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The Benefits and Pitfalls of Gamification

The Benefits and Pitfalls of Gamification

Gamification is becoming a hot commodity around the web, but what is it? Is it being used correctly? Let’s have a look at various aspects of gamification and how they can be used and misused.

Gamification is one of those buzz words you’ve probably heard if you’re involved in the internet industry. You’ve probably run across it at some point (perhaps even on Envato sites!) In the same way that personification is the act of attributing characteristics of a person onto another object, gamification is the process of implementing game mechanics into a non-game activity or entity. The purpose is to increase engagement and investment of a user base.

The basic psychological principle behind gamification is to provide positive reinforcement for each action taken. We are an incentive driven world in that we rarely do anything without expecting some sort of pay off. Gamification helps to either provide an incentive where one was lacking, or to increase a current incentive. This results in an elated feeling whenever we receive a new badge or trophy.

pretty young female caucasian woman super excited/hilarious/elat
Image courtesy of PhotoDune

Let’s take a look the structure behind gamification and how it can be used to accomplish many goals. We’ll also take a look at how it can be misused and create needless layers of complication.


Feedback

Feedback is a basic User Experience principle with two parts that make it essential.

  1. It tells users that their intended action was registered.
  2. It provides a cue as to how the system will respond to that action.

Without feedback, users are left not knowing if they are getting closer to their goal.

Feedback in games serves a similar purpose. It lets the user know their intended action was registered and that the system has responded in turn. It’s also an immediate indication that the user is getting closer to their goal.

Continually accomplishing small goals in order to reach a larger goal is often what makes games addictive.

The pacing of this feedback is very important. Too much feedback and the user becomes inundated with information overload. Too little and the user becomes bored. The right amount will keep the user in that engagement loop that keeps them on the site and continuing to discover new activities. As a business, you want external forces to be the reason users step away, not something the site does or lacks that causes them to leave.

Xbox Achievement Pop Up
Xbox shows pop ups immediately when an Achievement is unlocked. (Image via Xbox365.com)

In gamification, feedback needs to occur when the intended action occurs. Often these actions are not obvious and users may not even know they’ve accomplished a goal without any feedback. Feedback tells the user what they’ve done and serves as a motivator to continue exploring actions. Well designed feedback can be the entryway into users’ engagment with your site.


Badges and Achievements

Badges and achievements are often the method by which feedback is provided. Modals and Growl/Toast style notification are the most common ways to display this to users. Badges and achievements also become a way to commodify user actions.

Kloout Badge
Klout Achievement example.

These become digital trophies, or digital items that users can point to in order to show off what they’ve accomplished. It creates bragging rights, which plays into idea of competition that we’ll discuss later. As meaningless as they might seem on the surface, they are actually great at creating and driving motivation. On a cognitive level, it’s the equivalent of a a digital pat on the back. This positive reinforcement helps affect users on a different level than the non-gamified site.

Kloout Badge
Klout Achievement list.

Possible Activities for Earning Badges

  • Perform Specific Action
  • Perform Specific Action a Certain Number of Times
  • Achieve certain rank/level of Activity
  • Time Based Activity (Length or Specific time)
  • Editorially Assigned

Missions

Missions are a related series of activities, often badge-earning, that result in a bigger accomplishment. These should be more difficult than badge activities and require deeper engagement from the user. It’s the same as the stages and levels metaphor used in traditional video games. It’s a way of creating scale and levels of accomplishment in order to continually provide rewards and motivation for the user.

This multi-tiered approach is what drives the various levels of motivation as well as encouraging deeper engagement with the site. Pacing again plays a key role within missions in the same way as it does with feedback and badges. Missions that are exceptionally long will wear a user out before they finish, while missions that are too short don’t provide that increased level of accomplishment.


Progress and Ranks

The sum of these badges and missions add up to show a user’s progress. Users can see what level/rank they are or how many badges/achievements they’ve received. This is where users see how close they are to leveling up. Users’ progress is also often shown in relation to other users. This is usually accomplished via some type of leaderboard. This helps provide social incentives for continued progress by intrinsically motivating users to become superior to their peer users.

StackOverflow
StackOverflow Reputation Rankings.

