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How to make your business work better

Putting gamification
to work
By Playa
© 2019 Playa All rights reserved
Introduction

All the guide you’ll ever need

We’ve designed this guide for people looking to motivate, engage


and reward their customers, channel partners and employees.

We want to help you gain a better understanding of gamification,


and the behaviour science behind it. We also want to show you how
you can apply gamification in business. Because, it has to be said, a
lot of people are getting it wrong.

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.

Let’s get started!

INTRODUCTION
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Contents

Gamification’s evolution
Towards a new understanding of gamification
Clearing the canvas

Where gamification is going


Welcome to the new age of gamified design
Rewards and their role in motivational design

Gamification design 101


Designing your gameplan

In this guide, you’ll learn:


How gamification can improve business results

How to leverage extrinsic and intrinsic motivation

How to distinguish between extrinsic and


intrinsic rewards

How to design gamification effectively


Gamification’s evolution

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.

Until 2014 that is, when true to Gartner’s prediction


that by then 80% of all gamified solutions would fail
due to poor design, gamification hit the

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proverbial wall.

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Roman Rackwitz, CEO of Engaginglab and partner at
Enterprise Gamification Consultancy called it when he
asked that people:

“Please take into consideration that there is still an


ongoing debate around the world - concerning
Gamification is design: It requires specialist skills.
gamification’s definition.”
Gamification is design that motivates people towards
But this isn’t especially helpful when you’re trying to specific measurable behaviour change.
wrap your head around gamification. So, here’s what
we say: Gamification is design that motivates
people toward specific, measurable
behaviour change.

Real-world example Real-results


McDonald’s McDonald’s
till training reaps rewards
The global fast food giant turned to a learning-based A revenue impact of £23 million was attributed to the
game, complete with countdowns, challenges, points, success of the game-based learning.
leaderboards and feedback.

Employees were able to learn in an environment


that stimulated their work, but without the fear of

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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.

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Real-world example Real-results

Todoist points amount to Record registration


peace of mind Now in its 12th year, Todoist has over 10 million
registered users and an estimated annual revenue of
Todoist is a productivity app that helps people track
$5 million. What makes Todoist a great example of
their personal goals. Players gain karma points for
gamification, and points use in particular, is that the
every task completed, while points are lost for not
karma score system - as just one design element - is
completing projects in time.
integral to the player’s experience.

As players collect karma points, they progress through


As a gamification mechanism, the karma points drive
levels, from ‘Beginner’ to ‘Enlightened’. People can
people towards achieving their goals in a profoundly
share their karma score on social platforms, inviting
rewarding way. Because the points result in peace of
encouragement and support from friends and family.
mind. And who doesn’t want to have more of that?

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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.

Designer badges are highly


collectable and can increase players’
desire to acquire them.

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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.

There are over 100 badges in Fitbit’s suite of rewards,


each one recognising a specific achievement – from
steps taken to floors climbed to kilos shed. They are
given in recognition, not only of major milestones, but
of the smallest of victories, too.

The badges are shareable on social media,


encouraging support and even friendly competition
from friends, family and co-workers.

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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.

Design your leaderboard around individual


behaviours and in relative proximity to
others, based on community, not competiton.

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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.

the global ‘My World’ survey, asking users to select six


Badges mark personal milestones in people’s journeys,
issues relating to the Millennium Development Goals
so design them uniquely.
that would make the most difference in their lives.
Avoid leaderboards that measure performance against
After voting, users received personalised feedback targets; instead measure behaviours.
relative to the response rates and issue selections
made by fellow voters in their country of origin. This A personalised leaderboard creates a richer context of
meaning and relevance.
gave users a sense of national and global citizenship;
together working for positive change.

Real-results
The value of a
social network

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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

E.L. Deci and R.M. Ryan

B.F. Skinner
Where gamification is going

Let's hear it for


motivational design
Welcome to the
new age of design
Motivational design

In recent years, we’ve seen design thinking


revolutionise the world of business. Once thought
Human-centred design
to be the preserve of creative organisations, such begins with an understanding
as ad agencies, fashion, film and publishing
of human beings and, more
companies, design thinking has permeated dozens
of industries, as diverse as agriculture, healthcare particularly, what motivates them.
and finance. At its core, design thinking seeks to
solve problems creatively, by focusing on the But how did we get here? To answer this

people for whom the solutions are intended. question, we need to look at the history of

WHERE GAMIFICATION IS GOING


Enter: human-centred design. motivation science.

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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,

E.L. Deci and R.M. Ryan


giving rise to the school of psychology known as

Yu-Kai Chou

B.F. Skinner
behaviour modification. And Skinner’s insights
Abraham Maslow

didn’t end there. Another of his findings revealed


B.F. Skinner

that novelty is a powerful motivational tool.


