Say No to FoMO in Gamification?

Fear 1523530393 Say No to FoMO in Gamification

Let’s start at the beginning.

What is FoMO?

FoMO stands for Fear Of Missing Out. In our gamification elements, it is often related to Loss Aversion and Curiosity.

If we start with Loss Aversion, used carefully, loss aversion can be a great way to encourage certain positive behaviours. Consider teaching kids how to save, for instance. If they feel they have earned the money, they will (normally) have a stronger desire NOT to lose it! However, physical items are not all that people want to avoid losing. Far more important motivations lie around social interaction, connections, status and more.  If someone is considered to be influential in their circles, they will not want to do anything to lose that status. Kids don’t want to miss out on play dates with their friends or even hugs and validation from their parents. How many times has parent used the term “I’m not angry, I’m disappointed”? It hurts more than “If you do that again, you lose your teddy.” Read More ...

Teaching the Value of Money with Games

We don’t give our daughters pocket money. There are many reasons for this, but one of them is a concern about their understanding of the value of money. This is especially true for our eldest daughter who has dyscalculia. This means she struggles with, among other things, understanding magnitude.

This, added to the fact she is 11, means that money is a very abstract concept for her. As soon as she has it, it needs to be spent. This is not much different from any other kids if we are honest, but it is particularly bad for her as she just doesn’t get the value of money at all. Numbers are pretty meaningless to her! Read More ...

Client vs User Needs – The Solution Sweet Spot

I have spoken a great deal about looking carefully at the needs of a project and exploring what the real issue is that you are trying to solve. The aim has been to get you to consider the Why of a solution more than that What or the How!

I wanted to give you one more way to consider this question, I just can’t stress how important it is for the gamification industry as a whole for us to get better at answering it!

When you are doing your research, you will discover and analyze the needs of the client, and you will discover and analyze the needs of the users. During this process, you will be looking to understand what each side of the solution is looking for. Read More ...

Where Does Your Loyalty Lie?

I recently wrote a blog for the poor people who employ me, all about the future of loyalty. It got me thinking about the nature of loyalty, something I have not really thought about since my 2015 talk at GWC.

Rather than looking into the future though, my thoughts turned to where do people’s loyalties lie. More specifically, are they loyal to your company or to your loyalty card?

If I look at two loyalty programs, you may see what I am getting at. The two are Nectar and Tesco.

Tesco Loyalty Card Read More ...

Why Netflix Patches Was a Hard No from Me as Parent and Gamification Expert

Recently an article in Variety brought a lot of unwanted attention to gamification. The article was titled “Netflix Is Testing Patches to Gamify Bingeing for Kids

Reading this, my heart sank, a feeling that just got worse as I read the article. To summarise, Netflix was trialing a system that would award children patches or badges for watching TV shows. Completed “A Series of Unfortunate Events”? have a badge…

Netflix told Variety

“We are testing a new feature on select kids titles that introduces collectible items for a more interactive experience, adding an element of fun and providing kids something to talk about and share around the titles they love. We learn by testing and this feature may or may not become part of the Netflix experience.” Read More ...

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