, or defining a new todo state
+called "REWARD" which is filtered out of agenda views.
+
+You will want to create a custom agenda view to show you a list of
+available rewards.
+
+# Usage
+
+Use agenda mode as normal, but as you mark each task done, you will see a
+message (or messages) telling you when your currency balances have changed.
+
+When you want to spend currency on a reward, go to your "rewards" agenda view
+and mark a reward item "done".
+
+Use `M-x org-gamify-show-inventory` to list all currency balances.
+
+# Example setup
+
+Load `org-gamify` in your emacs init file.
+
+    (add-to-list 'load-path "/path/to/org-gamify.el")
+
+Define some currencies. Here, we define two currencies, "gold" and "karma".
+Both are limited to non-negative values. Both will be earned by completing
+tasks. We will allow gold to be spent on rewards, while karma cannot be spent
+so it only ever increases. The category property allows currencies to be
+grouped according to their category when displaying the inventory. The
+`define-game-currency` macro has several other optional arguments &#x2013; see the
+documentation string for details.
+
+    (define-gamify-currency gold
+             :name "gold"
+             :category "Money"
+             :min 0 :enforce-min block)
+
+    (define-gamify-currency karma
+      :name "karma"
+      :category "Experience"
+      :min 0 :enforce-min truncate)
+
+Define currency awards for tasks. The following task awards 4 gold and 2 karma
+when completed.
+
+    ** TODO Finish first draft of chapter one
+       :PROPERTIES:
+       :CURRENCY_DELTAS: ((gold +4) (karma +2))
+       :END:
+
+Create some "reward" tasks which cost currency. If the reward can be used more
+than once then it should be set up as a repeating task. Putting the scheduled
+date far in the future helps to ensure that it does not show up in any normal
+agenda views.
+
+**Note:** You will need make Org mode recognise "REWARD" as an active todo state,
+e.g. by adding it to `org-todo-keywords`.
+
+    ** REWARD Watch a movie on Netflix
+       SCHEDULED: <2030-01-01 12:00 .+1h>
+       :PROPERTIES:
+       :CURRENCY_DELTAS: ((gold -5))
+       :END:
+
+Define an agenda custom view to show rewards.
+
+    (push '("r" "Rewards"
+            todo "REWARD"
+            ((org-agenda-time-grid nil)
+             (org-agenda-dim-blocked-tasks 'invisible)
+             (org-agenda-todo-ignore-scheduled nil)
+             (org-agenda-todo-ignore-deadlines nil)
+             ))
+          org-agenda-custom-commands)
+
+# Customisation
+
+# Designing reward systems
+
+-   **Extrinsic rewards:** Allow the user to "purchase" real life rewards that
+    exist outside the game system, such as entertainment, restaurant meals,
+    snacks, fancy coffee, alcoholic beverages, luxury purchases, etc.
+-   **Sense of progress or achievement:** As the person engages with the system
+    over time they steadily accumulate some resource that reflects their
+    investment in the system (experience, levels, "badges" for achievements).
+-   **Random rewards:** Experiments in operant conditioning (the "Skinner box")
+    have shown that the most effective reward schedule is to
+    dole out rewards unpredictably. The gameplay of many
+    videogames and gambling games is based around this fact.
+    This could be implemented either as giving a reward less
+    than 100% of the time when a task is completed, or as
+    occasionally giving a special, more valuable reward (a
+    "rare drop") instead of the default reward.
+-   **Self-expression and creativity:** Reward the user with a resource that does
+    not confer an in-game advantage but that can be used creatively in some
+    way, for example virtual clothing or armour that the person can use to
+    dress their avatar in an online game.
+-   **Competition:** the person may enjoy feeling that they have earned rewards
+    faster or more efficiently than other human competitors, or
+    may they simply enjoy the idea of showing off their
+    achievements to other admiring users.
+-   **Music and sound effects:** There is a reason that chimes and trumpets sound
+    when you successfully perform a task or reach a goal in a videogame or
+    slot machine. Pleasure is a reward, and pleasant sights and sounds produce
+    pleasure.
+
+# Ideas from games
+
+Massively multiplayer online games, free-to-play mobile games, pen & paper
+role-playing games, and complex board and card games are all fertile sources of
+ideas for gamification. All are replete with currency systems that overlap and
+interact, to motivate, reward and punish players.
+
+## Experience and levels
+
+Have a currency called "experience" or "XP". It increases whenever you complete
+a task. Have another currency called "level". When XP exceeds a certain value,
+level gets incremented automatically, and XP resets.
+
+## Reward for maintaining habits
+
+Define a "daily update" function that checks how many days a habit task has
+been maintained for. If this is more than a threshold number, then
+automatically give a small currency reward for maintaining the habit without a
+break.
+
+Alternatively, when a habit task is marked as done, it could check how many
+days it has been maintained, and the reward for completing the task could
+increase as the number of days increases.
+
+## Bad habits
+
+You could include "bad habit" tasks. These incur costs when you mark them done.
+There could be rewards linked to the number of days you go without indulging in
+a bad habit.
+
+## Random rewards
+
+Whenever you get a reward, there could be a small chance that you will get a
+much better reward instead, such as increased amount of currency or a
+different, rare type of currency, or a temporary buff (see below). This could
+be more likely if the task is "hard" or has subtasks, or if you have completed
+a large number of tasks that day.
+
+## Buffs
+
+A "buff" is a temporary character enhancement, usually conveyed by a magic
+spell.
+
+You could implement a buff as a currency which expires (resets to zero) after a
+certain number of days (or tasks). Buffs could be purchasable or could "drop"
+as rare rewards.
+
+Ideas for "buffs" include "double currency rewards" or "double experience" or
+"immunity from punishments".
+
+## Spells and abilities
+
+"Spells" or "special abilities" could be set up as repeatable todo items which
+have a cost in one currency ("mana", gold etc) and either a gain in another
+currency (such as a buff), or some other special effect.
+
+You might need to learn the spell before you are allowed to "cast" it. Learning
+could come via random drops, or automatically on levelling up.
+
+## Currency conversion
+
+Repeatable todo items that allow conversion of a set amount of one currency
+into another.
+
+## Hit points
+
+You may wish to have a "hit points" or "health" resource which is decremented
+when you fail to keep up with habits or when tasks get very overdue. You could
+define spells which allow you to heal yourself. Your maximum hit points could
+increase when you level up. You would need to define what the consequences are
+for your hit points reaching zero &#x2013; maybe you lose levels and buffs, or forget
+spells.