[e-book] Debunking the Gamification myths – part 2/10

Learn how gamification can really help you engage and motivate your audience.

– Part 2 : How Gamification should be defined 


To clear the air let’s start with some definitions about what Gamification is. You probably have read a few by now, but here are some that we like and endorse:

#1 Gamification is a set of tools and techniques studied by behavioral science that helps and motivates people to take actions, leveraging psychological and social dynamics

#2 Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals, in non-game contexts, such as business, education, and social impact challenges

#3 Gamification taps into the basic desires and needs of users to boost existing usages, or even impulse new behaviors; it creates engaging experiences revolving around the ideas of status and achievements

#4 Gamification applies the data-driven techniques that game designers use to non-game experiences in the real-world or productive activities, to motivate actions that add value to your business.

Each of these definitions has a slightly different approach but they all point to some pretty important aspects about Gamification.

Gamification IS NOT a game; it is just the name that has been given to the motivation techniques that are traditionally employed in video games but which usage can be adapted to non-game environments; as any social science it is empirical rather than theoretical, but it is based on actual observed behaviors, not magical tricks.

Gamification appeals to some core human psychological and social desires; this means it can be used to influence any particular segment of the population (not just Gen Y or millennials) as long you understand what they really want.

People want to achieve personal goals and be rewarded for it; they want to become a better version of themselves, and because we are social creatures, we want this to be materialized by a status than others can acknowledge.

Gamification helps people achieve their goals while creating value for your business; your approach of the situation has to be mutually beneficial, and align the goals of the organization with the goals of the users; if it profits one side only, it is destined to fail.

Gamification is data-driven; it means you are taking the data generated by users’ interactions with your application out of your CRM and use it to give them feedback about how well they are doing; you cannot motivate people without showing them a measure of their progress.

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