Professional Documents
Culture Documents
Putting gamification
to work
By Playa
© 2019 Playa All rights reserved
Introduction
So, consider this your go-to guide for all things gamified. You’ll see,
we’ve created a series of helpful reader tools, from big take-outs to
real-world examples and checklists for successful implementation.
INTRODUCTION
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Contents
Gamification’s evolution
Towards a new understanding of gamification
Clearing the canvas
Future forward
Towards a new
understanding of
gamification
Define, undefine, redefine
Around 2011, a new buzzword lit up the internet and, And, in our opinion, it was a good thing. Because
more particularly, the world of business: Gamification. people missed the point. Gamification is design. And
Seen as a magic bullet for any number of business design is a specialised skill. Also, to be clear, we don’t
challenges: Employee motivation and engagement, mean design in the ‘make it look pretty’ sense. We
recruitment and retention, learning and development, mean it in the design-thinking sense of creative prob-
performance management, compliance, customer lem solving. So, in this context, what is gamification?
loyalty; it seemed there wasn’t a problem gamification
couldn’t solve.
FUTURE FORWARD
proverbial wall.
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Roman Rackwitz, CEO of Engaginglab and partner at
Enterprise Gamification Consultancy called it when he
asked that people:
FUTURE FORWARD
performance failure. Learning made fun.
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Clearing the canvas
Gamified solution design Playful points
PBLs. Points. Badges. Leaderboards. They’ve been used (and A random points system slapped onto a product, process
abused) for years. Don’t get us wrong, PBLs have a place in or project doesn’t make for good gamified design - integrating
gamified design. The trick is to give them a rightful place, as points into the narrative of the solution, does.
mechanics that bring meaning and relevance, and that elevate
the design experience.
Integrating points into the narrative
of your solution design makes for
an engaging and immersive
player experince.
FUTURE FORWARD
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Real-world example Real-results
FUTURE FORWARD
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Motivation-boosting
badges
Badges fulfil a two-fold funtion in gamification. They mark the
milestones of players’ personal journeys, since they are visual
symbols of accomplishment, skill, merit or quality. And secondly,
they function as potent, short-term rewards.
FUTURE FORWARD
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Real-world example Real-world results
Fitbit badges fuel the The value of a
brand’s success story social network
Fitness tech company, Fitbit helps people to reach In 2017, Fitbit’s active users grew to more than
their personal health and fitness goals by tracking 25 million. More than 20 million people use its
their daily exercise, activity and food social network and in 2018, Fitbit reported
consumption data. revenue of $1.6 billion.
FUTURE FORWARD
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Leaderboards we love
Leaderboards have long been used to create competitiveness in the workplace
- with mixed results. Why? Because it’s demotivating being anywhere but at the
top of the leaderboard. The trick is to focus, less on target setting, and more on
behaviour change.
FUTURE FORWARD
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Real-world example
United Nations
‘My World’ Global Survey
Integrate points into the overall narrative and design of
In 2012 the United Nations and select partners ran your gamified solution.
Real-results
The value of a
social network
FUTURE FORWARD
To date, over nine million people have voted in the
‘My World’ survey from 194 countries.
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Paul Lawrence
Nitin Nohria
Daniel H. Pink
B.F. Skinner
Abraham Maslow
B.F. Skinner
Where gamification is going
people for whom the solutions are intended. question, we need to look at the history of
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It was breakthrough thinking at the time, in that
it demonstrated how rewards (and punishments)
can be used to change human behaviour. Today,
Skinner is regarded as a pioneer of behaviourism,
Yu-Kai Chou
B.F. Skinner
behaviour modification. And Skinner’s insights
Abraham Maslow
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Abraham Maslow
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EL Deci and RM Ryan Daniel H Pink
Still another ideology from which gamification and Fast forward to 2009, and the publication of a book
motivational design draw substance is what is known entitled, Drive: The Surprising Truth About What
as self-determination theory, made famous by Motivates Us by Daniel H Pink, which delivered a
American psychology professors, Edward L Deci and fresh, new context for our understanding of human
Richard M Ryan. Together, Deci and Ryan identified behaviour. In his book, Pink proposes that human
competence, relatedness and autonomy as motivation is largely intrinsic, and identifies three
fundamental human needs. They also outlined the aspects of intrinsic motivation: autonomy, mastery
differences between extrinsic and intrinsic motivation. and purpose. In Drive, Pink demonstrates why the
old-school system of carrots-and-stick – essentially,
extrinsic motivation – fails, particularly in the
workplace, where employees long for a sense
E.L. Deci and R.M. Ryan
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Deci and Ryan identified competence, relatedness and
autonomy as fundamental human needs.
