We had a great webinar with Monica Cornetti of Sententia Gamification as our guest speaker. Here is the recap of the webinar, where Cornetti discussed:
“Gamification is motivational design. The use of game elements and game mechanics in a non-game context in order to engage users and solve problems. Forward thinking organizations are beginning to understand how the power of gamification can increase engagement as well as the bottom line”, says Cornetti.
An important distinction to make is that gamification is not about games. When you look at gamification design, we have a proven and trademarked 5 step process. We use the acronym G.A.M.E.S to remember that 5 step process.
You don’t actually get to game mechanics until the 4th level. I know that it seems contradictory because if we are doing gamification – what’s with all the other stuff we got to do first? But haven’t you heard the expression that fundamentals are the building blocks of fun? And really until we do these other three levels – determine why we are gamifying, what is our objective, who’s playing, figure out the narrative and the experience that we are going to give them – only then we can begin gamification.
The important concept here is that gamification is about so much more than points, badges and leaderboards. If someone tells you that their LMS is gamified because it has points, badges and leaderboards, they are wrong. That’s like saying that if you have a ball and a bat you have baseball. A key phrase applies here: “Less is More”.
Just because you can use 300 game mechanics doesn’t mean that you should, because gamification is 75% psychology and 25% technology. So it’s important to understand who is playing the game and what motivates them. And in Sententia we call it “the 16 whys”, what makes us different is the priority we give each of these needs or whys for doing something.
For instance, some of us want rewards more than status, or achievement more than self-expression, competition more than altruism. These 16 whys are universal and cross generations, demographics, cultures and genders. If you haven’t focused on you players, you might not be motivating them. In fact, you may be causing them to disengage. That is why simply throwing in mechanics to the program is not enough. You need to understand the whole gamification process, and we begin with the motivational profile of the players.
In a nutshell, at this level we focus on desired behaviors and player motivators, we then align mechanics with those motivators to get the behavior we want. Let’s say that we want people to click a LIKE button. Next we should consider what would motivate the user to actually click the button, what’s in it for them. What mechanics can we use to entice them to click the button? Again, the engagement level is where we add the game elements to our program, we didn’t start the program by saying that we are going to have the badges, we are going to have heads up displays, we are going to have a countdown clock. No, we set our objective, create our narratives, determine our methods for instructions and learning and then add the game elements. If something motivates me, like achievement, I would really like to see points add up, but if I’m working with the real creative types, artistic, good communicators, good artists, chances are points and levels aren’t going to appeal to them as much as having challenges and virtual goods.
There are 4 major mistakes with gamification design:
If you’d like to listen to the webinar, you can access the replay here