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Listen to Summary

Key Takeaways

1. Gamification: Motivating People to Achieve Their Goals

Gamification is about motivating players to achieve their own goals, not the organization's goals.

Redefining engagement. Gamification uses game mechanics and experience design to digitally engage and motivate people to achieve their goals. Unlike traditional games or rewards programs, gamification focuses on intrinsic motivation, tapping into people's desires for autonomy, mastery, and purpose.

Key elements:

  • Game mechanics: points, badges, leaderboards
  • Experience design: game play, play space, storyline
  • Digital engagement: interaction with computers, smartphones, wearable devices
  • Goal alignment: enabling players to achieve their goals, benefiting the organization

Gamification breaks larger goals into smaller, manageable challenges, encouraging players as they progress. This approach can be applied to customers, employees, or communities of interest, driving behavior change, skill development, and innovation.

2. Beyond Fun: Gamification Engages People Emotionally

Gamification engages people at an emotional level, which is far more powerful than typical transactional engagement strategies.

Emotional vs. transactional engagement. While many organizations focus on quantitative engagement metrics, gamification aims for qualitative, emotional engagement. This deeper level of engagement is more effective in motivating lasting behavior change and commitment.

Intrinsic motivation factors:

  • Autonomy: ability to direct one's own actions
  • Mastery: desire to improve and progress
  • Purpose: connection to something larger than oneself

Successful gamification taps into these intrinsic motivators, creating experiences that resonate with players on a personal level. By aligning player goals with organizational objectives, gamification can drive meaningful results while satisfying players' emotional needs for growth, achievement, and contribution.

3. The Sweet Spot: Aligning Business and Player Objectives

If the player's goals are aligned with the organization's goals, then the organizational goals will be achieved as a consequence of the player achieving her goals.

Finding shared goals. The key to successful gamification is identifying where player goals and business objectives overlap. This "sweet spot" ensures that players are intrinsically motivated to engage with the solution, while the organization benefits from their actions.

Steps to alignment:

  1. Define clear business outcomes and success metrics
  2. Identify and understand the target audience
  3. Create player personas to represent different motivations
  4. Define player goals and analyze overlap with business objectives
  5. Design the solution around shared goals

By focusing on this area of overlap, organizations can create gamified solutions that feel authentic and valuable to players, rather than manipulative or forced. This approach leads to higher engagement and more sustainable results for both players and organizations.

4. Designing the Player Experience: A Step-by-Step Approach

Successful gamification is a process of composing an engaging experience for a target audience.

Player-centric design. Creating an effective gamified solution requires a structured approach that puts the player's needs and motivations at the center of the design process. This differs from traditional software development, which often focuses solely on functionality.

Player experience design process:

  1. Define business outcomes and success metrics
  2. Define the target audience
  3. Define player goals
  4. Determine the player engagement model
  5. Define the play space and plan the journey
  6. Define the game economy
  7. Play test and iterate

This process ensures that the solution is built from the ground up to engage players emotionally and motivate them to achieve their goals. By continuously testing and refining the experience based on player feedback, organizations can create solutions that evolve and remain engaging over time.

5. Changing Behaviors Through Gamified Solutions

Gamification can play an important role in implementing change by defining a clear transformation path with simple steps and encouragement along the way.

Guiding behavior change. Gamification is particularly effective in motivating people to adopt new habits or overcome existing ones. By breaking down large goals into smaller, manageable steps and providing constant feedback and encouragement, gamified solutions can guide players through the change process.

Key steps in behavior change gamification:

  • Set clear, meaningful goals
  • Use triggers to prompt action
  • Take baby steps to build momentum
  • Find kindred spirits for support
  • Enlist social support from friends
  • Build complexity over time
  • Repeat until new habits are formed
  • Keep the experience fresh

Examples like Nike+ for fitness, Opower for energy conservation, and HeartChase for promoting healthy lifestyles demonstrate how gamification can drive significant behavior changes across various domains.

6. Developing Skills with Gamification: The Future of Learning

Gamification motivates people during the long process of learning and extends the classroom to provide learning opportunities to geographically dispersed students of varying abilities.

Reimagining education. Gamification is transforming how people acquire and demonstrate skills. By making learning more engaging and accessible, gamified solutions are democratizing education and challenging traditional models of skill recognition.

Key aspects of gamified learning:

  • Breaking learning into small, achievable steps
  • Balancing challenge and skill level
  • Providing immediate feedback and recognition
  • Encouraging peer collaboration and support
  • Using badges as microcredentials to certify skills

Platforms like Khan Academy and Duolingo demonstrate how gamification can make learning more effective and enjoyable. As this trend continues, it will likely lead to more open and flexible models of education and skill recognition, potentially disrupting traditional higher education institutions.

7. Driving Innovation: Harnessing the Power of the Crowd

Gamification can provide the structure to engage, motivate, and focus the innovation activities of the crowd and leaves players free to innovate within that space.

