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 Individuals – Applied 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.
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.
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!
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!
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!
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