MOTIVAIT
  • Home
  • Solutions
  • Resources
  • About us
  • Contact us
  • Menu
  • Twitter
  • Linkedin
  • Instagram

Posts

Customer, Employees, Engagement, Gamification, Learning, MOTIVAIT

Latest Trends in Gamification

Gamification is the technique of integrating game characteristics and mechanics into a digital environment, making use of technology to improve the user experience, foster loyalty and increase engagement. In other words, it is the application of game aspects in a non-game context.

Gamification is gaining popularity at an increasing rate. Today, it is a widely used tool in many fields, such as sales, education, health and wellness, design, employment, business and commerce. For example, gamification is used by stores and e-commerce companies to encourage good consumer behaviour, and used in the corporate environment to increase productivity, efficiency and personal skills.

In this blog you will be able to explore and learn about the diffrent trends in gamification.

Six examples of gamification in various sectors

The following industries have seen significant increases in revenue and customer retention as a result of incorporating gaming aspects into their applications and platforms.

Health and wellbeing: Apps reward you and prompt you to use them more to drive engagement and make daily tasks more enjoyable, turning actions into healthy, daily habits.

Education: Game concepts such as teamwork, objectives, points, and badges are often used to create and engaging atmosphere that encourages deeper learning while still making a subject interesting.

Foodservice: Using gamification to design engaging customer retention programmes and to animate dining experiences. Actions such as ordering through the phone and order tracking functions have created significant changes in this sector.

Transportation: A common feature of many ridesharing and cab apps is a real-time tracker where users can see exactly where their driver is and when they will arrive. As well as numerous loyalty programmes that encourage users to use them more frequently and receive rewards.

Retail: To engage its users, build brand awareness and promote sales, brands and stores use a variety of gamified elements to increase customer engagement such as VR/AR, mini games, pop-up interactive installs in-store, referral rewards and interactive contests.

Banking: Gamification is used to enhance the customer experience. From apps with personalised saving goals to competitions with rewards, gamification is used in banking to  produce personal finance management applications that inform their users and help them better understand and manage their finances.

Motivait’s response

At Motivait, our solutions create more engaged and interested customers, no matter the sector. We employ games in a practical way, from badges, goals to quick feedback, that activates customer motivation and builds brand affinity. Gamification is a practical approach to business growth, regardless of whether you run a restaurant, fitness app, retail store or anything in between. If you want to better understand how we work, take a look at our video on how we can help you innovate an improve the way people feel and experience your brand.

(Sources: FinancesOnline, Trio, Motivait)

 

Employee onboarding can be a time-consuming task. However, onboarding is a crucial factor for a company’s new employees. The importance of first impressions cannot be overestimated. You only get a small window of opportunity to describe the type of experience potential employees can expect when working for your organization. This is where gamification comes in. Studies have revealed that delivering information through a gamified form results in greater assimilation and retention. The two main objectives of gamification as an onboarding method are to make training enjoyable and to accelerate the pace of learning.

Six advantages of using gamification in Onboarding.

  1. Positively represents the company – Employees say gamification makes them feel: 89% more productive and 88% happier at work. (Source: Talent LMS)
  2. Offers the ability to receive instant feedback – Gamified Onboarding programmes typically include: 59% points systems, 51%leaderboards, 47% levels and 71% badges. (Source: Talent LMS)
  3. Improve retention – 12% of new hires voluntarily leave their company during the onboarding process (Source: Brandon Hall Group). Finding ways to make work more fun can increase skills retention by 40% (Source: Forbes)
  4. Increases employee engagement – 87% of employees say that gamification provides a sense of belonging and social connection in the workplace. (Source: Talent LMS)
  5. Aligns onboarding with important business objectives – Tools employees would like to see gamified: 33% training software, 30% communication software, 15% customer relations/HR software, 10% documentation software, 12% collaboration and PM software (Source: Talent LMS)
  6. Decreases employee attrition – The cost of replacing an employee range from 90-200% of their original salary (Source: Talent LMS)

Motivait’s response

At Motivait, we use technology to create an engaging, interactive and game-based process to meet your onboarding objectives and help new employees become competent in their future responsibilities. It could be the perfect opportunity to change things up and incorporate some gamification into your onboarding to make new hires happy and productive workers. If you want to better understand what we do, take a look at our work with Zebra Technologies, where we developed a global onboarding process with an immersive experience.

(Sources: Motivait, FinanceOnline, Staffbase, Talent LMS, Brandon Hall Group, Forbes)

 

Gamification offers users highly engaging and immersive experiences. To further enhance its impact, companies can start by implementing customised gamification strategies to improve both employee and customer engagement.

74% of consumers are frustrated when they receive content that has nothing to do with their tastes and interests. 94% of companies say personalisation is critical to their success.

We all know that “one size does not fit all”. For example, in the learning environment, today’s learners want to invest time in training created or selected specifically for them in order to get the most out of their time.

The following points serve as an example of how tailored-made gamification can benefit the increase of student engagement:

Personalised learning route: Suggest the most suitable path for the user or provide the ability to customise the user’s own route.

Individual performance indicator: Personalised gamification can go beyond scores/badges and leaderboards by providing users with information on their performance in relation to learning objectives.

Real-time personalised feedback and suggestions: Set up suggestions to cover any tips on how to improve their skills.

Calls to action: Can be used effectively to motivate change through specific calls to action to help users meet their training objectives.

Continuous learning: Gives the user the opportunity to maintain the learning connection even after the main training has ended.

While gamification in itself is a strategy that fosters a huge degree of engagement, methods such as personalised gamification can serve to further increase participation, motivation and performance.

Motivait’s response

At Motivait we stand out for providing our clients with the best personalised solutions tailored to their needs. One of our success stories is ‘Tir Na Nóg’, the mythical island that transformed the concept of mathematics for many children in a public school in Madrid. The experience was a clear example of the effectiveness of engagement solutions and the use of gamification in training and learning. If you want to understand better how we did it, take a look at our Case Study.

(Sources: Motivait, GrowthEngineering, eLearningIndustry)

 

More than half of the population now uses social networks. The same neurotransmitters that make games so addictive are released when people use social media. Dopamine, for example, is released whenever we learn something new. Similarly, when we engage in rewarding social interactions, we experience a rush of oxytocin.

Many companies today are gamifying their social media campaigns to increase trust and one of the key KPIs such as brand engagement. Large companies have included gamification components in their social media strategy, such as M&M’s, LinkedIn and Waze in order to promote user interaction with their posts. Gamification has the potential to be a game-changing marketing tactic for companies looking to increase engagement, attract repeat customers and gain crowdsourcing capabilities.

Gamification can be as basic or as complicated as one chooses. Here are some possible examples:

  • Live video games on a website
  • Surveys
  • Offer prizes to people who review, like, comment or contribute content
  • Posts contests on social media
  • Create a ‘scavenger hunt’ type game on social media

The impact of gamification on social media

  • Website with gamification experience a 29% increase in page shares.
  • Gamification increases comments by 13%
  • Gamification increases social sharing by 22%
  • Gamification amplifies content discovery, increasing engagement in the activity feed by 68%

(Source: GrowthEngineering)

It is expected that more companies will soon follow suit. Gamification has the advantage of introducing some fun into the social media approach, which is a benefit. Your audience’s engagement is likely to increase dramatically as a result of their entertainment. After all, research has shown that social media can increases engagement metrics by 100-150%. In addition to growing your community of followers, you may also be able to capture long-awaited leads.

Motivait’s response

We recognise gamification as a versatile tool that can be used for both business and educational as well as marketing purposes. Our work with gamification can help companies build a strong online presence and improve audience engagement. By incorporating the features of prizes, immersive storytelling and competitions, these can be used as a powerful tool to amplify any social media campaign. If you would like to find out more about how we can help you promote your brand while creating a fun experience for your customers, don’t hesitate to contact us!