Crowdsourcing innovation. Gamification offers a powerful tool for organizations to tap into the collective wisdom and creativity of large groups. By creating structured environments for idea generation and development, companies can drive innovation at scale.

Common steps in gamified innovation:

  1. Enlist players from diverse backgrounds
  2. Solicit ideas within defined parameters
  3. Enable community-driven idea selection
  4. Facilitate collaborative idea development
  5. Provide transparent paths to implementation

Examples like the Department for Work and Pensions' Idea Street, Quirky's product development platform, and Barclaycard Ring demonstrate how gamification can transform innovation processes, leading to more diverse ideas and greater stakeholder buy-in.

8. Common Pitfalls in Gamification Design

One of the traps in gamification is the tendency to focus on the points, badges, and leaderboards rather than the meaningful achievements they represent.

Avoiding superficial implementation. Many organizations fall into the trap of thinking gamification is simply about adding game elements to existing processes. This misunderstanding can lead to ineffective solutions that fail to engage players or drive desired outcomes.

Common pitfalls to avoid:

  • Focusing on extrinsic rewards over intrinsic motivation
  • Creating inappropriately competitive environments
  • Failing to balance skill and challenge
  • Targeting the wrong audience with misaligned imagery or rewards
  • Mandating participation rather than encouraging opt-in
  • Adding unnecessary work to existing processes
  • Neglecting to prevent "gaming the system"

Successful gamification requires a deep understanding of player motivations and careful design of the entire player experience. By avoiding these pitfalls, organizations can create more meaningful and effective gamified solutions.

9. Managing Successful Gamification Projects

The greatest risk in gamification is poorly designed solutions, and the largest barrier to success is the lack of gamification design skills within organizations.

Unique project requirements. Gamification projects differ from traditional IT initiatives in their focus on player motivation and engagement. This requires a diverse set of skills and a different approach to project management.

Key considerations for gamification projects:

  • Assemble a multidisciplinary team (designers, psychologists, marketers, etc.)
  • Choose the right technical approach (custom, purpose-built, or platform)
  • Invest in promotion to achieve critical mass of players
  • Plan for continuous iteration and improvement
  • Focus on benefits realization and communication of success

Organizations should be prepared to invest in developing internal gamification design skills or partner with experienced vendors. Effective project management can help mitigate risks and ensure that gamified solutions deliver meaningful business value.

10. The Future of Gamification: Transforming Engagement by 2020

Computers will not only know where you are, they will see what you are doing, sense your mood, learn your habits, understand your needs, and provide you with the information you need, whenever and wherever you need it.

Emerging technologies. By 2020, gamification will evolve alongside advancements in areas like gesture control, emotion detection, augmented reality, and artificial intelligence. These technologies will enable more seamless and personalized gamified experiences across various domains.

Potential future applications:

  • Democratization of learning through gamified MOOCs and microcredentials
  • Addressing complex social issues through participatory policy development
  • Personalized coaching powered by AI and wearable technology

As gamification matures, it will likely become an integral part of how organizations engage with their stakeholders, potentially transforming areas like education, public policy, and personal development. Organizations should begin exploring how these trends might impact their engagement strategies and start building the necessary capabilities to leverage gamification effectively in the future.

Last updated:

FAQ

What's "Gamify" by Brian Burke about?

  • Overview of Gamification: "Gamify" explores how gamification can motivate people to achieve extraordinary things by using game mechanics in non-game contexts.
  • Purpose and Audience: The book is aimed at business leaders, educators, and anyone interested in leveraging gamification to engage and motivate people.
  • Structure: It is divided into two parts: the first part discusses the value of gamification, and the second part focuses on designing a gamified player experience.
  • Real-World Examples: The book includes case studies and examples from various industries to illustrate successful gamification strategies.

Why should I read "Gamify" by Brian Burke?

  • Understanding Gamification: It provides a comprehensive understanding of what gamification is and how it can be applied effectively.
  • Practical Guidance: The book offers practical advice on designing gamified solutions, making it useful for practitioners.
  • Business Impact: It highlights the potential business outcomes of gamification, such as increased engagement and innovation.
  • Future Trends: The book discusses the future of gamification and its potential impact on various sectors.

What are the key takeaways of "Gamify" by Brian Burke?

  • Player-Centric Design: Successful gamification requires a deep understanding of player goals and motivations.
  • Intrinsic Motivation: Gamification should focus on intrinsic rewards like autonomy, mastery, and purpose rather than extrinsic rewards.
  • Design Process: The book outlines a structured process for designing gamified experiences, emphasizing the importance of player engagement.
  • Business Alignment: Gamification should align with business objectives to achieve meaningful outcomes.

How does Brian Burke define gamification in "Gamify"?

