[Updated] What gamification is to me – My definition

Gamification definition Updated What gamification is to me 8211 My definition

Updated September 2015!

As you know, over the weekend I picked a fight with Gartner over their redefinition of gamification.http://blogs.gartner.com/brian_burke/2014/04/04/gartner-redefines-gamification/ and http://gamified.uk/2014/04/05/a-response-to-gartners-new-definition-of-gamification/

The conversation turned to a bit of a bun fight, so I have now stepped away a little. However, it got me thinking about my own definition and why I use it and what gamification in general means to me.

However, I have decided to change it a little, to give it more scope and with luck make the aims clearer. Read More ...

Competitive Silos or Collaborative Success

1389662 22069019 Competitive Silos or Collaborative Success

One of the most popular uses of enterprise gamification is to create competition. I don’t mean in the form of marketing campaigns, I am talking about internal competitions between employees. Sales leader-boards, fitness competitions, who is best at social etc.

The idea is to drive employees to want to be better than the others. Being at the bottom of the leader-board should motivate me to want to work my way to the top – I should want to win.

Whilst this is true in certain environments, it can be rather limiting in others. Read More ...

A response to Gartner’s new definition of gamification

20140405 165631 A response to Gartner 8217 s new definition of gamification

On April the 4th, Brian Burke, via his blog announced that Gartner had changed its definition of gamification. It would be;

“the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals”

http://blogs.gartner.com/brian_burke/2014/04/04/gartner-redefines-gamification/

At first I chuckled. This was very similar to the definition I use in my book;

“the application of gaming metaphors to real life tasks to influence behaviour, improve motivation and enhance engagement.” Read More ...

Winning isn’t everything – demotivating by allowing a win state

1389662 22069019 Winning isn 8217 t everything 8211 demotivating by allowing a win state

Most people like to win. There is something deep down inside all of us who love to be the winner, to experience the rush that comes with beating something. It may be a game, it may be winning at sport, it may be collecting all the Pokemon. Whatever it is, you get a huge feeling of achievement – Fiero.

The trouble is, winning is short lived. Once you have won, what happens next?

In sport winning is just one part of playing the sport. One win is great, but you still need to train and train so that you can win again. Very few people can say that there is nothing left to attain in their chosen sport. Read More ...

Gamification and Habits

Habit Gamification and Habits

I will state now, I am not claiming to be an expert on habits, however – I wanted to share some thoughts on how gamification can help with habit building.

There are several habit or behaviour models out there. My two favourites are Nir Eyal’s Hook model and BJ Fogg’s Behaviour Model.

For the sake of this blog, I am concentrating on the Fogg model, I personally have a better understanding of this one. I am reading Nir’s book at the moment so expect me to expand on this concept soon! Read More ...