(Sources: GrowthEngineering, Meltwater, Spectrio, Motivait )

 

 

To achieve their acquisition and retention goals, today’s businesses are gamifying their marketing initiatives. Gamification is used to engage people at every stage of the customer journey.

Gamified content improves the sales funnel (Awareness, Consideration, Preference, Purchase, Loyalty, Promotion). It is an engaging process, so people tend to remember it. This, in turn, creates better brand awareness.

Here are some benefits of using gamification in marketing and sales activities:

  • It drives customer engagement. Users are less likely to pass over content.
  • When users are encouraged to complete tasks for rewards, conversion rates soar. The reward can be a badge, a trophy, points or any other specific feature.
  • As visitors become more engaged with your content, brand awareness and loyalty increases.
  • Finally, gamification is fun!

According to the Demand Gen report, 93% of marketers love gamification and plan to use it in their future activities. Here are some key takeaways from the report on what marketers are saying:

  • According to 81%, interactive content is more attention-grabbing than static material.
  • 88% say that interactive content is effective in differentiating their brand from competitors.
  • 79% agree that interactive content can have reusable value, which translates into repeat visits and multiple views.
  • Around 70% believe that interactive content successfully engages users.

Gamified marketing also gives users the impression that they are in control. They are free to decide how to interact with the content. This provides a new level of fun and excitement that is rarely present in other situations.

Motivait’s response

At Motivait we make sure we live up to our client’s expectations. Most of our clients are looking for rewarding and innovative experiences. When it comes to marketing campaigns, we can provide such experiences with gamified solutions that make your content and optins fun and engaging. Today, we are subject to so many influences that it is difficult to focus on a single message. However, people always try to make time for entertainment because it is a time when they can switch of and enjoy themselves. Therefore, we can conclude that gamification is an accessible and very beneficial method of self-promotion if we combine this feeling of joy with the pleasure of receiving rewards. If you want to know more about our engagement and loyalty solutions click on our video!

(Sources: GrowthEngineering, OptinMonster, DemandGen, Motivait)

 

 

Human-Centered Design is a problem-solving technique that places real people at the centre of the development process, enabling the creation of products and services that appeal and adapt to the need of their audience. The goal is to take into account the desires, pain points and preferences of users at every stage of the process. In turn, you will create more intuitive and accessible products that are likely to generate higher profits because your customers/employees have already examined the solution and feel more interested in using it.

Studies show the growing importance of human-centred design in meeting the needs of today’s workforce. Furthermore, empathy from managers is what drives 92% of employees to stay in their jobs. Therefore, employee input now influences the design of gamification methods. Companies are now starting to coordinate their organisational goals with the values of their employees.

Gamification and human-centered design are based on the same principles of focusing on the user, finding and approach that maximises desirability with feasibility, and adopting an experimental approach to find the best solution.

There are the same three phases, which are:

  1. Intention discovery, empathising with users and defining the future state
  2. The iteration and creation of ideas and prototypes
  3. The delivery and launch of something in the real world

Motivait’s response

For us, gamification is a crucial aspect when creating our solutions. Human-centered design encourages us to focus on behaviour. With today’s social, environmental and business challenges, changing user behaviour is the cornerstone of tackling modern problems. Technology also allows us to create more engaging user experiences, through interactive components, real-time data and information, and social connectivity. Our inherent purpose of applying gamification is to provide an engaging experience to incentivise behaviour and increase user engagement in solving real problems. If you want to better understand how we deliver user-centric digital solutions visit our website for more information, and don’t hesitate to contact us!

(Sources: HBS Online, BCG, TTISI, Medium, Motivait)

 

07/10/2022/by Patricia Wiggett
https://www.motivait.net/wp-content/uploads/2022/10/estudiantes-mac.jpg 1800 2700 Patricia Wiggett https://www.motivait.net/wp-content/uploads/2022/10/motivait-logo-web-300x113-1.png Patricia Wiggett2022-10-07 13:33:432022-11-10 08:38:18Latest Trends in Gamification
Engagement, Gamification, Learning, Motivation

Optimising learning through digital technology

In an increasingly digital world, the education sector is in a period of transformation driven by technology and new working models and methods. This digital strategy requires flexible education that encourages students and academic institutions to be active, innovative and entrepreneurial.

Electronic devices and the broader digital environment have become much more accessible to students. In terms of tools, technology has given rise to a wide range of platforms, equipment, systems, networks and applications that are already in use in many educational institutions and are expected to become even more common in the future. From the traditional textbook to a variety of digital materials, courses and support systems, content is expanding and diversifying.

As part of the Digital Education Action Plan (2021-2027) the European Commission conducted a public consultation at the end of 2020 to obtain the views and experiences of citizens, institutions and organisations on the impact of COVID-19 on education and training, the consequent evolution towards remote and online learning, and the future of digital education in Europe.

Respondents expressed that online learning resources and content should be more relevant, interactive and user-friendly, and not dependent on the financial resources of a city or local council. More than 60% felt that their digital skills had improved during the pandemic, and more than 50% confirmed that they wanted to improve them further.

The study conducted in the Action Plan helps to reiterate the current trend towards online and hybrid learning that has been accelerated by events in recent years. These changes have led to the discovery of new and innovative ways in which learners and educators organise their online learning and teaching activities, engaging in more personal and flexible interactions

Support and motivate students with digital technology

Digital motivation is about applying the capabilities offered by new technologies to increase students’ confidence. Thus, making them feel more comfortable in their educational environment and ultimately improving their performance. Active engagement, cooperation among students, quick feedback on work or assessments, and the ability to put what they learn into practice are some of the conditions for students to learn effectively using technology.  Students’ lack of motivation is not only a barrier to understanding topics, but also a challenge for teachers in their everyday work.

Academic institutions can support students on a personal level while providing a comprehensive and integrated understanding of university systems. Digital and interactive portals provide connections to all relevant systems, as well as ‘live sections’ that display grades, upcoming assignments, timetables and other information and encourage participation before, during and after different activities. Access to information and course materials anytime, anywhere.  A way of communicating with students and guiding them through their work giving them assistance, focus and reinforcement.

As shown in a study published by McGraw-Hill Education, students prefer digital learning to traditional learning. According to the study, 81% think digital learning technology is helping them improve their grades, and 71% say digital course materials have increased their engagement. The clear majority of students believe that digital learning technology has benefited their schoolwork by encouraging concept retention and improving grades, and that more than half (53%) of students feel much more motivated in classrooms that incorporate such tools.

Towards a new university student experience

Increasingly, students want higher education institutions to provide them with a personalised and individualised experience. They expect the same level of interaction and experience offered by consumer brands such as Amazon and Netflix. To respond to these needs, leaders at universities, business schools and other education institutions are beginning to see a connection between the student and the consumer, and how digital transformation is necessary to meet the demands and aspirations of today’s students.

Consequently, students no longer want to be treated uniformly and anonymously, but are looking for tailored notifications and suggestions, customized to their own interests, as well as a perfect experience. They want to be seen, heard and appreciated, as well as receive attention that is specific to them. According to the Connected Student Report, 90% of students want universities to interact with them as frequently as possible, using email, tailored communications and notifications, as well as other means. Around 40% say they would prefer more individualised communications, and 25% say they would like a more personalised university experience in general.

For a higher level of success, digital solutions must include procedures that encourage reciprocity and interaction, thereby increasing knowledge retention and avoiding monotony. It is essential to ensure that students apply what they have learned to solve problems, practice decision-making and skills development in a safe environment where their understanding can be tested.

