Showing posts with label game mechanics. Show all posts
Showing posts with label game mechanics. Show all posts

The Top 10 Reasons Your Gamification Initiative Will Fail This Year





Just like previous years, most organizations will not make the best use of gamification as a marketing, loyalty, active employee engagement or high performance team building tool in 2014.

 They’re ONLY concerned about offering prizes, points, keeping with the trends, rather than offer fun, adventure, excitement that gamers really crave.

Here are 10 reasons we've compiled why we think your gamification initiative will fail in the year 2014:


1.  Absence of Engagement Behaviorization– Gaming by itself often provides fun to an individual through a combination of different stages that involves socializing, exploring, collecting, learning, humor, and other sources of social and endogenous positive reinforcement of player behaviors.


But these classical gaming design elements are not enough to keep a serious business gamification intervention from fading in its novelty and effectiveness like last year’s video game.


What really sets highly effective gamification initiatives apart from gamification initiatives that fail dismally is the ineffective application of the science of shaping and reinforcing human behavior.


For example, gamification that ONLY focus on collecting (collect 10 points to win) aspect of the game without sufficient and individualized back up reinforces (sources of stimulation that increase the desired behavior) are failing by design. 


Put simple, a gamification initiative is only as effective as its immediate and delayed sources of reinforcement. Where's your engagement behaviorization

2.  Only Rewards, No Intrinsic Gaming Motivation – Wonder why “Call of Duty” is so successful. They focus 3 key elements to keep their players engaged – purpose, self-governance, and mastery/progression. A player sets out on a quest (purpose), has control over his action (self-governance), and he’s given everything to master a skill set to progress (mastery/progression).


A better way to understand these game dynamics is to analyze them behaviorally. Doing so renders the outcome of the analysis actionable rather than just conceptual. For example:


Engaged: means positively reinforced for the specific target behavior


Mastery/Progression: A better reframed in terms of the specific behaviors in question (clicking, watching, reading, typing, test taking, buying,  and on the sources of reinforcement that shape and maintain those high value gamification behavior targets.


Without any one of these attributes, your gamification initiative will fail to fully maximize player motivation! 


3. No Customization - Besides motivation (as stated above), the real benefits of Gamification start to show when games are actually in line with the vision, mission, policies, and culture of your business/company.


Your people have different expectations around the user-interface, sharing, collaboration, and rewards which depend upon different age groups, geographic, industry specifics, and so on.


Failing to customize the gaming experience to the specific business needs and culture will ONLY make it difficult to adapt to new situations.


4. All Technology, No Design - It’s been said that most business will likely add at least a gaming solution by the end of 2015, however, this year, it’s been noted that more than 80% of those applications are completely failing to meet the business and cultural needs.The reason was simple – poor design!


Sustainable and effective Gamification solution depends on several factors, not just on the technology alone. Most gamified solutions overlook the employee motivation, their loyalty, behavioral psychology, and their productivity level to design an effective Gamification solution.



5. Getting Repetitive - Fatigue and lack of interest in game will set in when it doesn’t provide the players with new challenges, purpose, or motivation. This will in turn diminish any interest the player has as soon as they find things repetitive.


Unless you make a conscious decision to keep things interesting, alive, and kicking, your gamification will fail, this year too. So, next time before you launch your gamification, make sure to consider for its future upgrades too.


For best results, roll out ONLY a part of the whole features so that your players will get continuous updates, especially when things start to get “stale.”



6. No Action When Things Starts Getting Stale - At first, every new initiative looks interesting and exciting, however, after a period, the hype surrounding it will settle down. At this moment, the usage of the program sees a decline and everyone keeps on guessing what’s next!


If you sense the players still passionate about the game, it’s high time that you take an action.


This is the time when you can organize several events such as mailer campaigns, recognizing top players with rewards and gifts, setting up meetings to get the focus “back” on the game. This will help convince your employees that there’s still MORE to come down the road.