Source: octalysisgroup.com
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Social Influence
Ownership
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Un
Avoidance
developed by Yu-kai Chou White hat drives give people a sense of control, leading to positive
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feelings, while black hat drives cause a loss of control and induce
negative emotions.
E.L. Deci and R.M. Ryan
B.F. Skinner
Abraham Maslow
Paul Lawrence and Nitin Nohria
B.F. Skinner
Daniel H. Pink
In 2010, another model of motivation emerged, this one
a collaborative effort between Harvard Business School
professors, Paul Lawrence and Nitin Nohria, and
the school.
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deeper engagement.
Rewards and their role This helps us understand the relationship between
motivation and rewards. It’s our desire to get the
in motivational design
reward (which, as we’ve said, is really the desire to
end our craving for it), that motivates us to act. And
that’s why all rewards – intrinsic and extrinsic – are
extrinsically motivating.
The difference between intrinsic and
extrinsic rewards So, what is an intrinsic motivator? It’s when we are
moved to do something simply for the love of doing it
– in and for itself. See the difference?
To understand the relationship between motivation
and rewards, and the difference between intrinsic
Next, let’s address the difference between intrinsic
and extrinsic rewards, first, we need to turn to
and extrinsic rewards. Extrinsic rewards are easy to
neuroscience, and learn more about how our brains
understand because they’re visible and, most often,
interpret rewards.
tangible. Think gift cards, vouchers, merchandise and
travel trips.
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Extrinsic rewards: I want
However, extrinsic rewards are not always tangible. Other intrinsic rewards include things like time off
A digital badge of, say a trophy, is an intangible reward. from work, or time in the company of someone we
The trophy isn’t a physical trophy; it’s a visual symbol. admire, or learning, which delivers a series of
Yet it is registered by the brain as a reward, as intrinsic rewards, such as respect, knowledge,
something desirable, so we strive to get it. skills and self-worth. Rewards are powerful
activators of human motivation, and their role in
Intrinsic rewards: I feel motivational design will always be a leading one.
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Real-world example Real-world results
Discovery Vitality Healthy bottom line
Wanting to incentivise and reward members for Active Rewards has seen a consistent, high double
being physically active and maintaining a healthy digit weekly redemption rate across all reward
lifestyle, Discovery Vitality launched the Active partners. Most importantly, gym log-ins have increased
Rewards Program. It sets members a weekly points by an average of 25%.
goal and, once achieved, members have the freedom
to redeem their mobile rewards at a range of popular
retailers, from coffee shops and grocery stores to
movie outlets.
Let’s do this
Designing your gameplan
Five steps to success
Gamification is all about motivation; specifically, motivational design.
Unless your design motivates people to change behaviour, it’s not doing
its job. Here are the steps you can follow to design a motivational solution
that delivers the results you want.
2
Undertake ethnographic research. It provides a
‘whole-person’ perspective of your players: insights
into their needs, values, aspirations and attitudes.
Also, their environmental realities: where they live,
how they travel, speak, eat and socialise.
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Step #4
Nail your reward strategy
4
When players complete these activities, a blend of extrinsic
and intrinsic rewards is ideal. So, a learning module, for
example, can end with the intrinsic reward of mastery and
new-found finesse, as well as an extrinsic reward, such as
tickets to a special event or digital vouchers.
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Step #5
Testing, testing 123
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At Playa, we focus on what we do best: Creating gamified
experiences that change behaviour. Everything you need to win the
engagement of your customers, channel partners and employees.
Get in touch and let’s unlock the full potential of your business.
Email: info@getplaya.com