At the same time, digital solutions can lead to improvements in educational institutions to operate more efficiently in capturing new students, in ensuring the performance of students along their journey and also in maintaining contact with alumni. In addition, they serve as a digital basis for 360-degree monitoring of the educational process. An integrated platform that allows students to customise their university experience from start to finish.

Some examples of the benefits are:

  • Collaboration and cooperation: experiences, work and projects can be shared, facilitating engagement and joint learning.
  • Autonomy and flexibility: there are a variety of methods through which information can be obtained, as well as sufficient freedom for their own organisation and planning. (Asynchronous education)
  • Interactivity and communication: Students can connect and talk to their peers, greatly enhancing their ability to communicate and learn. Even student-teacher conversation can take place outside the classroom.

 

 

Gamification in education

Gamification is one of the educational innovation techniques that has provoked most interest and success in recent years. It is a method that consists of introducing game aspects and dynamics into the teaching and learning process. Examples include ‘scoreboards’ that record students’ scores in various activities, ‘badges’ that are awarded to students when they reach certain learning milestones, and the use of applications that allow multiple-choice tests to be transformed into interactive competitions.

Let’s imagine an immersive narrative (initial motivation) in which we find ourselves on a deserted island and, in order to survive, we have to go through different levels, challenges and obstacles. There are many elements and strategies that we can incorporate into the island to encourage motivation, reinforcement, various stimuli and a greater sense of involvement. For example, through interesting and fun activities for students to work on concepts and exercise the basic skills that the subject is intended to promote. As you explore the island you earn small rewards that give access to badges and levels; all achievements will be added to a scoreboard (increased participation, continuous reinforcement and short-term motivation). In addition, a help or hints option can be included in which students can ask for assistance from both the teacher and other students (social immediacy). Within each challenge or activity there may be the possibility for students to choose different options or routes, i.e. depending on their choice, they may reach one outcome or another. For each completed task, quality and immediate feedback can be received in order to learn beyond mistakes. The experience can also encourage group work and systems of competition between teams (team-based learning).

This immersive experience can be part of any academic subject and for students of different ages, from different levels of school to university, postgraduate courses, etc. It all depends on the narrative, the approach, the design concept, the catalysts, etc. that are applied in each case. A way to exceed the mastery of the concepts of a subject and to discover and intensify fundamental values of personality and teamwork.

Therefore, we can conclude that the education sector has undergone a significant digital transformation, encouraging both students and academic institutions to become more engaged, creative, and entrepreneurial. Learners and educators have discovered new and imaginative methods to organize their educational activities as a result of recent changes and adjustments during the pandemic. There is now a much easier access to electronic tools, and technology has resulted in a variety of platforms, equipment, systems, networks, and applications. Digital transformation is necessary to meet the demands and aspirations of today’s students, who are increasingly seeking a personalized and individualized experience and concepts such as gamification can further improve student performance and motivation while also making a topic more enjoyable.

 

20/06/2022/by Patricia Wiggett
https://www.motivait.net/wp-content/uploads/2022/05/Optimizando-el-aprendizaje.jpg 866 1299 Patricia Wiggett https://www.motivait.net/wp-content/uploads/2022/10/motivait-logo-web-300x113-1.png Patricia Wiggett2022-06-20 09:47:022022-06-20 09:47:02Optimising learning through digital technology
Customer, Employees, Engagement

Marketing and Human Resources, connected by engagement

Although at first glance they may appear to be very different departments, the reality is that marketing and HR share many similarities. Broadly speaking, both seek to attract, retain and satisfy the needs of their ‘customers’, whether they are consumers or employees; both want to deliver rewarding experiences and expect a return on their relationship; both need to know their audiences and their expectations, fears or desires; and in both, communication, recognition, motivation and reward for loyalty are essential to retain them.

If we analyse the changes experienced in society in recent years, the power is no longer with organisations but with the individual. The traditional approach of imposing and controlling is giving way to greater collaboration and consensus. Recommendations have become the norm when it comes to influencing purchasing, and technology has turned around the way we relate to our environment, where immediacy is a requirement, and we need to have access to information at the click of a button.

Faced with this qualitative leap in social behaviour, companies have been adapting and implementing strategies that provide the greatest satisfaction to their customers following a new approach. The key now is to design unique experiences that generate engagement beyond what is offered by the usual loyalty programmes. This means appealing to emotions, personalising each activity, entertaining, surprising and managing a stable, lasting and deep relationship. Can the same recipe be applied to those ‘customers’ of HR – the employees? And can the technology used by marketing be a good solution to solve the important challenges in HR?

Adapting to changes in concept

Customer acquisition and retention often receive a significant share of the marketing budget. They are in many ways similar to recruitment, selection, onboarding and career development, but different in terms of the budget allocated for these purposes. But who chooses who nowadays? Does the organisation select the candidate or does the candidate select the company they wish to work for? HR managers know that if they want to attract the best talent, they have to “sell” the company and the vacant position well and convince them that they are the best choice. Just as a marketing expert who wants to compete and grow in the market would do with their products.

However, both consumers and employees now have a different set of values, and want to live unique experiences, to feel listened to and understood, to be the protagonists and receive personalised treatment. They want to be able to interact with brands or companies that reflect their ethical or sustainable values. They want to be informed and be involved in events and exchange ideas. They are competitive yet want to share. These are all aspects that enhance their sense of belonging. Each of these factors are becoming more important to customers, but how do you order all these concepts to be able to manage new engagement strategies?

Innovation to improve performance and stimulate participation

Technology is a catalyst for development, as it provides a space to bring together all the needs, problems, corresponding solutions and a way to build an ideal environment to achieve objectives. By following the employee journey from start to finish, we can detect where our potential gaps are and how to turn these into successful outcomes. When dealing with the recruitment and selection phase, technology can help us learn about and qualify key elements of applicant profiles, while at the same time providing them with information about the company’s values, ethos and philosophy to check the alignment between the two. It helps us to be more effective and convey an enviable brand image. As the journey continues, it is time to impress our applicants, to create an unforgettable impression that will make them lifelong ambassadors for the company. It is time to create an onboarding experience in which we can make such a necessary and essential process cost-effective, entertaining and efficient, to unclutter those countless procedures, policies and other documents that everyone needs to be familiar with, or to make job-specific training entertaining and motivating.

 

Professional development, training plans and job recognition complete the employee’s journey, which technology organises and promotes through gamified engagement solutions. Users greatly appreciate these tools because they allow them to achieve goals in a fun way, interact with other colleagues, progress, compete, learn faster, embed certain behaviours and, above all, motivate and generate a bond with the company that is difficult to break. At the current time, HR is expected to register the highest growth rate in the gamification market, with a 27.8% increase according to data provided by Prescient & Strategic Intelligence. In addition, 72% of employees say that gamification inspires them to work harder. Additionally, according to Talent LMS, 89% of employees think they would be more productive if work was more gamelike and 88% of the survey respondents affirmed that gamification makes them happier in their company. For 78% of respondents, organisations would be more desirable if their recruitment process was gamified and gamification elements at work make 87% of employees feel more socially connected.

Investing in employees to win customer’s hearts and minds

Human Resources must therefore innovate and implement actions that boost interest and motivation in order to nurture a sense of commitment in employees. We must not forget that investing in HR is investing in our customers and their satisfaction. Engaged employees transmit confidence and enthusiasm, they work harder for the benefit of the company and generate customer loyalty.