In games, such as the enormously popular Call of Duty franchise, ranks are a way of determining a user’s expertise and/or dedication. It creates, to some degree, a class system. Users often rally around similar players and tout their achievements. The same idea is used in gamification to create levels of dedication that users aspire to achieve. Everyone wants to be the best and that rank next to a user’s name is a way of boasting how close one is to achieving that.

Modern Warfare 2 Menu
Call of Duty Modern Warfare 2 (Image via Joystiq)

Competition

It’s human nature to compare ourselves to others to see how we stack up. Many of us become fiercely competitive, trying to outpace and outsmart our way to the top. User progress and badge collections become a way to proclaim this superiority. This is evidenced in manifestations such as FourSquare’s mayor system.

Foursquare Mayor
Foursquare Mayor. (Image via @MSG on Flickr)

Users go back and forth trying to outperform one another. Ideally, in the process, users would increase engagement and loyalty to the site. Through game mechanics they have more incentive to stay on the site and discover all that it offers. On the business side, increased time on site and page views add up to increased advertising dollars.


Motivation

The ultimate goal in gamification is to provide a layer of motivation. The components discussed above work together to create that motivation. The feedback of badges and achievements builds to create a user’s progress which then builds to create levels and ranks. All the while, this is inherently creating competition amongst users. This is, of course, only achieved in the ideal state of gamification.

Envato Elite
Tangible rewards from the Envato Elite Program

From a business perspective, this makes a lot of sense. The basic elements of gamification can be built into a site with relative ease. However, to really harness the full power of gamification much more care and effort must be put forward. As we’ll see, there are many pitfalls of gamification. Yet, if a company gets it right then they can motivate their users to become more engaged and hopefully become more loyal customers.


Pitfalls

We’ve discussed the make up and benefits of gamification, but it’s not a panacea. There are several caveats that come with implementing a “gamified” site.

  1. The motivation may only be a superficial one. The motivation is contained within the game and not to the product which it supposedly supports. Programs such as frequent flyer miles provide some real world incentive for activity and progress. There’s a tangible benefit there. Gamification reduces that incentive to essentially a digital celebration and bragging system.
  2. Sometimes the method of reaching the highest rank can become trivial as the only important aspect is reaching that superiority. This is a problem of the wrong motivation direction. The user is targeting their motivation towards being the best and not at seeing what the site has to offer. This may seem irrelevant for a company because the user is still spending that time. However, it’s also not building brand loyalty and true engagement like the company is likely hoping to achieve.
  3. Another reason is that gamification removes a lot of the essence of a game. It’s become almost a cut and paste methodology and lacks a lot of originality. Games are about discovery and overcoming trials. There’s some level of that in gamified sites, but not to the extent of traditional games.

    However, this is really a fault that few companies would actually care about. This is an argument heard from the game proponents and theorists.

    But none of these objections bother the gamification set. They don’t want to use the hard, strange, magical features of games. Instead, they want to use their easy, certain, boring aspects. Those are the gimmicks that can be leveraged into “monetizable APIs” and one-size-fits-all consulting workshops.
    -Ian Bogost-

  4. The new gamification companies (Bunchball, Badgeville, Big Door, etc.) make it seem easy to attach gamification to your site but to reach its true potential the gamified elements need to be well designed and thought out. This should take a fairly significant amount of time to get right.

    Game design belongs in the UX repertoire on (at least) a basic level. Shallow gamification can lead to shallow engagement and low ROI. When rewards happen, how they happen, and how they aggregate are elements that need to be carefully considered and well integrated into the existing site.

    Like most things, simply tacking on gamification is poor execution and leads to poor results

    Another insight: to create high-quality player experiences, UX designers must develop a true competency with game design. While we have a lot of other skills that can translate well, game design is a robust practice in its own right, and much of it turns our usual ways of thinking upside down. Operating successfully in the games domain means learning an entirely new set of competencies and gaining experience putting them into practice
    -John Ferrara (UX Magazine)-


Conclusion

Gamification, when used and designed properly, can prove enormously beneficial for companies. As with any fad, when it’s used clumsily and hastily it begins to lose its value and gain criticism. The elements that make it so powerful are not trivial or plug-and-play features.

