Gamification
How Gamification Motivates the Masses
What’s new about gamification? Organizations have borrowed
elements such as points and badges from games and used them to motivate people
for a long time. Weight Watchers, Boy Scouts and Girl Scouts, and military
organizations have been using this approach to motivate people for a half
century, a century and millennia (respectively). Of course in those days,
engagement was limited to the physical world. What’s new about gamification is
that by means of a digital engagement model, motivation can be packaged into an
app or device and scaled to engage an audience of any size at a very low
incremental cost.
But not all companies are making the leap. As is often the case,
some old guard companies will be blindsided by the transition to digitally
delivered motivation. Others will stumble in their attempts to transition from
what works in the physical space to the digital arena.
Weight Watchers provides a case in point. The popular weight loss
program has historically relied on meetings to engage its more than 1 million
members. But meetings are resource-intensive, requiring Weight Watchers to
employ 56,000 people. In contrast, MyFitnessPal uses a digital engagement model
to help people lose weight and exercise, and it supports 50 million users with
approximately 75 employees. That’s the power of digital business. With a costly
physical engagement model, Weight Watchers has struggled. Over the past two
years, its meeting revenues have been declining along with its share price, and
the CEO departed. Among other factors, the company blames its poor performance
on “increased competition from Internet, free mobile and other weight
management applications, activity monitors and other electronic weight
management approaches.”
GAMIFYING GLOBAL
YOUTH EVENTS
On the other hand, Craig and Marc Kielburger, founders of Free the
Children, took a massive physical gathering and used gamification to extend
engagement over time. The brothers’ mission is to inspire youth to act for
global change. They created We Day, a series of events designed to “empower and
enable youth to be agents of change.” We Day events, held in nine cities in
Canada and three in the United States, bring together tens of thousands of
youth in a stadium for a day of education, engagement, and inspiring speeches
and performance focused on critical local and global issues.
While these massive events have become powerful opportunities to
engage and inspire youth, the Kielburgers wanted to extend their mission even
further. As Craig Kielburger explained, “Now the challenge, of course, is that
We Day is one day. Our dream is to take that spirit and feeling of connectivity
and empowerment and education that we see at We Day, and make it something that
is far more constant in your life, and far more empowering — because you can
connect on a daily basis with that energy and live that same spirit 365 days a
year.”
To answer this challenge, Free the Children partnered with Telus
to introduce We365, an app that digitally engages and motivates youth
throughout the year. We365 uses gamification to motivate youth to complete
challenges, track and verify volunteer hours, and be part of a larger community
of people who are taking action for social good. We365 is exemplary of what
gamification is really about — it is a way of packaging motivation into a
digital engagement model and inspiring people to act.
MOTIVATION AT
SCALE AND COST
While we should never underestimate the motivational power of a
real-world pat on the back, there are many advantages of using digital over
physical engagement — most notably scale and cost. Digital engagement models
scale to virtually any number of participants at very low incremental cost,
while physical engagement models have much higher incremental costs for each
new participant. The result is that gamification provides the opportunity to
package motivation into a digital engagement model and scale it at a much lower
cost than a similar physical engagement model.
Nike builds
gamification into products like the FuelBand to achieve the same thing
— packaging
motivation into a digital engagement model
— even if the
audience and the goal are different, the method is the same.
As Stefan Olander,
Nike’s VP of digital sport, states, “The more people move, the better it is.
So, we have products that can inspire and enable everyone to be more active.”
Gamification can be used to package motivation and engage many
different audiences in many different activities. Organizations like DirecTV,
NTT Data and the U.K.’s Department for Work and Pensions are using gamification
to motivate employees. Companies like Barclaycard, Vail Resorts and BBVA are
using gamification to motivate customers. In all these cases, the common
denominator is the same — packaging motivation into a digital engagement model.
There is no magic in gamification — it uses the same motivational
techniques that have been around for centuries. Building self-esteem and
re-enforcing it with peer recognition is a powerful means of unlocking
motivation. Gamification leads players on an experience to help them to achieve
their goals, and while that’s important, it’s not entirely new. The real news
with gamification is the digitalization of motivation, and in the near term it
will become a key part of every organization’s digital business strategy.
Gamification harnesses the
power of games to motivate
Walk through any public area and you’ll see people glued to
their phones, playing mobile games like Game of War and Candy Crush Saga.
They aren’t alone.
·
59% of Americans play video games, and
contrary to stereotypes,
·
The US$100
billion video game industry is
among the least-appreciated business phenomena in the world today.
But this isn’t
an article about video games. It’s about where innovative organizations are
applying the techniques that make those games so powerfully engaging: everywhere
else.