For marketers and HR professionals alike, one of their main purposes are to activate the mechanisms necessary to create engagement. The Employee and Performance Gallup 2020 report states that companies with high levels of engagement have up to 81% lower absenteeism, 18% higher productivity and 23% higher profitability. However, only 15% of people felt actively engaged in their work. Disengaged employees are more likely to waste time and be absent more and therefore be less productive and contribute to a worse environment. It is worth noting the conclusion of the study ‘The Top 5 Traits of a Successful Work Culture’. Employee engagement in the connected workplace’, prepared by IDC and Crayon which confirms that employee engagement has become a fundamental factor in the recovery and resilience of organisations and a clear indicator of their health. In this sense, it affirms that 70% of companies that invest in engagement and have highly engaged employees will recover pre-COVID-19 growth levels by the end of 2022, further reinforcing the notion that investing in employee engagement means an investment in the company’s future.

Additionally, Gallup also reports that customers who are fully engaged with a brand account for 23% of profitability, revenue and loyalty, compared to the average customer. ThinkJar states that 86% of consumers would pay more for a better user experience. In this regard, a study by the CMO Council and RedPoint reveals that personalised, omni-channel interaction with customers offers companies an average customer retention rate of 89%, which drops to 33% for companies that do not have this option. In addition, 40% of consumers recognise that they buy more from brands that provide a more personal customer experience and interaction and what is more, the duration of their engagement with these brands is 30% longer. Finally, 79% do not consider buying from companies that do not actively demonstrate that they understand and care for their customers.

This data clearly demonstrates a trend that is similar in both HR and marketing department, two areas of an organisation in which marketing activity is fundamental in the face of changes in society and people’s behaviour. Both areas are destined to understand each other through better engagement.

16/03/2022/by Cristina Hernández-Palacián
https://www.motivait.net/wp-content/uploads/2022/03/connected-by-engagement.jpeg 720 1280 Cristina Hernández-Palacián https://www.motivait.net/wp-content/uploads/2022/10/motivait-logo-web-300x113-1.png Cristina Hernández-Palacián2022-03-16 09:33:102022-12-12 12:47:54Marketing and Human Resources, connected by engagement
Engagement, Gamification, Motivation

The Future of Health: Generating Genuine Change

There is no doubt that the last 18 months brought the subject of health and well-being into sharp focus. Many of us had to learn how to stay active within the four walls of home, devoting significant willpower, determination, and energy into ensuring that the sudden lack of activity and routine didn’t come at the expense of our health.

It is of course true that most of us know that we need to eat well and exercise regularly to stay healthy. Nevertheless, it is also the case that a lot of us find it hard to do either in a sustained manner. Rationally, we may know these things are important for our own personal interest, but something often seems to get in the way. Academics, behavioural experts, and health professionals have known for many years that mere awareness of a health issue or risk is not always enough to motivate people to change deeply entrenched habits or to develop new ones.

Developing and sustaining motivation for lifestyle change is critical in managing chronic conditions such as cancer, diabetes or heart and pulmonary disease. But the same is equally true across many other aspects of healthcare as well as any number of personal health and fitness related goals, be it remembering to take medication at particular times, kicking bad habits, the journey from couch to 5k, or any number of well-intentioned New Year’s Resolutions.

Health motivation has many of the same influences as other aspects of motivation but with, perhaps, some specific additions to the mix. Alongside the obvious environmental, physical, and psychological variables and the experiences that can shape our perceptions, there is an equation of perceived susceptibility, perceived severity, perceived benefits, and perceived barriers that can combine to determine individual attitudes and actions. Even with a positive attitude, action can often still require a cue, stimulus, or nudge. We all need encouragement to put us, and keep us, on the right path and that is where the use of digital innovation can go a long way to building our engagement.

More than ‘just a game’

Gamification, Serious Games and Game Design have all been growing in use over the last 10 years in a wide range of non-entertainment contexts, from finances to learning to play the piano and everything in between. There are several reasons for this, a key one being how well these approaches can engage and focus users. It is this capacity for engagement, encouragement and commitment that can make Game Design and Gamification significantly impactful within Health and Wellbeing.

 


Want to refresh your memory on Gamification?

Check out our explainer on Serious Games, Game Design,
and the use of Gamification following the link below.

Browse Here


 

Recent years have seen an increased application of game thinking across health, fitness, and wellbeing through the explosion of fitness apps and a better understanding of motivation and behavioural psychology. The growing use of Gamification to support the management of chronic illness, rehabilitation, health, and wellbeing is already proving to have fascinating and significant benefits. Serious contexts with serious connotations and consequences, but with an opportunity to inject well designed user focussed strategies that can support people on their journey to changing their behaviours for the better and towards improved health.

A System for Support

An important initial step in managing a long-term condition, such as diabetes or a heart condition, is helping with their overall understanding and awareness. Depending on diagnosis, traditionally a GP or doctor will talk through symptoms to monitor or watch out for supported with leaflets, websites and an initial schedule of check-ups and tests. In cases where the individual may have access to specialists and dedicated practitioners, their progress and the management of their condition may have more support to hand – perhaps with these specialists available for frequent check-ups and monitoring, personalised health plans, etc. Sadly, the growing prevalence of these conditions across a health service that is already economically challenged, makes this support increasingly difficult to provide.

Despite the best endeavours of healthcare professionals, diagnosis of a chronic illness can still be a lonely, confusing, or frightening period for many. Faced with such, it is all too easy to resort to the internet to identify and interpret symptoms or browse forums to find what has worked for other people. This can, of course, become even more confusing and frightening since the available information may not feel relevant or be appropriate for each situation.

Given the importance of scalability and availability, this is where appropriate and well-designed technology solutions can help to complement the support system provided by medical professionals facing a level of increasing demand that they cannot possibly satisfy in the long term. Whilst some people have claimed that the pace of digital innovation that has taken place in the last ten months is equivalent to that of the previous ten years, this does not perhaps fairly reflect some of the innovation that has been quietly taking place across the health sector and is starting to deliver significant benefits.

Health and Gamification in Practice

A good example of gamification being successfully integrated into a healthcare solution can be seen with PainSquad: a smartphone based electronic pain management tool which helps 8 to 18-year old cancer patients track pain levels and complete daily reports. It turns an emotionally complex task into an engaging experience, as users climb the ranks and earn rewards by habitually using a crime-fighting style application. The result? 90%+ initial completion rates for the pain journals, a percentage noted to be unheard of in paediatric medicine, highlighting the empowering and constructive impact that a gamified experience can have.

Another example of using gamification can be seen with Mango Health. Their smartphone application is designed to allow users to set up their daily medication schedule and then provides them with appropriate prompts to take the medication. If the user takes their medication at the right time, they earn points that can be converted into gift cards or even charitable donations.  On top of this, the mobile app also provides educational materials about the user’s medication, including drug interactions and potential side effects.

Occasionally there is a concern raised regarding the opportunity to address health matters with digital solutions, based on an assumption that it involves expensive and frequently inaccessible technologies. Or that they end up reducing the important subject and science at their core. However there are plenty of examples where technology has helped make a significant and positive impact on health and well being, and plenty of examples demonstrating how technology actually improves scalability and accessibility of much needed support. For instance, the role of virtual reality video games in promoting active movement, improving balance, and increasing energy expenditure in children with cerebral palsy. These examples have used a Nintendo Wii or Microsoft Kinect as a low cost, accessible way to offer self-motivated physical therapy through a video game. Studies showed that patients who participated in virtual reality gaming therapy increased the intensity, frequency, and duration of therapy movements, leading to enhanced motor performance.

Whilst the use of gamification in healthcare has been around for a while, it is still developing and continues to represent a significant opportunity for future research and impact.  As an example that demonstrates how fast this is expanding and how seriously it is being applied right now, the FDA in America recently made a landmark decision to officially validate the use of a video game as a prescribed treatment for children with ADHD after 7 years of clinical trials.

