Gamification: Adding the unusual to the usual to create benefit.

1207907 74613910 Gamification Adding the unusual to the usual to create benefit

Good day and all. Today I am merely rambling to try to either prove or disprove an idea I have.

I was thinking about short definitions for Gamification – outside of the usual

Add game mechanics to non game tasks

The more I look at Gamification, the more unsatisfied I am with that description. There is so much more to Gamification.

I have written in length about that side of Gamification. The use of extrinsic rewards, badges, leaderboards, social elements etc. The more I look, the more I realise how much more we are trying to capture under that one wading of Gamification. Read More ...

The Original Gamified Social Networks – History Teaches us about Gamificaiton

Seeing the news that Badgeville was to gamify social networks got me thinking about the old days. Social networks are nothing new. Back in “the day”, we all used to use forums (and bulletin boards before that) and chat rooms to be social online. Forums tended to focus on specific topics, with chat rooms just a real time free for all. What got me thinking though was realising that a lot of these used to include elements of Gamification, forums especially.

There was this stuff called kudos or Kama. When you said something of interest or that was helpful, users could reward you with these – a bit like when someone likes you on Facebook or +1 ‘s you on Google+. Kama and time served would also very often go towards some sort of rank on the forum. Higher rank and Kama signified a user you could trust and who was useful or interesting on the forums. Read More ...

Adding badgers would be more gamification than badges.

I had a great little article set up for today about forums, chat rooms and gamified social networks. However, with GsummitX London happening today and considering some of the things I am reading of late, I wanted to rant instead. Buckle in 🙂

Badges and points systems. You know them, and loads of you seems to love them. Now, precisely to sound like a broken record, in isolation they don’t work. You can’t make a task more fun, interesting, engaging – whatever noun you wish to use – by JUST adding badges (or badgers as I wrote. Now that would be fun. Mmm give a person a badger everytime they do something right and a honey badger when they get it wrong…). That isn’t gamification. It is like me adding a picture of Mario to a spreadsheet and saying I have created a game. Read More ...

Playfulness, Seriousness and Gamification

People want gamification to mean certain things to them. They want to take the word and try to bend into whatever they think will sell their next big idea to someone. This tends to lead to people arguing about what it actually is and what constitutes a gamified product. Two such ideas seem to be Playful design and Serious games. Some think that they are gamification, others that they have no place near the word. Personally, I think we should stop trying so hard to define a made up word and just start learning what we can from the people who use it! Read More ...

Gamification The Next Generation: Introduce, Engage, Retain

The stages of brand engagement

I have been thinking about the stages that a person goes through when becoming “involved” with brands or any system that is being gamified. I may be wrong, there may be more too it. However, as I see it there are three distinct phases. Introduction to the brand (or whatever). Engagement with the brand. Finally retention / loyalty to the brand.

Within gamification, many people talk about the introduction phase, as I see it. Rewards, badges, points and the like. These all help introduce people to the gamified system. For a short period of time, rewards can entertain people and introduce them to certain concepts to do with the brand. We know that this works, but has a short shelf-life if used in solitude. However when trying to nurture brand loyalty, you are not interested in short periods of time. Read More ...

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