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TOP-5 Gamification -fallacies

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Don't START a<br />

<strong>Gamification</strong> project<br />

with these<br />

<strong>TOP</strong>-5<br />

<strong>Gamification</strong> -<strong>fallacies</strong>


Fallacy #5: Leaderboards<br />

#5


#5<br />

Leaderboards are mainly about<br />

monitoring progress.<br />

Itisamazingthatstillmostofusthink<br />

thatwearemotivatedjustbybeingplacedon<br />

aleaderboard.<br />

Thevalueofaleaderboardisitsabilityto<br />

providegreatfeedbackabouthowwearedoing<br />

comparedtoothers.But-mostoften-that's<br />

it:Justagreatwayforfeedback.Atthe<br />

sametimeitalsoproveshowslow&bad<br />

feedbackwithinorganisationsnormallyis.<br />

Ofcourseleaderboardsarebetterthan<br />

nothingbutthatdoesn'tmeantheyarethe<br />

bestsolutionatall.Iwouldalwaysprefera<br />

goodfeedbacksystemthatenhances<br />

collaborationoveragreatfeedbacksystem<br />

thatenhancescompetition.


#4<br />

Trap #4: Just take a solution<br />

off the shelf.


#4<br />

yes...we are all the same species but there<br />

is no second individual like you.<br />

<strong>Gamification</strong>meanstothinkhuman-focused<br />

ratherthanactivity-focused.<br />

Thedifferenceisthatyouhavetoputthe<br />

userinthecentreoftheactivityand<br />

everythinghastobebuildaroundhim,or<br />

better,aroundhispsychology.Yes,thismakes<br />

itverydifficulttosimplyscaleit,right?<br />

Ofcourse-attheend-theactivityhasto<br />

leadtothewishedoutcomes,likecompanygoals,ROI,andsoon.Butthat'stheWHATand<br />

nottheHOW.<br />

WHATtodo-->activity-focused<br />

HOWtodoit-->humanfocused


Design for the easy win.<br />

#3<br />

Trap #3:


#3<br />

but...winning without failing before<br />

is meaningless.<br />

Ifyoulookatmostofthecurrentloyaltyprograms,<br />

customer-bonusprograms,andsoon,thereseemsto<br />

beonecommonrulewhichtheyareallfollowing:<br />

Theyaredesignedfortheeasywin.<br />

Butletmetellyousomething:Thisstrategymakes<br />

senseonlyifyouwanttoobtainashort-term<br />

attention,notareal,lastingloyalty.<br />

Lastingloyaltyistheconsequenceofbeing<br />

emotionallyinvolvedwithsomething.Andingeneral,<br />

humansmeasurethevalueoftheirinvolvement<br />

dependingonthetimeandefforttheyhadtoput<br />

intoit.<br />

"IfIhavealreadyputsomuchworkintosomething,<br />

ithastobeworthit."


Trap #2: Add Points & Badges.<br />

#2


#2<br />

Even if I earned the 'Master-badge' in a<br />

dull activity, the activity still remains dull.<br />

Thisisprobablythemostcommonfallacy.<br />

Ofcourse,pointsandbadgescanbegreattoprovide<br />

feedbackandtovisualisepersonalachievementsbuttheir<br />

roleandweightonhumanmotivationistotally<br />

misinterpreted.<br />

Thesecretpowerof<strong>Gamification</strong>isitsabilitytobe<br />

abletofocusontheactivity-thejourney-ratherthan<br />

justtheresults.<br />

Anditmakessensetodoso:Ifyourstrategyisto<br />

motivatebyachievements,youarecreatinganenvironment<br />

wherepeoplewillalwaysthinkabouthowtogetthe<br />

'badge'asfastandaseasilyaspossible.<br />

Iftheactivityitselfisdullandrepetitivethiscould<br />

makesensebecauseyoucan'tchangeitscharacteristic.<br />

ButIbetthatmostofacompany'svalueiscreatedby<br />

cognitiveworke.gfindingbetterwaystosolvea<br />

problem.Hereyouhavetowatchthejourneyofaperson<br />

insteadofjustrewardingthematthefinishline.<br />

Don'tstartyour<strong>Gamification</strong>-design-processwithpoints<br />

&badgesbutfinishitwiththem.


Trap #1: Fun can be commanded.<br />

#1


#1<br />

but...fun's worst enemy<br />

is to be told to have fun,<br />

Often<strong>Gamification</strong>isbeingcalledanewwayto<br />

manipulatepeopleintodoingsomethingthatthey<br />

don'twanttodo.Butthat'sjustnotpossible!<br />

<strong>Gamification</strong>aimstocreateandprovideconditions<br />

wherewe,ashumanbeings,havethebestchanceto<br />

achievethestateofFlow,thatisthemost<br />

promisingmentalstatetoexperiencefun.<br />

Oneoftheindispensablecharacteristicsofthe<br />

Flow-stateistodosomethingvoluntarily.<br />

Whilereverse-engineeringthecompany'sconditions<br />

toenhancethisengagingexperience,wealwayskeep<br />

inmindthatactinginavoluntarywayisthe<br />

number1-law.<br />

"Ifyoutellyourpeoplethattheyhavetotakepart<br />

inagamifiedactivityyouwon'tachievewhatyou<br />

arelookingfor!"


“While engineering is the secret<br />

power of an industrialized society,<br />

<strong>Gamification</strong> has the potential to<br />

become the secret power for a<br />

knowledge society. Engineering<br />

meets Enjoyneering.”<br />

Roman Rackwitz<br />

@RomanRackwitz<br />

CEO Engaginglab<br />

Partner Enterprise <strong>Gamification</strong><br />

Consultancy<br />

www.engaginglab.com<br />

www.enterprise-gamification.com

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