Rehabilitation and Recovery

Another stimulating opportunity area for the application of game thinking in healthcare lies in rehabilitation and recovery from acute conditions such as strokes or spinal injury. Here, there are good examples where “real” games can play as important a role in a patient’s recovery as specifically made serious games. To help recovery, the engaging and fun nature of the game is of critical importance. Video games require focused and repetitive movements, which is often exactly what is needed for this kind of rehabilitation. Because the game is fun and provides the patient a distraction whilst they play, it is potentially able to offer a degree of sustainability that traditional rehabilitation may not always be able to easily provide.

For example, games such as Battlefield have been used to help stroke patients by using special controllers that use the feet rather than hands to move. This has been shown to help to recover lost function, by encouraging repetitive movements and stimulation. Research has also shown that more active games, such as Wii Fit Sports, where controllers are motion activated, can improve upper body muscle activation in quadriplegics and tetraplegics.

In contrast to the reuse of standard games with modified controllers or gameplay tweaks, there are also games that are created specifically for rehabilitation. One such game, designed by a research team at Newcastle University, was successfully used to evaluate the effectiveness of small changes to therapeutic regimes, by asking the patient to play a simple video game that measured their physical responses to onscreen movement.

One of the key reasons we are all drawn to games in their different forms is precisely because of their ability to immerse us in a different world, or a different story, with different rules to the one we live in normally. The notion of being able to open new worlds for people to explore, when they may be feeling trapped or struggling in whatever way, is incredibly exciting and is matched with the positive results and outcomes achieved in patients taking on these new forms of therapy. In the same way that we are seeing more and more innovative story telling in the traditional world of games, perhaps we can look forward to even more inspirational blends of imagination, creativity and science to deliver real change and impact in rehabilitation and recovery?

Wellbeing

Wellbeing is often used to cover a vast array of topics, from mental wellness to weight management to fitness. Whether it is the use of Wii Bowling to help keep the eldering active, corporate fitness schemes that make use of wearable technologies to create internal competitions and challenges or more bespoke solutions that help monitor mental health and depression such as SuperBetter, game thinking and gamification are increasingly being applied to enable effective solutions.

Within the workplace, gamified solutions have already proven the value and positive impact they can offer in terms of the employee experience and in achieving organisational objectives. Whether it is in terms of consistent and effective onboarding, uniting remote teams, engaging individuals in learning and development, or standardising processes and approaches, gamified tools and experiences have been shown to be readily adopted and to deliver tangible results.  However, there is space for this value and user centric approach to be directed towards corporate wellness schemes in order to produce meaningful solutions, beyond counting how many daily steps you achieve as a team. There is no doubt that the world of work already has and will continue to undergo significant change. There is already acute focus on employee wellbeing and organisations across all sectors are faced with the need to increase participation, commitment and overall engagement amongst their employees whilst also finding the balance between empathy and effectiveness. During the pandemic, the necessary distancing, shielding, and lockdown requirements meant that loneliness impacted on health and wellbeing with 24% of adults feeling significantly isolated. The use of technology to replace face to face social interactions undoubtedly helped some individuals maintain contact and activities through these abnormal times. There has never been a more important time for organisations to apply innovation to these areas with digital solutions to support health and well-being as an intrinsic part of their employee experience.

Change for the Future

There is enough pressure in today’s society to fit one fitness standard or another, and the reality is everyone is fighting their own personal challenge regarding their health and wellbeing and where they would like it to be. Whatever the solution, it cannot lose sight of the end needs and requirements of the user it should be helping and supporting. Solutions do not need to be overly complex to be effective. When considering behaviour change, we are often focused on making small changes to help new behaviours stick. Constant availability, reliability and security are also important characteristics of these solutions whilst it is important to keep in mind that there is no “one size fits all” approach so personalisation and user-focussed design will determine adoption and ultimately sustained behaviour outcomes. It is time to take careful steps towards future designs that leverage the exciting possibilities and mechanics, founded on the exciting scientific research, in order to deliver exciting and encouraging results for the individuals at the heart.

30/09/2021/by Lara Jones
https://www.motivait.net/wp-content/uploads/2021/09/Motivait-blog-The-Future-of-Health_-Generating-Genuine-Change.jpeg 720 1280 Lara Jones https://www.motivait.net/wp-content/uploads/2022/10/motivait-logo-web-300x113-1.png Lara Jones2021-09-30 10:50:202021-10-22 11:56:46The Future of Health: Generating Genuine Change
Customer, Engagement, Gamification

Playing to Win: Game-like Experiences & Loyalty

 

Brands are constantly fighting for consumer attention, relevance and profitability against a backdrop of intense disruption and competition. It would be superficial to claim consumer’s today are easily influenced or swayed, when the reality is that most are looking to be impressed by seamless accessibility and browsing, won over by considered brand values and communications, and excited by excellent customer service and stand-out experiences. Capturing their attention is a crucial part of the journey, but strong Customer Engagement strategies should also be sustaining engagement, retention, and advocacy to truly reinforce profitability and performance.

Successful loyalty programs develop Customer Engagement beyond transactional relationships which are incentive focused but weak on lasting engagement. This is often due to the overall offering lacking personalisation, relevance, or user centricity. Customer Engagement strategies that do well in hooking and retaining their audiences provide a richer, multi-faceted offering that directly appeals to user needs and drives.

To deliver this, you of course need a strong technological foundation to support seamless, omnichannel accessibility. You need an attractive product or service offering, well showcased through intuitive and creative design work. You need an insightful understanding of the end user or customer, in order to provide communications and touchpoints that build trust. But how can you enhance the experience, in a way that still authentically represents your brand, to help the customer fall just that bit more in love?

63% of loyalty members say that if they enjoy an experience, they will use it more. Great Customer Service: 75% of loyalty members say they would stop using a program if they experience poor service. Brand Values: 70% of consumers feel it is important that brands uphold values that they have an emotional attachment to.

A strategy that can make a big difference to sustainable user enjoyment and effectively transmit information is Gamification: the application of game design, game elements and play in non-game contexts – such as brand apps or member schemes.

Why Add Gamification?

At first glance, Gamification could be easily sorted into the camp of shallow gimmicks. Is the idea not to move beyond just incentivising? However, as with AI or VR or any innovative functionality you’re looking to design into a process or experience, the result is highly dependent on the ‘why’, the ‘what’ and the ‘how’. So let’s break it down.

Fun and enjoyment seem such obvious elements to include in your offering to customers, and yet so often aren’t designed into experiences. If you want customers to love your brand, if you want to be the first place they look, if you want to bolster recurring purchases, you need to seriously think about how to find ways to make them enjoy the relationship more.

Games, by nature, are fun. Everyone will have types they prefer more than others, and some that they really dislike, because games create emotional and behavioural responses within us. Who hasn’t seen their competitive side suddenly awakened by a game? Or maybe you love building or exploring new worlds? Gamification is often misconstrued as ‘just adding a game’ to something. The theory is actually about applying game elements or game-like design into non-traditional settings in order to make them more enjoyable, or to create more of an emotional reaction from participants. We have all seen how games can create buzz, but gamification can also make a program more attractive or even teach critical messages in a fun and engaging way (learn through play).

Techvalidate showed that 30% of companies using gamification improved registration conversion rates by upward of 50%. Tapping into people’s need for enjoyment, or even curiosity to see what the fuss is all about, is a really easy starting place for applying gamification to a loyalty or membership scheme. For example, attractive but short games can be hosted seasonally to encourage exploration of new collections or messages, as fun, exclusive, personalised experiences that exemplify the brand values and bring the customer just that bit closer.