7. Gaming Just For the Sake of GamificationJust like every other trends in the market, most people use gamification module just for the sake of, well, using it. Everything about gamification seems interesting – the concept is all fun and exciting, and many marketing gurus have praised its benefits.


But gamification may not be the right answer for your organization at all!

Sit down and ask yourself if gamification module is a necessity for your business. If the answer is NO, then it is better you to head into a different direction. Designing a gaming module just because others are doing it is a sure-fire way to waste your time, energy, and money.

8. Lack of Structure - Most companies have created gamified solutions that are vague, leaving the customers (players) in confusion as how to play. Although this may NOT sound a big reason, nonetheless, it still remains one of the reasons why many gamification modules fail.

Just consider “Klout” for example. It may have garnered a huge support through social media influence, but it does a poor job at explaining their players how to earn points!

9. Setting No Rules -  Just as lack of structure can make people confused, lack of clear boundaries can also be equally fatal for your gamification initiative. If people sense they can cheat in a game, eventually they’ll find the way and use it.


To prevent this, you’ll have to use what we call a “emergent” game play system into your solution, or at least ensure that cheating is not possible.

Right from the start, define clear rules so that everyone knows what the rules are!


10. Offering Way Too Much - Just like every other project, you may be tempted to give away TOO much from the start. If you offer too much at the beginning, you will fail to keep your users interested as soon as you run out of interesting ideas, later.


Listen, less is always more, and this holds to gamified solutions too!

Start small, enjoy first few successes, respond back to any failures that come along, learn from your setbacks before moving on to better and larger goals.


Summary of Top 10 reasons why Gamification Will Fail This Year: 


Gamification is undoubtedly an awesome tool to manipulate user behavior, but if it is just used for the sake of gaming and doesn’t add up to enhancing the user experience through exciting stories, adventures, reward system, and all those interesting events that people are often hooked up with, then your initiative will fail this year too.


Just make sure you avoid these 10 gamification mistakes.



Comment below to share your thoughts, ideas, and queries related with Gamification! 


We'd love to hear any examples you can share about those gaming the gamification system. What are some top examples of how people try to cheat otherwise powerful gamification platforms? 








Image courtesy of slworking:   http://www.flickr.com/photos/slworking/

The New Science of “Engagement Behaviorization” - How Badgeville is Fully Exploiting The Number 1 Critical Success Factor in Gamification

Badgeville: The Future of "Engagement Behaviorization"

An 80% Failure Rate For Gamification? - Don't People Get Bored of Video Games? 


So we've all heard by now that over 80% of all current gamification applications will fail to meet their stated business objects – not a salient marketing point for the gamification industry!  

So what distinguishes between highly effective gamification implementations and the high rate of failure? Why are 80% of gamification applications failing as we speak? Because they lack the mother of all game mechanics!  They fail to fully exploit what I call – “Engagement Behaviorization.”

In this post I explain exactly what I mean by engagement Behaviorization and share some stunning examples from the world’s leading gamification and engagement behaviorization company – Badgeville. 

I also share what I’m sure will become an industry best practice in terms of the training and development of gamification professionals: a state of the art certification process that will enable gamification thought leaders, game designers and engagement interventionists to actually become full fledge applied behavioral scientists in under a year –while they work!

What is Engagement Behaviorization?

Engagement Behaviorization is the application of a handful of the most effective of applied behavioral science intervention strategies to meet one of the greatest challenges facing modern organizations of all shapes and sizes: Increasing Active Employee Engagement and decreasing Active Employee Disengagement.

Engagement Behaviorization is also about developing, testing and implementing behavior based strategies for increasing active customer engagement levels for continuous improvement. It’s the radical application development of radical behavioral science.

  Applied Behavioral Science, also known as applied behavior analysis (ABA) represents the culmination of over a century’s worth of studying how to shape and change human and animal behavior.