As with any type of web design it needs to be carefully considered, designed, and reviewed. If we’re going to gamify our sites then we need to have knowledge of game design. We need to know the pitfalls and caveats. Gamification can increase motivation and engagement in users as well as increase the value and revenue of your site, but to get there we need to examine our own product in the context of gamification instead of considering gamification as simply a supplementary feature.

What side of gamification do you stand on? Which websites do you think it would benefit?

Note: Want to add some source code? Type <pre><code> before it and </code></pre> after it. Find out more
  • http://www.thednetworks.com Dhawal D

    We were actually debating about gamification a few days back.

    Let’s say for foursquare, People check-in just to get a badge, drive check-in and more.

    So, I think it’s a good things, however, the notes put across show some concrete pitfalls too.

    • http://www.josephcrawford.com Joseph Crawford

      Yea this would work except for the fact that you can go to http://mobile.foursquare.com/ and check-in anywhere from anywhere. You NEVER will have to actually drive to the site to check-in. Gamification Gamed!

      • Jennifer

        Ah, but those check ins don’t count towards becoming mayor.

  • http://nataliav.me Natalia Ventre

    A little bit of gamification is nice to have, like giving a badge for completing the user profile, but when the whole point of the experience is getting badges, it usually gets boring after a while.

    • http://xenoabedesign.com Justin
      Author

      Right. Gamification should be an added layer as a meaningful motivator around existing content. Badge collecting becomes a pretty shallow game when there’s not good content to bolster it.

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  • http://maomuffy.blogspot.com Mfawa Alfred Onen

    I agree with Natalie, and just like you mentioned Justin, Badge collecting becomes a shallow game. Funny though that what used to be an experimental user experience has now made it to lime light.

    • http://xenoabedesign.com Justin
      Author

      I think, in some ways, gamification has gotten a bad rap just because it has become so popular. Popularity usually brings with it though poor executions. I think, when done correctly, gamification can make visiting a website much more rewarding.

  • Valstorm

    I think there are at least two aspects to gamification that you can separate and implement on their own or together to compliment each other.

    Engagement:
    The first aspect aims to get your audience involved with your site or product, via a method of receiving a reward – whether virtual or physical this reward can be gained by interacting with the platform in question. Traditionally the rewards would be a badge or a rank on your user profile, more recently we’re seeing companies like Pepsi or 7/11 going even further and offering physical rewards such as limited edition tshirts, delivered to the user directly when they cash in their purchase codes for virtual credits (like bidding on ebay) – this serves to give the audience more incentive to get involved or buy more products in exchange for something in return.

    The obvious benefit of engaging the audience in this way is to get them interested in coming back to your site or buying more of your product. Secondary to this the audience may get friends and family involved for additional rewards (although this usually affects the brand negatively) This aspect of gamification can sometimes come across as a shallow experience if done badly, but if done in a subtle way it can yield more traffic or purchases.

    Responsibilty:
    The second aspect comes later: Once the user has been rewarded with status / experience points or ranking, they can use this status to elevate there influence on the site or platform in question – this gives the user ownership and responsibility of the platform, as they are actively shaping results and managing content for the site, now they are fully engaged and feel like part of a community. A great example of this would be Newgrounds.com (who have been doing this type of thing for a long time), where users can review and vote on how good or bad a flash movie / game is. Users who frequently take part in the review process are awarded more experience and as they level up, their votes are worth more than everybody else.

    The benefit to this is that you have a regular user base; who keep coming back to maintain their influence.

    • http://xenoabedesign.com Justin
      Author

      I like that idea of of actually increasing influence. For some websites it may be difficult to figure out where that integration point best fits, but if there’s one that makes sense then that can be an enormous motivating factor for users.

  • http://www.bunchball.com Rajat Paharia

    Steve Patrizi, our Chief Revenue Officer at Bunchball, just wrote a great post about “Why Gamification is the exact opposite of what you think it is.” Worth a read: http://gamification.com/post/19738924429/why-gamification-is-the-exact-opposite-of-what-you

    • http://www.snaptin.com Ian Yates

      Hi Rajat – great to have your input, thanks for the link :)

  • http://www.vaultstudios.co.uk Martin Harvey

    Gamification is great if done correctly. We are currently building this concept into a project we are working on for a business networking group with the intention being that the gamification will actually help to drive business throught added competition. Thanks great article. ;)

  • http://xenoabedesign.com Justin
    Author

    Competition can be huge depending on your user base. That aspect alone can drive engagement and time spent on a site. I think starts to get into some really neat social aspects as well that can play into gamification that not many companies I’ve seen are fully exploring.