Keep Them Coming Back For More

Of course, many loyalty programmes already use a very simplistic gamification strategy to encourage interactions: points and rewards. Rewards schedules are essential to any loyalty scheme but consumers today expect more from their customer experience than “spend more to get more” point systems. Plus, through these purely transactional approaches, you’re not actually rewarding loyalty, you’re rewarding spending. Some customers will desperately want to be part of a brand’s circle because they’re inspired by the brand values or imagery but may not always have the cash to splash frequently enough to be rewarded. Loyalty schemes can immediately become more personal by remembering and recognising special occasions, such as a customer’s birthday or membership anniversary. Game design can then also help members understand what behaviours can be rewarded or give them the chance to boost points or bring themselves closer to new membership levels or treats.

Random rewards, like Easter Eggs, can also add elements of surprise and delight and give customers a reason to log into their account to see if they’re in luck that day. Random promotions, offers and communications that speak to them can help energise the connection between customer and brand.

Gamification can also be applied to boost social connection within a programme, allowing and encouraging and rewarding people for inviting friends to join. Programmes that allow you to create teams or groups can have two benefits – while it obviously helps to bring new members into the scheme, more importantly for the customer it creates a bond and shared experience with friends. Just like games are always more fun when playing with a group of friends, either playing against each other or competing together for a prize helps foster natural and enjoyable ways to improve interactivity within a loyalty scheme.

Creating Emotional Reactions to Drive Behaviour Change – RAMP

Appealing to Your Audience

More ways to boost the social element within a program, that have become increasingly popular – providing seamless connections and pathways to social media platforms. Encouraging customers to share their shopping experiences with their networks and actually rewarding and recognizing their Instagram posts, Tweets or Facebook reviews/recommendations, is a fast way to nurturing brand advocates or at least a much more meaningful connection between customer and brand. Furthermore, people are always more inclined to purchase when they can relate to the ambassadors they see on the brand website, apps, and of course social media. In the age of the influencer, incentivizing and enabling people to share their own positive experiences will help build communities and foster a sense of belonging and exclusivity for members whose feedback or interactions get featured.

Game elements that can enhance the sensation can be quite simple but effective, such as tiered reward systems where members unlock different experiences, offers or access, or even a more personalised approach where members can choose the membership or profile that suits their style, needs or requirements. You can even take this further by allowing customers to fully personalise their reward system, offering not only rewards related to the brand but more experiential rewards – leisure activities and the like. Again, this makes them feel they have more control of their preferences and options within the loyalty scheme, making it more tailored to them as individuals.

Ultimately, it is important to design with the user in mind. No one is interested in playing a game where they’re not able to succeed or participate fully, or that feels it is weighted against them. If you just apply a game with no meaning or relevance, you’ll risk abandonment, just like designing an app without considering how people need to use it. Considering what will drive them to brand loyalty and advocacy, or how to improve the journey to purchase, but also making sure they feel they’re in control of their membership rather than at the mercy of an elusive brand, or just another number on a platform.

 

 

26/05/2021/by Lara Jones
https://www.motivait.net/wp-content/uploads/2021/05/pexels-ketut-subiyanto-4350210.jpg 3959 5938 Lara Jones https://www.motivait.net/wp-content/uploads/2022/10/motivait-logo-web-300x113-1.png Lara Jones2021-05-26 18:00:412022-12-12 14:13:21Playing to Win: Game-like Experiences & Loyalty
Behavioural Design, Engagement, Gamification

Time to Play, Seriously

The art of designing attractive and effective digital engagement solutions

Are the rules of reality broken? We have become used to dividing areas or putting things in their specific boxes. Work is serious. Games are fun. Learning is serious. Creativity is fun. Problem solving – serious or fun? When we dive into the world of game thinking or game design, often grouped together under the term of Gamification, the well-defined barrier between serious contexts and play falls away. Why apply game elements to traditionally serious contexts? To get the most out of all aspects of life, sometimes we need to add more play!

Now, reality can be much more attractive and entertaining thanks to “Serious Play Experiences”.

“Serious Play Experiences”, are situations where fun narratives and game elements can be introduced without losing sight of the serious objectives driving them (for example: incentivising recycling across communities, reducing employee turnover, sustaining interest in learning materials). Often because of the serious nature of such contexts, applying fun elements can significantly enhance motivation, commitment and participation – resulting in a successful achievement of objectives.

Doesn’t sound like something you’d use? You might be surprised, as there are more examples out there than you probably think.

Mixed serious gaming experiences, not just digital

By adding face-to-face challenges, the experience can help to build social relationships or interpersonal skills in the process. This can be seen in educational contexts/scenarios, where the “escape room” concept has been adapted to provide a fun yet educational classroom learning experience. For example, Breakout Edu where as well as having an immersive game platform, players also have to work face-to-face collaboratively to solve a series of critical thinking puzzles to open a locked box. These experiences rely on a very collaborative narrative plot. When this dynamic is replicated within a digital context, the solution can include multiple communication channels and a virtual social area that further increases the feeling of community and positive group identity.

Serious gaming experiences in virtual reality environments

This is one of the most prominent emerging trends in Serious Play Experiences in the last few years. Virtual reality offers infinite possibilities due to its great versatility. A lot of use can be seen within training contexts, both educational and corporate, especially where very specific training or practice is required (such as unconscious bias training for example).

From a gamification point of view, virtual reality reinforces the weight of game elements such as avatars and non-linear or open plot narration, substantially improving users sense of freedom.

Are you interested in gamification?

Contact us

Gaming experiences in augmented reality environments

Many examples are also appearing in the market of this type of initiative. To name a few: “Zombie Run”, “Ring fit” and “Peloton”. These experiences rely on a mission structure. Each mission includes challenges that gradually increase the difficulty to increase participant’s sense of progress. To support this, other game elements are added such as the progress bar, badges and points, which reinforce the perception of autonomy and self-improvement.

So, how are serious contexts “seasoned” with the right amount of play, to ensure the objective is still met? And how could they work for you and your organisation? Let’s take a look at the solution-design steps required for taking users toward fulfilling objectives.

  1. User-centric analysis:

Before getting stuck in, it’s important to carry out a detailed analysis of the situation your target audience or objectives are operating within. You will need to understand information about the context and the users’ behaviours, characteristics, game preferences and digital skills, to be able to create a solution that will integrate easily into everyday life.

  1. Include effective components:

With client and user needs forming the foundations, you can next include the necessary components to build the actual journey or strategy of the solution. By basing or choosing components with an understanding of Behavioural Science, you can create a path that users will actually want to follow and that will feel intuitive to them.  The different parts need to consider user characteristics and preferences (collected from the previous step) as well as client requirements. The aim of the game is of course to deliver results and achieve the determined objective, but this will only be successful if you provide an experience that people feel able to collaborate in.

  1. Integrate game elements:

Making people want to take part, rather than feel they have to is a powerful motivation. Here is where introducing gamification is useful. It is no secret that people do better at something when they enjoy the activity itself. Applying game elements to a mundane or even dreary process (imagine if compliance training could be enjoyable) does not mean you simply turn the experience into a game or lose all sense of seriousness. Elements can be discrete nudges or prompts, or recognition of a user’s progress, spurring them to stick with the process or activity, boosting their motivation and commitment. To ensure a more fulfilling, engaging experience, you’re ultimately looking to weave together three interconnecting gamified structures: the narrative, the challenges, and the energisers.

Following us so far? Let’s look at an example to see how it all comes to life.

A large hotel chain was looking to reduce its high staff turnover by implementing new corporate values and culture that would hopefully encourage commitment to the brand. They needed an effective vehicle to deliver the information in a way that would stick with the employees, engaging them in the workplace and reducing feelings of detachment.