Gamification is
the perhaps-unfortunate name for the growing practice of applying structural
elements, design patterns, and psychological insights from game design to
business, education, health, marketing, crowdsourcing and other fields. Over
the past four years, gamification has gone through a cycle of (over-)hype and
(overblown) disappointment common for technological trends. Yet if you look
carefully, you’ll see it everywhere.
TAPPING INTO
PIECES OF GAMES
Gamification involves two
primary mechanisms. The first is to take design structures from games, such as
levels, achievements, points, and leaderboards — in my book, For
the Win, my co-author and I label them “game elements” — and
incorporate them into activities. The second, more subtle but ultimately more
effective, is to mine the rich vein of design techniques that game designers
have developed over many years. Good games pull you in and carry you through a
journey that remains engaging, using an evolving balance of challenges and a
stream of well crafted, actionable feedback.
Many enterprises now
use tools built on top of Salesforce.com’s customer relationship management
platform to motivate employees through competitions, points and leaderboards.
Online learning platforms such as Khan Academy commonly challenge students to “level
up” by sprinkling game elements throughout the process. Even games are now
gamified: Microsoft’s Xbox One and Sony’s PS4 consoles offer a meta-layer of
achievements and trophies to promote greater game-play.
The
differences between a gamified system that incorporates good design principles
and one that doesn’t aren’t always obvious on the surface. They show up in the
results.
Duolingo is an online
language-learning app. It’s pervasively and thoughtfully gamified: points,
levels, achievements, bonuses for “streaks,” visual progression indicators,
even a virtual currency with various ways to spend it. The well integrated
gamification is a major differentiator for Duolingo, which happens to be the
most successful tool of its kind. With over 60 million registered users, it teaches
languages to more people than the entire US public school system. Look into the
Malaysian education system and see what a world of difference this and us, a
frog jumps away…
Most of the initial
high-profile cases of gamification were for marketing: for example, USA Network
ramped up its engagement numbers with web-based gamified
challenges for fans of
its shows, and Samsung gave points and badges for learning
about its products.
Soon it became clear
that other applications were equally promising.
Today, organizations are using
gamification to:
·
promote health and wellness activities,
·
improve
retention in online learning,
·
help
kids with cancer endure their treatment regimen, and
·
teach people
how to code, to name just a few examples.
Gamification has potential
anywhere that motivation is an important element of success.
GAMIFICATION
HARNESSES INNATE DRIVES
Gamification works because our responses to games are
deeply hard-wired into our psychology. Game design techniques can activate our
innate desires to recognize patterns, solve puzzles, master challenges,
collaborate with others, and be in the drivers’ seat when experiencing the
world around us. They can also create a safe space for experimentation and
learning. After all, why not try something new when you know that even if you
fail, you’ll get another life?
The surface dimension of
gamification is motivation through rewards: Earn some points, top the leader board,
get a badge, win a prize and repeat. Behaviourists such as the legendary B F
Skinner called this operant conditioning, and it does work … to a point. If
there’s really no point to the points, users lose interest. That’s apparently
what happened to marketing-driven Samsung Nation, one of the most prominent
early gamification examples. Today it’s nowhere to be found on the Samsung
website.
Shallow gamification can even
be harmful, if it’s used to manipulate people toward results that aren’t truly in their interest,
or if it suggests
that rewards are the only reason to do otherwise intrinsically engaging
activities.
The systems that avoid these
pitfalls take games seriously. In a good game, the points and the leader boards
aren’t what really matter; the true reward is the journey. Gamification systems
that emphasize progression, provide well designed informational feedback, and
look for ways to surprise and delight their players can remain engaging for the
long haul.
It’s still early in
the development of gamification as a business practice. In the next stage,
expect gamification features to be incorporated more consistently into software
and content platforms, the way social media capabilities are today. And look
for systems to take advantage of the wealth of behavioural data from user
interactions to refine their effectiveness, as online games have done for
years. The next person you see glued to their phone or their computer screen
just might be learning or doing their job.
Gamification
tools motivate workers
but
not as much as money
A new
report indicates that gamification tools effectively motivate and engage
employees at work, but money and promotions are still the most effective
rewards.
Employees
enjoy corporate gamification tools and techniques designed to entice them to
complete tasks for rewards, but they are still more motivated by money,
according to a new survey of more than 500 workers from
gamification software company Badgeville
and facilitated by Instantly,
a provider of consumer insights tools. Specifically, 78 percent of workers say
their companies use gamification tools, and 91 percent say gamification
improves their work experience. However, 70 percent cite money as the most
powerful tool for engagement.
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