Emergent Gamification?

M3khtMxBdR0268xZfxzZ 5lr5d Emergent Gamification

The wonderful Pete Baikins recently reposted an article from Mashable on Linkedin that got my hekcles up a little. It was all about how gamification was the spark of modern era of AI.

The article argued that early itterations of error filled AI chatbots had given rise to “accidental gamification” where it had become fun and playful to find ways to get Chat GPT to get it wrong. Just to lean in to this – I asked Gemini to summarise the ariticle for you

This is an article about how gamification has influenced the development of artificial intelligence [AI]. It discusses the ways in which AI is being used in games and entertainment. People are creating games that challenge AI systems to perform tasks. These games can reveal both the strengths and weaknesses of AI. In turn, this helps researchers improve AI technology. The article also argues that the public’s playful engagement with AI is helping to shape its development. Read More ...

Behaviour Change: COM-B and the 4 Pillars of Change

What follows is an example of how to combine my Four Pillars of Change with a proven behavioural change model – COM-B. We will be using bounce rate on a websites homepage as the behaviour we wish to change. Companies often struggle with high bounce rates on their websites, indicating a disconnect between the website and its audience. However, with a little understanding of behaviour, we can start to sort this.

Understanding User Behaviour: The Key to Success

So, the first piece of the puzzle to creating an effective homepage is to understand user behaviour then design a user experience specific to what users want and need. Read More ...

Ecommerce: The Nexus of Delight & Retail Optimisation Mechanics

Gamification has been a huge focus of my life, but the last few years have seen me change my career quite dramatically. I find myself in a role that no longer revolves around using game mechanics and the like.  Instead, I am focused on improving online retail experiences through testing, optimisation, personalisation, merchandising and so on.

Whilst gamification may seem a million miles away from this, there is actually very little difference. They are both focused on behavioural change – they just use different mechanics. Read More ...

Gamification: Is Loyalty Going Wrong?

This article is interesting, as it shows consumer groups are converned about loyalty schemes in retail that use challenges to encourage more spending. https://www.bbc.co.uk/news/articles/ceq33z0gxj4o

Consumer groups have raised concerns over new “challenges” introduced by major UK supermarkets, including Tesco, Sainsbury’s, Asda, and Morrisons, that reward shoppers with extra loyalty points for increased spending. These challenges, part of increasingly sophisticated loyalty card schemes, could potentially lead to overspending. While supermarkets claim these schemes offer better value and personalised savings, consumer group Which? and debt charity StepChange warn they could encourage people to spend beyond their means. The caution comes amidst rising food prices and the average person holding loyalty cards for three different supermarkets. Read More ...

Gamified Putting: Level Up Your Disc Golf Practice

Today we have a guest post from a colleague of mine,  who has been thinking about how to use gamification to help make putting practice for Disc Golf a bit more fun! Check out his profile at the end.

Disc golf putting can feel like a grind.  But what if you could ditch the repetitive drills and turn practice into a game?  This article explores gamification, a technique that injects fun and competition into your putting routine.  Learn how to design personalised putting games, using apps to enhance your practice, and even spice up tournaments.  Get ready to transform your putting practice and sink more putts! Read More ...

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