The 4 Pillars of Change in Gamification, Optimisation and Behaviour Change

The 4 Pillars of Change The 4 Pillars of Change in Gamification Optimisation and Behaviour Change

In my new world, I focus on optimisation a lot in the realms of e-commerce performance. Testing, personalisation etc. It has taken a very long time for me to realise that my new world is almost identical to my old world of gamification. At their most basic, they both rely on 4 key pillars to succeed as they are both focused on behavioural change.

I wanted to just explore those briefly here with you, as much as a way of consolidating the thought process as much as anything else!!

The four pillars are. Read More ...

Gamification, Game Mechanics and Game Dynamics – The Trouble with Language

One of the key issues facing gamification as it moves defiantly into its mid-teens is a lack of consistency and interoperability of the language used to describe it. The first and most obvious example of this is the lack of anything resembling an agreement on a definition of gamification. Wikipedia seems to change pretty regularly, and almost every gamification expert out there has their own version. Very few like the Wikipedia version either; “The use of game elements in non-game contexts” being the most popular. Don’t get me wrong; I love Sebastian Deterding, and the definition fits the original meaning of gamification, but things moved on a little, or at least I hope they did. Read More ...

The TRAC to Teamwork

A long time ago, I created a little framework for improving teamwork in organisations. I had forgotten about it until a recent conversation! So here it is, the TRAC to Teamwork

  • Trust: Develop a culture of transparency and honest communication.   
  • Role Clarity: Ensure all team members understand their roles clearly and where the boundaries are between their roles and the roles of others.
  • Autonomy: Empower everyone to work independently within their roles and ensure they feel confident enough in their team to collaborate where needed.
  • Competence: Ensure all team members have the correct skills to achieve their goals and perform their roles successfully. Offer additional development where needed.
  • Read More ...

    Learning from the Dark Side of the Gig Economy: Unraveling Incentives and Behavioral Challenges

    We’ve all been there. You stop at traffic lights, and a frenzied delivery cyclist swiftly zips in front, ignoring the light. Perhaps you’re at KFC, jostled by a swarm of Deliveroo and Uber Eats drivers, all clamouring and gesturing at order numbers on their phones. Or maybe you find yourself unable to access your driveway because a colossal white van obstructs it, while an Amazon delivery person leaves £300 worth of electrical goods on your neighbour’s doorstep in the pouring rain. Read More ...

    Was Gamification Bullshit Afterall?

    For over a decade, “gamification” has been the prevailing buzzword, promising to infuse a dash of gaming enchantment into our mundane tasks. But was it merely a façade, as game designer Ian Bogost vehemently argued back in 2011? Let’s delve into the gamified world and discern whether it’s a genuine game-changer or simply another marketing gimmick.

    The Critique That Ignited the Debate

    In the past, Ian Bogost unabashedly declared, “Gamification is Bullshit.” He accused it of being a slick marketing ploy concocted by consultants to transform corporate life into a mere video game simulation. According to him, it’s a form of smoke and mirrors, impressing and coercing without any substantive foundation. Bogost also took a swipe at gamification for oversimplifying the potent elements that make games truly impactful. Read More ...

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