The result is an evidence-based body of knowledge and practice of human behavior change and motivation. There are no grandiose or abstract theories in applied behavioral science – only a tool chest of proven to work behavior change and motivational enhancement tools that can do everything from curing autism and clinical depression to providing the most incredible human performance management results imaginable. 

If it changes old undesired behavior to a new desired behavior or shapes and accelerates new behavior where none existed before – it’s probably part of the applied behavioral science tool chest. 

The world’s leading gamification company: Badgeville  (that's their infographic up there) has caught on to the basic ideas and practices from applied behavioral science and more specifically, engagement Behaviorization in a big way! And you need to do the same if you plan to compete  and survive in the gamification industry. 



The Top 3 Practices of Engagement Behaviorization with Stunning Examples from The Badgeville Behavior Platform

1.       Focus on Observable Behaviors (Operationalize Behavior Targets and Goals)

The most important goal of gamification for increased customer and employee engagement is to first define the tangible and observable target behaviors that precisely define active engagement (the specific behavior you want shape or amplify one by one) within a given customer or employee population.


2.       Focus on IndividualsApplied behavioral science is all about the individual. They call it single subject design.  For example, advanced gamification Jedis’ know that financial compensation (the norm in organizational compensation management processes) may be effective sources of positive reinforcement for one person and not for another.


A top sales rep with a six figure salary may not get much motivation out of a $10,000 sales bonus if he's has over a million dollars in debt. In fact a special bag of treats for his dog, who he has not seen all day may a far more effective source of motivation for him. 

Engagement Behaviorization is all about real time data collection also known as “reinforce assessment”, to see what motivates each person individually.


Ahhh Badgeville! 






As Badgeville might tell you (if you work for them), points, levels, social status titles and yes – even badges, are only as effective at shaping desired follower behavior as the saliency of their “backup reinforces”.  

Points and badges need to be cashed in for what is most meaningful and desirable to the follower. Points like money have no value if you can’t cash them in for what you really love.  Points, levels and titles without back-up reinforces are like money you can’t use to buy anything.


3.       The Ultimate Game Mechanic - Positive Reinforcement Yes - the ultimate game design principle is all about knowing how to shape the desired human behaviors that your gamification intervention is targeting. And the best available behavioral science tells us that the very definition of what shapes and motivates behaviors is what’s called positive reinforcement.


Positive Reinforcement is anything that follows a behavior (say , earning points or a new social status badge, winning  $10,000, having a donation made on your behalf to your favorite charity with a public statement of formal recognition (all though for shy people this can be clinically speaking a form of punishment!)  a free gourmet coffee or a new bag of gourmet pet treats) and increases the likelihood of the reoccurrence of that behavior  under similar conditions in the future.  

The great thing about positive reinforcement is that by its very definition it can't fail to get it’s intended results –and the gamification business is all about results!

Positive reinforcement is as counterintuitive as it is simple. For example, most positive reinforcement for the vast majority of human behavior takes place within a couple of seconds of each behavior taking place - although some reinforcement can be delayed as in the backup reinforcement process described above.  It can also be intermittent with the kind of variable rates of reinforcement casinos use to rake in millions from slot machines.   

As I like to say: The time is coming when the gamification of active customer and employee engagement will become indistinguishable from behavior based performance management.  

Some new gamification startup is going to strike it seriously rich when they finally connect with the father of “performance management” (he actually coined the phrase) and the application of positive reinforcement in organizational settings Dr. Aubrey Daniels. I only want a 3% finder’s fee when you do capitalize on his consultation about how to really rocket fuel the future of gamification harnessing the extraordinary power of positive reinforcement.

A Conceptual Challenge for you serious game designers and thought leaders: How would you implement the Premack principle in game design? It's a powerful cascading self reinforcement mechanism. If you're sequencing targeted tasks anyway - you need to be implementing this principle!  







Connect with us via Twitter: @P2PEngagement







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