Tuesday, November 1, 2011

Gamification

by Gabe Zichermann, O'Reilly Radar

Frequently couched either as a question about demographics or as a personal statement ("I don't ever play games"), gamification is dogged by questions of suitability of purpose, appropriateness of context, or even the semantic conflict around the use of the word "games" itself. Whether you fall into the supporter or detractor camp, it's clear that gamification is inspiring debate and raising questions: play vs. work, intrinsic vs. extrinsic motivation, authenticity vs. contrivance, just to name a few.

So perhaps the best place to start addressing these issues is with the basics: what can gamification do, why do we care, and what are its limitations.

Gamification's main purpose is to help people get from point A to point B in their lives — whether that's viewed through the lens of personal growth, societal improvement or marketing engagement. We all have the intrinsic desire to be the best possible people we can be, and to make the world in our image of its maximum potential. However, most of us lack the systems thinking (and discipline) required to get to that goal. What games do well is expose complex, learnable systems that users can engage with to achieve personal mastery — and thus accomplish something aspirational.

Weight Watchers is an example. If you ask someone who has successfully lost weight how he or she did it, they might answer with an emphatic "Weight Watchers!" What they don't say is "diet and exercise," which is actually what they did to lose the weight, regardless of pedagogy. Mastering the system — in this case Weight Watchers' gamey approach of points, levels, challenges, leader boards, etc. — becomes what the user most identifies with as having caused their success.

In this way, creating complex systems that can readily be mastered by users across a span of time produces a unique affinity between player and brand. If successful, it's a lifelong connection that transcends the mere exchange of cash and clicks common to most commercial connections. Good gamification has more in common with other complex systems in the world around us than it does with games, per se.

In tactical terms, gamification can be thought of as using some elements of game systems in the cause of a business objective. It's easiest to identify the trend with experiences (frequent flyer programs, Nike Running/Nike+ or Foursquare) that feel immediately game-like. The presence of key game mechanics, such as points, badges, levels, challenges, leader boards, rewards and onboarding, are signals that a game is taking place. Increasingly however, gamification is being used to create experiences that use the power of games without being quite as explicit. In spheres as diverse as HR, healthcare, finance, government and education, companies are pushing the envelope of engaging design with things they learned playing Farmville or World of Warcraft — without trying to build the next Salesforce-branded Angry Birds clone.

Read more:

Also:  Gamification Wiki