  • Definition: Gamification is the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals.
  • Game Mechanics: It involves elements like points, badges, and leaderboards to create engaging experiences.
  • Experience Design: Focuses on the journey players take, including gameplay, play space, and storyline.
  • Digital Engagement: Gamification leverages digital platforms to engage players, breaking barriers of scale, time, and distance.

What is the player experience design process in "Gamify"?

  • Structured Approach: The process involves defining business outcomes, understanding the target audience, and designing the player engagement model.
  • Player Goals: It emphasizes the importance of aligning player goals with business objectives.
  • Engagement Model: The model includes parameters like collaboration vs. competition and intrinsic vs. extrinsic rewards.
  • Iterative Design: The process involves play testing and iterating to refine the gamified solution.

How does "Gamify" by Brian Burke differentiate between gamification and traditional rewards programs?

  • Engagement Level: Gamification engages players on an emotional level, while rewards programs engage on a transactional level.
  • Purpose: Gamification aims to motivate players to achieve shared goals, whereas rewards programs focus on compensating specific actions.
  • Game Mechanics: Both use elements like points and badges, but gamification emphasizes intrinsic rewards.
  • Value Exchange: In gamification, the value is shared between players and the organization, unlike in rewards programs where tangible rewards are exchanged.

What are some real-world examples of gamification in "Gamify"?

  • Nike+: Uses gamification to motivate athletes by tracking their activities and rewarding them with NikeFuel points.
  • Khan Academy: Engages students in learning through points and badges for completing exercises and mastering topics.
  • Barclaycard Ring: Combines customer cocreation with gamification to engage cardholders in product development.
  • Pain Squad App: Motivates children with cancer to report their pain levels through a gamified experience.

What are the common pitfalls in gamification design according to "Gamify"?

  • Misaligned Goals: Designing solutions that focus on organizational goals rather than player goals.
  • Transactional Engagement: Relying on extrinsic rewards instead of fostering intrinsic motivation.
  • Complexity and Challenge: Failing to balance skill and challenge, leading to disengagement.
  • Mandatory Participation: Forcing participation can lead to negative outcomes; opt-in engagement is more effective.

How does "Gamify" by Brian Burke address the future of gamification?

  • Technological Advancements: Discusses how emerging technologies like augmented reality and emotion detection will enhance gamification.
  • Education: Predicts a shift towards global access to education and recognition of skills through gamification.
  • Public Policy: Envisions gamification as a tool for tackling wicked problems by engaging stakeholders in policy development.
  • Personal Development: Foresees gamified personal coaching systems becoming more sophisticated and integrated into daily life.

What role does social media play in gamification according to "Gamify"?

  • Amplifying Motivation: Social media extends the reach of gamified achievements, enhancing social recognition.
  • Integration: Many gamified solutions link to platforms like Facebook to share player progress and achievements.
  • Community Building: Social media helps build communities around gamified solutions, increasing engagement.
  • Feedback and Iteration: Social media provides valuable feedback for refining and improving gamified experiences.

What are the benefits of gamification in education as discussed in "Gamify"?

  • Increased Engagement: Gamification makes learning more engaging by providing immediate feedback and rewards.
  • Access to Education: It democratizes education by making high-quality resources available to a global audience.
  • Skill Recognition: Open badges and microcredentials offer new ways to recognize and verify skills.
  • Collaborative Learning: Encourages collaboration among learners, enhancing the educational experience.

How does "Gamify" by Brian Burke suggest measuring the success of gamification initiatives?

  • Business Outcomes: Define clear business objectives and success metrics before implementing gamification.
  • Player Engagement: Track player interactions and engagement levels to assess the effectiveness of the solution.
  • Iterative Improvement: Use analytics to identify areas for improvement and refine the gamified experience.
  • Unanticipated Benefits: Be open to discovering unexpected positive outcomes that may arise from gamification.

Review Summary

3.43 out of 5
Average of 500+ ratings from Goodreads and Amazon.

Gamify receives mixed reviews, with an average rating of 3.43/5. Readers appreciate its insights on gamification principles and examples, but some find it repetitive or lacking depth. The book is praised for explaining gamification concepts, debunking myths, and providing practical advice for implementation. Critics note that it sometimes oversimplifies or focuses too narrowly on certain aspects. Overall, it's considered a good introduction to gamification for beginners, especially those in business settings, but may not satisfy readers seeking more advanced or comprehensive information.

Your rating:

About the Author

Brian Burke is a seasoned expert in enterprise architecture and gamification research. As Research Vice President at Gartner, he has spent 15 years studying disruptive technology trends and their business implications. Burke has led research on gamification for three years and has pioneered work in federated architectures, implemented in hundreds of organizations. His expertise spans business outcome-driven enterprise architecture, innovation management, and IT strategy. A prominent researcher and speaker, Burke has been featured in major publications like Wall Street Journal, BBC, and Forbes Online. His book "Gamify" draws on his extensive experience in understanding and applying gamification principles in business contexts.

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