Digital solutions, either web or mobile applications, are easily accessible to wide audiences and often help to set experiences outside of the ‘real world’. In a digital solution, participants feel they can attempt challenges, immerse themselves in situations, and progress without the pressure of a manager looking over their shoulders. This means you can provide environments that resemble real life, with fewer real-life stresses.

Digital solutions also help ensure the same information reaches all people in the same way, standardising and centralising processes – such as the hotel chain communicating the new corporate values and culture. With all employees receiving the same core message, the next step is to help employees engage with this content and ultimately embody it.

Here is where we could introduce a learning by doing strategy (or learning through play). First you plot what the strategy of the solution should overcome, with an understanding of what the users need. Feelings of detachment can be resolved through tapping into people’s need for mastery, purpose, and achievement. Presenting the disillusioned employees with the chance to prove themselves and feel they are improving, which in turn gives their managers the cue to recognise this improvement. The strategy helps employees feel that they contribute to the overall success of the company and their contribution is valued. So we can look at gamifying three core steps to the strategy: a) provide opportunities to overcome challenges and improve, b) provide content and materials for employees to learn from and train with, c) foster and promote a positive environment where good work is recognised and encouraged.          

Next: how to get people involved. A narrative structure always helps to increase individual’s interest in participating. This can be achieved by introducing an appealing plot that will engage participants and encourage them to follow and commit to the process. In this example, the employees of the hotel could be invited to join a virtual hotel (call to action) as virtual staff, attending to visiting customers. They are presented with different scenarios and opportunities (challenges) where they have to demonstrate the new brand values and behaviours, earning virtual currency or levelling up when they successfully overcome their challenges.

Designing meaningful “Serious Gaming Experiences” that make an impact or drive change is a complex but rewarding process, requiring the designer to consider a multitude of perspectives in the process. All of the elements have to work in harmony with each other to create a balanced experience, that drive the desired results. If the experience is too much like a game or too removed from reality, the core message becomes diluted. When an experience doesn’t take the participant’s needs and motivations into consideration it runs the risk of turning people off from engaging. Daily life is full of distractions and examples of innovation at our fingertips. Is it crazy to consider people’s expectations and attention need more stimulation in the experiences you offer?

Like most aspects of life and learning, you will get more out of any solution if you add a little play!

Written in collaboration by Marta Calderero & Andrzej Marczewski

DOWNLOAD PDF
19/05/2020/by Lara Jones
https://www.motivait.net/wp-content/uploads/2020/05/brooke-cagle-g1Kr4Ozfoac-unsplash-1.jpg 1333 2000 Lara Jones https://www.motivait.net/wp-content/uploads/2022/10/motivait-logo-web-300x113-1.png Lara Jones2020-05-19 09:11:022020-06-25 11:55:12Time to Play, Seriously
Behavioural Design, Gamification

The Dangers of Gimmick Gamification

Gamification, the use of game design, game elements and play for non-entertainment purposes, is a divisive word. It conjures pictures of employees and customers playing video games, where in reality it very rarely looks like that.

Gamification, in its purest form, borrows from games to increase engagement with an activity. It could simply be that the addition of clear goals and feedback in the form of progress maps and scores can achieve this. On the other hand, a strong narrative and game-like look and feel might be the best way achieve the specified business outcomes.

The point is that gamification needs to be applied in a way that fits a well-defined brief, achieves the business outcomes and balances the client’s wants with the client’s needs (which are often at odds).

However, far too often we see “Gimmick Gamification”, that looks pretty but achieves very little. It relies on the novelty factor but has no eye to longevity. It is easy to understand why though. The addition of a simple game to a website looks like a good idea. “Games are fun, people like games, a game will stick in people’s memories, and make us look innovative and exciting”.

The trouble is, the game has to achieve something for both the client and the player. For example, if the client is looking for repeated visits, then often the game will focus on short bursts of play with the promise of a reward for repeat visits. The game is usually very simple and becomes boring quickly. In this instance the rewards have to be very special to maintain at least mid-term engagement. More often than not all that will happen is short bursts of activity as new users discover the game, but very few returning players.

 

 

On the flip side, if the game is amazing, but the rewards and messaging are poor, all that you get is players engaging with the game, not the brand! If you are going to rely on a game, it needs to strike a balance of deep gameplay and desirable rewards, but this will and should take time to design.

That’s why good gamification usually focuses on borrowing from games rather than trying to build games. It requires an understanding of the target audience and of what they want and need as well as what the client wants and needs. It requires an understanding of what motivates people to engage over long periods. It requires time and development if it is going to deliver results.

If you want a quick adrenaline shot, the Gimmick Gamification might be for you. If you want sustained and long-term engagement that focuses on change and business outcomes, then you need to look at gamification as a strategy rather than a novelty.

05/02/2019/by Lara Jones
https://www.motivait.net/wp-content/uploads/2019/02/michal-parzuchowski-224092-unsplash.jpg 3104 4672 Lara Jones https://www.motivait.net/wp-content/uploads/2022/10/motivait-logo-web-300x113-1.png Lara Jones2019-02-05 12:26:082019-02-05 12:26:08The Dangers of Gimmick Gamification
Gamification

Thinking about Gamification?

It’s not all Fun and Games

 

The last few weeks have given me plenty of food for thought. The end of November saw the second annual instalment of Gamification Europe, a great chance to catch up with old friends and take stock of what we are all doing around gamification. Then, the beginning of December, gave me the opportunity to sit round the table with graduates and game designers and compare notes on the differences and similarities of gamification and games. Both of these made me reflect on balancing fun and objectives, and how game-like solutions can remain sustainable.

At Gamification Europe, held at a comedy club in Amsterdam, speakers from around the world gave their insights into gamification, serious games, play and how they all fit into the world around us.

Several talks echoed Gartner’s prediction that “80% of gamification will fail”. One message, that was repeated many times, particularly resonated with me: Gamification is a strategy that needs to focus on outcomes and objectives. However, I feel a lot of what is considered to be failure or disenchantment in the industry, seem to trail back to a lack of focus on the outcomes and the objectives of where gamification was and is being implemented.  When planning a gamification-based intervention (or any kind of intervention), it is essential that you start by understanding what the problem is that the intervention will solve and what the outcomes or objectives will be. Rather than gamification being considered a “magic bullet”, it really needs to be about tightly defined outcomes and part of a well thought out strategy. This is something that we are very clear with our clients about.

When we are designing a solution, we split the project into 8 phases. The first two focus specifically on understanding the problem, defining the specific outcomes and how we are going to measure them. That is a quarter of the project phase, dedicated to understanding the What and the Why, before we even start to consider the How!

 

 

 

It’s a stage that often seems to be ignored or retrofitted after the “solution” has been designed. The “game” becomes more important than the outcomes, and the “fun” overtakes what the client really needs.

This was further highlighted during my discussions with the game designers in Newcastle, and goes some way to explain why it is so important for people to understand what gamification actually is compared to games. The clearest difference is simple. Games generally start with “fun” or “entertainment” as their objective. The designer has an idea for an interesting mechanic and that evolves into a game. Obviously there can be other factors. For instance, if the designer has been given a film license, for instance, then there is an objective – the game has to be related to the film.  Beyond that, how the game plays and how it will entertain its players is their biggest concern.

In gamification, we start with an objective first, then work back to how we might be able to use gamification or games to solve that problem in the most effective and efficient way possible. Fun is very rarely a business objective!

14/12/2018/by Lara Jones
https://www.motivait.net/wp-content/uploads/2018/12/lea-bohm-576729-unsplash.jpg 3456 5184 Lara Jones https://www.motivait.net/wp-content/uploads/2022/10/motivait-logo-web-300x113-1.png Lara Jones2018-12-14 11:20:112018-12-14 11:20:11Thinking about Gamification?
Engagement, Gamification

Why Gamification?


