A small gamification victory with my daughter!

Behaviour meter A small gamification victory with my daughter

Whilst I spin through a really busy time, I wanted to share with you a minor gamification victory with my daughter.

Anyone who has read my blog in the past, will know that I have been trying to use gamification around my daughters behaviour for a few years now. Not all (any) attempts have been 100% successful. The most gut wrenching failure was the use of the reward chart! However, in March, I decided to try a slightly less rewards based system – the Behaviour Meter.

This was a simple chart that displayed numbers 0 to 10, with an arrow pointing to the value that best described my daughters behaviour at the time. Whenever I felt her behaviour changed, I moved the arrow – simple!

Anyway, fast forward to this weekend.

  • Daughter: “Daddy, how come I am on an 8 on my chart. I thought I had been naughtier than that”
  • Me:  “Well, generally you have been pretty well behaved”
  • Daughter “I can’t wait to get a 10 on there”
  • Me: “That’s great, but you know there is no prize for getting a 10”
  • Daughter: “I know that, but I really want to prove I can do it”

She wanted to behave, because she wanted to. There was no desire for a reward behind it, she wanted to do it for her – it was intrinsic!

Now, I call this a massive win for fast and relevant feedback vs extrinsic rewards.

The next step is to lay out a few guidelines that she can follow to get her behaviour up to a 10!

Download a behaviour meter!

Ark Group KM Conference

Gamification is a hot topic right now. Gartner even has it at the top of its hype cycle right now. But, what is it and has it taken off in the world of Knowledge Management?

Wikipedia defines gamification as;

the use of game thinking and game mechanics in non-game contexts to engage users in solving problems

Gartner has recently caused a bit of a controversy in gamification circles by narrowing the definition to;

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

Personally I go with;

The use of game elements and design metaphors to solve problems – such as engagement, motivation or compliance

There are various models that are associated with Knowledge Management. I feel that it is interesting to consider a couple whilst we look into how gamification can be used. The 9 Step KM Process developed by Knowledge Associates seems to be one that has many areas that could utilise gamification.

as do the 4 dimensions of Knowledge Management & Innovation

Both of these lend themselves very well to the concepts of gamification, especially the User Journey.

Getting involved.

The conference is happening over the 11th and 12th of June. To find out more or book your place, head to http://www.ark-group.com/mp_introduction.asp?ac=1570&nc=1&fc=167

Before the conference the Day Two Chairman Paul J Corney (Managing Partner Knowledge et al), Stephen Dale (Managing Director of Collabor8now Ltd) and I are conducting preliminary research to see whether organisations involved in Knowledge Management are adopting some of the emerging gamification tools and techniques. Stephen has a paper on this subject to be published soon and Paul and I will be running a workshop at KMUK the results of which will be made available to everyone who participates here and at that event.

Please take a few minutes to help us develop a better picture of what’s happening. Even if you are not directly involved in a gamification type initiative in your organisation, your view is important.  Thanks in advance

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A response to Gartner’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.”

However, the smile faded as I reread it. I could forgive the misguided use of the phrase Game Mechanics. I have come to terms with the fact this will always be misused by certain sectors of gamification, but it was the word digital that suddenly struck me and made me read it a third time.

As I read the reasons behind the definition, my heart sank.

First was the game mechanics explanation.

Game mechanics describes the use of elements such as points, badges and leaderboards that are common to many games.

This is a set of examples that most of us in gamification are trying to stop putting in the forefront of people’s minds. Ignoring the fact they are feedback mechanics, not game mechanics, they are the lowest example of gamification implementations.

The next bit that tipped me over the edge was talk of gamification being a way to digitally engage, explaining that gamification is about engaging people with devices such as smart phones – not other people.

This is where it all fell apart for me. When challenge on why he would choose to limit his definition of gamification to just digital, Brian came back with;

The reason we limit gamification to digital is because it answers the question, ‘why is gamification a trend?’ Without including ‘digital’, there’s nothing new about gamification.

This seems to miss the entire point. First, a definition should not be answering a question no one has asked – why something is a trend, it should tell you what it is. Gamification is not a trend, it’s use has begun to trend, but gamification is a tool, a methodology, a set of ideas and ways of thinking that help is to solve various problems. It is not a technology. This definition states that if you use game ideas in a non digital way – it isn’t gamification.

Also, why does gamification have to be new? It isn’t. The use of digital in gamification is new and has accelerated it’s development and made certain applications of it very popular.

It is like saying that games are nothing new and thinking that is a problem. It is like saying that games only become relevant when they went digital.

I feel for Brian. He seems like a great guy and I can’t wait to meet him at GWC. However, he has this out there now and it is in his book and he will have to defend it.

I also feel angry though, as this could set us back a few years in certain circles. The one thing we had pretty much all agreed on is what gamification basically is. Gartner has now stated that gamification is nothing more than technology and without technology, it is nothing.

Whilst we know that is nonsense, the readers of Gartner don’t. They will see this and start asking if gamification is about points and badges – all over again. This definition distils gamification down to everything we have been fighting to put behind us for the last 3 years.

Read Brian’s post. Then read the comments of a few industry voices and experts and see what you think.

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