  • http://www.rackservers.com.au/ Rob RS

    With so many ‘variation-on-a-theme’ websites that really only differ in content, gamification can provide the unique touch that sticks in the user’s mind. It really doesn’t take much to make a website stand out these days, with the wide use of templates and themes.

    Balance is certainly important, as Justin points out – does the use of game elements detract from the integrity of the website service? If the product looks like a game, would that give the impression of ‘just a silly game’ and not a service to be taken seriously? I know that an older demographic (who grew up before computers were integrated into our daily lives) still views computer games as stuff for kids but I’d be interested to know if that connotation applies for those who have been using computers all their lives.

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  • http://www.lucasdegen.com Lucas Degen

    Next week I’m having my inspiration session at work and it’s about gamification.

    Google on ‘gamification ted kids Gabe Zichermann’ and enjoy.

    Gamification can be so great, it like my stats in Battlefield3, win unique award & ribbons.
    Like the
    ‘First Hour Facebook like ribbon’
    ‘First Hour twitter follow ribbon’
    ‘Most Facebook check-in ribbon’
    ‘First Facebook check-in ribbon’

    Combine these ribbons and you’ve won something. It’s new ‘Loyalty program’.

    Ones again, thing outside the box, and inside your own box. Thing for the user, not for yourself. Thing for them: ‘That is in it for the user’
    I know, you want more likes on your facebook page, but hey, ‘what is in it for them to like your page?’

    gamification is fun, it’s great. Use it carefully.

    All I need to know, how do you build a automated Loyalty program in the back-end?

  • http://www.badgeville.com/ Tony Ventrice

    Justin, you really hit the nail on the head with this article. I could very easily see this being a primer for companies interested in implementing gamification and needing to sort through all the hype (both positive and negative).

    The only recommendation I would make is to provide more detail around the pitfalls.

    The first two pitfalls you list are related to the same key point and I would summarize as: Gamification fails if it changes the context of the experience. In most cases, users don’t come to a site to play a game, they come to it either seeking a service or a place to express themselves. Good gamification puts the ‘game’ in a supporting role to that core experience. Or, put another way: Gamification is a means of measurement and reporting, not an end in itself.

    Another pitfall that is touched on but not addressed directly is mismatching the expected form of reward. Rewards come in a few forms: Extrinsic (personal benefits such as services rendered, financial gain or an answer to a question) and Intrinsic (status, reputation, validation). Gamification needs to appropriately match the reward with the behavior it measures. As a rule of thumb, if a badge doesn’t cary a sense of desirable reputation, it had better be associated with some kind of extrinsic reward. Yet all too often gamification is implemented with the expectation that *any* badge will be inherently rewarding.

    • http://xenoabedesign.com Justin
      Author

      Thanks Tony! You make some excellent points. I’ve thought of gamification as a supplementary tool but not framed it as a measuring and reporting tool which it does essentially become in many ways.

      I also agree on the matching of the type of reward. A kid’s site, such as Poptropica, would probably only award intrinsic rewards while a company like Delta should be much more inclined towards extrinsic rewards. I guess that all goes back to the very first rule of UX, “know your user(s).”

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  • http://tamixes.onsugar.com Tamixes

    The benefits of gamification for educational purposes can also not be ignored. Online curriculums that use gamification to teach can speed up the learning curve – my son uses an online curriculum and after 1 lesson of 15 minutes (at grade 2 level) he was already multiplying ‘large’ numbers like 25×4. When I was taught multiplication (many moons ago…) it took much more than one 15 minute lesson for me to grasp the principle.

    Traditional education is failing to address the way the digital native of today is wired, and by implication it is failing to educate. I see so much scope (and opportunities) in education for more developers and creatives to fill the void that traditional education is creating.

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