Daniel H. Pink

He observed that the brain’s pleasure-and-reward


circuit responds most strongly to what he called,
BF Skinner ‘intermittent reinforcement’. Essentially, the more
unpredictable the delivery of rewards, the more
pleasure an individual will derive from them.
The motivational theory that underpins
gamification dates as far back as the 1930s, when
an American psychologist, BF Skinner developed a
behavioural system called, ‘operant conditioning’.
This system is based on Skinner’s observation of
lab rats in experiments using food as rewards.
The fundamental idea of operant conditioning is
that an individual learns to associate a particular
Human behaviour is conditional.
behaviour with a consequence.

WHERE GAMIFICATION IS GOING


Human behaviour can be shaped using rewards.
Typically, behaviours that
Rewards work best in a random, rather than a
are positively reinforced predictable, continuum.
tend to be repeated, while
behaviours that are punished
tend to be discontinued.

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Abraham Maslow

Another theorist whose work has impacted


gamification is American-born psychologist,
Abraham Maslow. Maslow is best known for
developing his ‘hierarchy of needs’; a theory of
human motivation that highlights a sense of
belonging, self-esteem and the realisation of
self-potential, as primary. Within every well
designed gamification solution, you’ll find
echoes of Maslow’s hierarchy – albeit on a
smaller scale – as participants journey towards
a state of self-actualisation, be they learners or
salespeople or contact centre agents.
Abraham Maslow

WHERE GAMIFICATION IS GOING


Maslow was the founder of humanistic psychology.

Maslow's theory of motivation focused on a hierarchy


of needs: psychological, safety, love, esteem and
self-actualisation.

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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

of meaning and purpose.

Pink’s three-way formula for successful


engagement speaks to the intrinsic motivators
B.F. Skinner of autonomy – experienced as the drive for
self-management and self-direction;

WHERE GAMIFICATION IS GOING


Abraham Maslow

mastery – as the drive to keep improving and


to accomplish something of importance; and
purpose – as the need to contribute to something
B.F. Skinner

bigger and more profound in the world.


Daniel H. Pink

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Deci and Ryan identified competence, relatedness and
autonomy as fundamental human needs.

Deci and Ryan define the differences between extrinsic and


intrinsic motivation.

Daniel H. Pink posits that human motivation is mostly intrinsic.

Pink identifies autonomy, mastery and purpose as our


principal motivators.
Yu-kai Chou

Around the same time as Pink’s book was receiving


critical acclaim, Yu-kai Chou, a globally-recognised
thought leader in gamification, created the
Octalysis framework.

Octalysis is a unique framework that maps out a


structure for gamification design, based on Chou’s
analysis of eight core drives motivating people to
perform actions.

WHERE GAMIFICATION IS GOING


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Core Drive 1: Epic Meaning and Calling Core Drive 5: Social Pressure and Relatedness
Users believe they are doing something profoundly Users feel connected to others through shared
important and that they have been especially selected communication, mentorship, acceptance, social
as ‘the chosen one’. responses, companionship, and through ‘black hat’
motivators, such as competition and envy.
Core Drive 2: Development and Accomplishment
Users make progress, develop skills, and eventually Core Drive 6: Scarcity and Impatience
overcome meaningful challenges. Users are driven by desire; of wanting something because
it is rare or because there is some kind of obstacle in the
Core Drive 3: Creativity and Feedback way of accessing it.
Users are engaged in a creative process in which they
have to figure things out, and try different combinations Core Drive 7: Unpredictability and Curiosity
of actions to make progress. Users want to find out what will happen next; this is the
feeling of expectation.
Core Drive 4: Ownership and Possession
Users are motivated by their power of ownership: wealth, Core Drive 8: Loss and Avoidance
properties, data and collectables. Users focus their energies on avoiding something negative.

Source: octalysisgroup.com

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The eight core drives mark out a distinct octagonal According to Chou, white hat core drives give people a
structure. On the left are the drives that demand sense of control, leading to feelings of fulfilment,
methodical thought, logic and analysis, while on the right satisfaction and accomplishment. Black hat core drives, on
are the drives that require imaginative thought, creativity the other hand, cause people to experience a loss of control,
and social interplay. ‘White hat’ drives take their place at resulting in feelings of anxiousness, alarm, and even fear.
the top of the structure, and ‘black hat’ at the base.
Chou points out that failing to include a blend of white and
black hat motivators in gamification design weakens the
overall experience, for only black hat motivators can instill
a sense of urgency. As catalysts for action, black hat
Meaning motivators are essential.
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consideration … “to how they want users to feel as they


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perform actions and tasks”. Today, Yu-kai Chou’s

Social Influence
Ownership

human-centric approach to gamification design is applied


by designers around the world striving for deeper
engagement and effective results.

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WHERE GAMIFICATION IS GOING


Chou identifies eight drives that motivate people to perform actions:
Epic Meaning and Calling; Development and Accomplishment;
Creativity and Feedback; Ownership and Possession; Social
The Octalysis Framework: A human-centric Pressure and Relatedness; Scarcity and Impatience; Unpredictability
gamification design framework and Curiosity; and Loss and 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.

Called The Four Drive model, the theory is that human


beings are motivated by four, core biological drives.
According to Lawrence and Nohria, at any given time
Paul Lawrence
Nitin Nohria

some combination of these drives determine an


individual’s behaviour. Because these drives are rooted
in powerful emotions, which influence people’s choices
and decisions.

