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