Before answering the question of “Why Gamification”, it probably makes sense to wrap our heads around “What is Gamification?” for this discussion. If you look around, you will find several different definitions. From a non-academic perspective, the most useful way to define gamification is “The use of games or game-like experiences to increase motivation and engagement with an activity or process”.

For us, it is one of many tools used when looking to solve problems presented by clients. Whilst gamification is not specifically about turning something into a game, it is useful not to exclude them completely from our minds when looking for solutions. It’s often where most people’s inspiration comes from, or a good place to begin when trying to work out how to make something more interesting.

When we are approached for work that requires gamification, it is usually related to some kind of need to increase active participation, be it on-boarding, loyalty, education, or any myriad of reasons. Frequently at the heart of the challenge is someone wanting someone else to do more of something! Or even “we need everyone to be doing more of this, all together, in the same way”.

Gamification has some unique strengths that other, more traditional approaches, may not have. Especially when it comes to encouraging large groups, and engaging with different profiles of people.

When trying to increase active participation, it is essential that people find the activity accessible. This is something that games do exceptionally well. They have evolved over the years to become accessible to anyone at any age without the need to read large manuals. We can do the same with gamification, creating experiences that hold the user’s hand through the early stages of their participation – their onboarding into the system.

Games are great at breaking down huge experiences into manageable chunks. In the “real world,” we would describe that as goal setting. Taking a large goal and breaking it down into manageable and therefore more achievable goals. There is scientific theory behind this called Goal Setting Theory. Researchers, Locke and Latham set out five principles that improve a person’s chances of achieving a goal. Clarity, Challenge, Commitment, Feedback, Task complexity [1]. Gamification can support all of these five principles in various ways. If we consider that good games get all this right, it is safe to say that well-designed gamification can do it too.

One of the most important things that can be done with games and game-like systems is creating the opportunity to fail. This sounds odd, but games teach you by letting you fail,  try again, fail and try again. It creates a safe environment to improve. The use of business focused games and simulations can do the same. If an employee needs to understand how to find all the exits on an oil rig, surely it is better to let them walk around a virtual model of the rig, rather than the real thing?

Gamification can also add fun to tasks that may not naturally be seen as fun. Whilst it is not the main reason to use gamification, it is certainly one that can resonate with users. Why does ethics training have to be a dull pdf followed by a quiz? It could instead be a fun series of videos that play out various scenarios based on user choices.

So why do we choose gamification as one of our solutions to engagement problems? Because it works really well and users enjoy the resulting experiences!

 

[1]        H. L. Tosi, E. A. Locke, and G. P. Latham, “A Theory of Goal Setting and Task Performance,” Acad. Manag. Rev., vol. 16, no. 2, p. 480, 1991.

25/10/2018/by Lara Jones
https://www.motivait.net/wp-content/uploads/2018/10/happy.jpg 2304 3456 Lara Jones https://www.motivait.net/wp-content/uploads/2022/10/motivait-logo-web-300x113-1.png Lara Jones2018-10-25 13:44:312018-10-25 13:44:31Why Gamification?
Employees, Engagement, Gamification

Employee Engagement: The Pool Table Paradox

 Happy employees drinking chai lattes, playing pool and table tennis, being creative and brilliant. That is the vision some have come to imagine is the ideal work environment. We have all seen the pictures from companies like Google, with chilled out developers working in converted phone boxes and sliding down the helter-skelter to their next meeting.

The reality is, of course, often very different. The practicalities of most office environments mean that these sorts of extreme designs are not possible. However, that does not stop people trying. The number of times I have seen a pool table or foosball table awkwardly shoehorned into a corner is incredible.

The reasoning behind this is often honourable. Someone somewhere has been given a bit of money to try and increase employee happiness, and therefore engagement, based on a poor employee satisfaction survey result.

It may seem a generous and forward-thinking idea, but it is often a poorly planned “knee-jerk” reaction that fails to address the deeper issues that may be affecting the feelings of the employees or why there may be a low level of engagement.

In reality, satisfaction and engagement surveys have certain issues that could affect the true vision of employee engagement. For starters, not all employees may believe they are anonymous, leading them to refuse to take part, fearing that “Big Brother” is watching. Others may take it as an opportunity to vent frustrations that are not directly related to their overall engagement with the company. Yet more may be too busy to do it, probably those that are actually the top performers! So, the survey never really represents to true levels of engagement across the whole company.

Imagine you find that a particular department has low morale. Do you really think that putting a pool table in the coffee room will lift that long term? Did anyone in their survey cite a lack of a pool table as their reason for being unhappy in their role? Of course not. You need to dig deeper and understand the root cause of the issues, then work to improve that. But you can only do that if the employees trust you, which is where things like a well thought out Employee Value Proposition (EVP) start to become so important!

The same can actually be said of many gamification implementations in companies looking to boost employee engagement. They are introduced to try and add some flavour, fun or competition to boost productivity or happiness. Just like the pool table, this often doesn’t address the core issues. In fact, with badly implemented gamification the issue could be compounded. If a company can afford to invest in that, why can’t they invest in something that employees actually want? That’s why it is so important to plan a gamification solution so carefully and why we put so much time into the user research at the start of any project. If you don’t understand them, you can’t possibly design something that will resonate with them and be accepted.

This doesn’t mean you should not install a pool table, but make sure that it is part of a structured plan to improve all of the factors affecting employee engagement, not just a patch with a “that’ll do” attitude attached.

03/10/2018/by Lara Jones
https://www.motivait.net/wp-content/uploads/2018/10/pool-table.jpg 1125 1686 Lara Jones https://www.motivait.net/wp-content/uploads/2022/10/motivait-logo-web-300x113-1.png Lara Jones2018-10-03 12:39:192018-10-03 12:42:29Employee Engagement: The Pool Table Paradox

Categories

  • Alumni
  • Behavioural Design
  • Case Study
  • Citizens
  • Customer
  • Customer Engagement
  • Employees
  • Engagement
  • Gamification
  • Learning
  • Learning & Development
  • Loyalty
  • Membership
  • MOTIVAIT
  • Motivation
  • Partners
  • Press releases
  • Team building
  • Whitepapers

Search

Motivait



UK Offices

Newcastle
The Core 5.22
Newcastle Helix
Bath Lane
Newcastle upon Tyne
NE4 5TF
+44 191 495 7340

Spain Offices

Madrid
Av. de Bruselas, 13
Ed. América
28108 Alcobendas
+34 91 425 86 57

Solutions
About
Careers

Resources
Blog
Contact

Certificates


Certificados IS 723258

Cookie Policy | Legal Information | Motivait® is a registered trademark of Motivait Holdings Ltd.
  • Twitter
  • Linkedin
  • Instagram
Scroll to top
Manage Cookie Consent
We use cookies to ensure that we give you the best experience in our website
Functional Always active
The technical storage or access is strictly necessary for the legitimate purpose of enabling the use of a specific service explicitly requested by the subscriber or user, or for the sole purpose of carrying out the transmission of a communication over an electronic communications network.
Preferences
The technical storage or access is necessary for the legitimate purpose of storing preferences that are not requested by the subscriber or user.
Statistics
The technical storage or access that is used exclusively for statistical purposes. The technical storage or access that is used exclusively for anonymous statistical purposes. Without a subpoena, voluntary compliance on the part of your Internet Service Provider, or additional records from a third party, information stored or retrieved for this purpose alone cannot usually be used to identify you.
Marketing
The technical storage or access is required to create user profiles to send advertising, or to track the user on a website or across several websites for similar marketing purposes.
Manage options Manage services Manage {vendor_count} vendors Read more about these purposes
View preferences
{title} {title} {title}