For gamification designers, an artful incorporation of


these biological drives into solution design leads to
deeper engagement with the content.

WHERE GAMIFICATION IS GOING


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Aquire Bond The four drives are:

Drive to Acquire: stuff, status, assets, resources and reputation

Drive to Defend: status, stuff, ideas and relationships

Drive to Bond: belong to and help cooperate, collaborate, and


Driven to acquire stuff, Driven to engage, cooperate,
status, resources fit in socially form communities

Drive to Create: learn, produce, and improve individual and


collective contributions

Choice Across these many theories, we can see a broad frame of


reference for gamification. Also, a subtle shift taking place,
as gamification moves into the realm of motivational design.

Driven to defend status, Driven to create better self,


stuff, ideas, relationships team, organisation, world

WHERE GAMIFICATION IS GOING


Underpinning each of the four drives identified by
Defend Create Lawrence and Nohria are powerful emotions, which
influence decision-making.

Appealing to people’s inner motivational drives, and


the emotions underpinning them, leads to

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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.

Wired for pleasure: What neuroscience tells us

The human brain has a powerful, in-built reward


circuit. What’s interesting is that this circuit activates,

WHERE GAMIFICATION IS GOING


not when we receive a reward but beforehand, in
anticipation of the reward, and what actually drives
our reward-seeking behaviour is the desire to satisfy
our craving for the reward.

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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.

Now what about intrinsic rewards?

Two words: Thank you.

Studies conducted by Harvard Medical School have


shown that when we hear the words, ‘thank you’, our
brain releases the reward neurotransmitter,
Motivations and rewards are different: Motivations
dopamine. Who knew? A simple ‘thank you’ is are the reasons we act; rewards are the results of
a reward – an intrinsic reward. our actions.

WHERE GAMIFICATION IS GOING


Rewards are extrinsic motivators because our brains
register them as external to itself.

Intrinsic rewards resonate internally, and link to


powerful emotional experiences.

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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.

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Gamification design 101

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.

GAMIFICATION DESIGN 101


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Step #1
What’s the objective here?

Without a clearly defined statement of the


business objectives for your gamified solution,
you’ll get nowhere fast.

Find out what the specific motivational challenges


are that have made people think gamification is
1
the solution.

Next, map out the metrics that will measure your


players’ behaviour. These metrics indicate whether
your solution is working. Doing this upfront
provides a sanity check throughout
your design and implementation process.

GAMIFICATION DESIGN 101


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Step #2
It’s all about the players

Good gamification design begins with a deep


understanding of the players; be they your
customers, channel partners or employees.

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.

These nuanced perspectives will ensure that


your solution stays real and relevant.

GAMIFICATION DESIGN 101


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Step #3
Design the player experience
3
Create a story and build a narrative structure around it.

Avoid the mistake of reducing your player journeys to


simple, linear steps. Remember, your players bring different
levels of aptitude to your challenges. Also, as they make
progress, they gain more skills. So, you want to introduce
activities that serve to pique players’ interest and that
challenge their problem-solving abilities.

To eliminate boredom, design player journeys that


incorporate multiple decision trees. This introduces
unpredictability, and makes the solution immersive
and engaging. It also gives players the freedom
of choice: a key feature of deep engagement.

GAMIFICATION DESIGN 101


Set count-downs and time limits to create a sense
of urgency. Keep feedback brief but consistent.

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Step #4
Nail your reward strategy

The choice is yours: To incorporate monetary or


non-monetary rewards into your solution, or to use a
combination of both. What’s really important is that your
design incorporates activities that players find intrinsically
motivating, and that trigger their desire to learn and grow
and improve.

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.

Also remember to balance your rewards. Mark the points


in your solution where you want to see evidence of players’

GAMIFICATION DESIGN 101


behaviour change. These points should feature special
reward moments. And get creative with your rewards. Often
it is creativity, and not the actual cost of the reward, that
attracts widespread participation and involvement.

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Step #5
Testing, testing 123

Don’t go live until you have tested every aspect of your


gamified solution. Be sure to test on a small group of
people from your intended target audience of players.
Then, listen to the feedback. In fact, never stop listening.
Every piece of feedback is another opportunity to adapt
your design and deliver the results you want.

GAMIFICATION DESIGN 101


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Gameplan checklist
Define the business objective

Define the current behaviour(s), desired behaviour(s),


and the change between these two states

Map the metrics between current and


desired behaviour(s) That’s a wrap
Determine timeline to achieve desired state In this guide, we’ve helped you to see that
gamification, and motivational design, is not a fad.
It’s here to stay, and its future is looking brighter
Describe the players
than ever. Because, when gamification is grounded
in sound motivational science, it is a powerful tool
Design player journeys, including challenges, activity
loops and decision trees to engage, motivate and reward people for achieving
goals and, in the process, your business objectives.

Develop reward strategy

Test on a player group

GAMIFICATION DESIGN 101


Deploy the solution

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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

Phone: +27 21 700 5201

GAMIFICATION DESIGN 101


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