The “Less Bad” Lens – Making a Small Difference with Gamification

How big a difference does gamification have to make to be of value to an organisation?

When I first started, I used to see some staggering statistics of how gamification had improved a process. 200% increase in productivity, 300% more users registered and so on. The issue was, when you asked who to see the real data, it was much less impressive. Sample groups would be 7 0r 8 people. The 300% increase could just have been  3 people registering compared to 0 people the week before!

However, many did not ask those questions, they just saw the big numbers and had unrealistic expectations of what gamification could deliver – expectations that some companies were happy to perpetuate to their own gain. The issue with this was obvious to the rest, if the expectation was that high and we honest few knew full well it could not realistically be delivered upon, people would lose faith in gamification – which is what happened. Read More ...

But What If They Get Addicted To Your Gamified System?

Intrinsic vs Extrinsic Motivation But What If They Get Addicted To Your Gamified System

Amazingly the question “But what if people get addicted to the solution and stop working” has come up in more than one conversation with clients over the years.

It’s an interesting question, that is worth thinking about. At first, it is easy to dismiss this as silly. When you think about it, thousands of games are released each year – about 9000 just on Steam in 2019 – the majority of them are totally unknown or fail. So how on earth is your gamified system going to become more important to people than the games they want to play or their work? Read More ...

How Are You?

Hqdefault 3 How Are You

This is from my guitar related channel, but I thought it was important to share it here as well (as I have not been sharing much here of late).

How are you? Let me know in the comments. Mental Health is a struggle many of us face and it is important to remember that you are not alone. The following link has a list of international mental health charities you can reach out to.

International Mental Health Charities

🔍 Find Me
Support Me on Patreon ► http://bit.ly/PatreonYARS
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Twitter ► http://www.twitter.com/DaveRage
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Email ► [email protected] Read More ...

UK Games Industry Aims to Tackle Loneliness in the Uk With Play & Talk Weekend

Ukie play and talk UK Games Industry Aims to Tackle Loneliness in the Uk With Play 038 Talk Weekend

I don’t often share press releases here, but this seemed to be a very important and timely announcement from UKIE!

17th June 2020: This weekend, 20th–21st June, the UK games industry is calling on the British public to gather online to play and talk together in a united effort to tackle loneliness in the UK.

The PLAY & Talk weekend is taking place during National Loneliness Awareness Week and is part of the Department for Digital, Culture, Media and Sport’s (DCMS) #Let’sTalkLoneliness campaign, which aims to tackle the stigma of loneliness. Read More ...

Gamification can be so much more than points if we let it.

Customer experience 3024488 1920 Gamification can be so much more than points if we let it

Just a short plea to the games based solution industry, be it gamification, serious games, VR whatever.

If you are going to use gamification as a selling point, please (please please please) don’t use a phrase like “we gamified the experience by adding points”

I was recently on a webinar where a developer was showing off an amazing VR experience, which had narratives and gameplay and was really superb. They then used the above phrase. “We gamified the experience by adding points”. Read More ...