Top-5 #Gamification fallacies

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    26-Aug-2014
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The Top-5 Gamification-fallacies you should avoid when STARTING a #Gamification-project.

Transcript of Top-5 #Gamification fallacies

  • TOP-5 Gamification -fallacies Don't START a Gamification project with these
  • Fallacy #5: Leaderboards #5
  • Leaderboardsaremainlyabout monitoringprogress. Itisamazingthatstillmostofusthink thatwearemotivatedjustbybeingplacedon aleaderboard. Thevalueofaleaderboardisitsabilityto providegreatfeedbackabouthowwearedoing comparedtoothers.But-mostoften-that's it:Justagreatwayforfeedback.Atthe sametimeitalsoproveshowslow&bad feedbackwithinorganisationsnormallyis. Ofcourseleaderboardsarebetterthan nothingbutthatdoesn'tmeantheyarethe bestsolutionatall.Iwouldalwaysprefera goodfeedbacksystemthatenhances collaborationoveragreatfeedbacksystem thatenhancescompetition. #5
  • Trap #4: Just take a solution off the shelf. #4
  • yes...weareallthesamespeciesbutthere isnosecondindividuallikeyou. Gamificationmeanstothinkhuman-focused ratherthanactivity-focused. Thedifferenceisthatyouhavetoputthe userinthecentreoftheactivityand everythinghastobebuildaroundhim,or better,aroundhispsychology.Yes,thismakes itverydifficulttosimplyscaleit,right? Ofcourse-attheend-theactivityhasto leadtothewishedoutcomes,likecompany- goals,ROI,andsoon.Butthat'stheWHATand nottheHOW. WHATtodo-->activity-focused HOWtodoit-->humanfocused #4
  • Design for the easy win. Trap #3: #3
  • but...winningwithoutfailingbefore ismeaningless. Ifyoulookatmostofthecurrentloyaltyprograms, customer-bonusprograms,andsoon,thereseemsto beonecommonrulewhichtheyareallfollowing: Theyaredesignedfortheeasywin. Butletmetellyousomething:Thisstrategymakes senseonlyifyouwanttoobtainashort-term attention,notareal,lastingloyalty. Lastingloyaltyistheconsequenceofbeing emotionallyinvolvedwithsomething.Andingeneral, humansmeasurethevalueoftheirinvolvement dependingonthetimeandefforttheyhadtoput intoit. "IfIhavealreadyputsomuchworkintosomething, ithastobeworthit." #3
  • Trap #2: Add Points & Badges. #2
  • EvenifIearnedthe'Master-badge'ina dullactivity,theactivitystillremainsdull. Thisisprobablythemostcommonfallacy. Ofcourse,pointsandbadgescanbegreattoprovide feedbackandtovisualisepersonalachievementsbuttheir roleandweightonhumanmotivationistotally misinterpreted. ThesecretpowerofGamificationisitsabilitytobe abletofocusontheactivity-thejourney-ratherthan justtheresults. Anditmakessensetodoso:Ifyourstrategyisto motivatebyachievements,youarecreatinganenvironment wherepeoplewillalwaysthinkabouthowtogetthe 'badge'asfastandaseasilyaspossible. Iftheactivityitselfisdullandrepetitivethiscould makesensebecauseyoucan'tchangeitscharacteristic. ButIbetthatmostofacompany'svalueiscreatedby cognitiveworke.gfindingbetterwaystosolvea problem.Hereyouhavetowatchthejourneyofaperson insteadofjustrewardingthematthefinishline. Don'tstartyourGamification-design-processwithpoints &badgesbutfinishitwiththem. #2
  • Trap #1: Fun can be commanded. #1
  • but...fun'sworstenemy istobetoldtohavefun, OftenGamificationisbeingcalledanewwayto manipulatepeopleintodoingsomethingthattheydon't wanttodo.Butthat'sjustnotpossible! Gamificationaimstocreateandprovideconditions wherewe,ashumanbeings,havethebestchanceto achievethestateofFlow,thatisthemost promisingmentalstatetoexperiencefun. Oneoftheindispensablecharacteristicsofthe Flow-stateistodosomethingvoluntarily. Whilereverse-engineeringthecompany'sconditions toenhancethisengagingexperience,wealwayskeep inmindthatactinginavoluntarywayisthe number1-law. "Ifyoutellyourpeoplethattheyhavetotakepart inagamifiedactivityyouwon'tachievewhatyou arelookingfor!" #1
  • While engineering is the secret power of an industrialized society, Gamification has the potential to become the secret power for a knowledge society. Engineering meets Enjoyneering. @RomanRackwitz CEO Engaginglab Partner Enterprise Gamification Consultancy www.engaginglab.com www.enterprise-gamification.com Roman Rackwitz