The Magic Behavior Formula in Gamification
A few days ago, I was talking with Lauren Carlson about her ideas on how “gamification/game design” could improve the adoption of sales force automation (SFA) software. She shared sketches of her ideas here. Our conversation evolved into ideas about Enterprise Gamification, Culture, & Behavior, the same type of strategy shared in one of my previous articles, “7 core concepts to know when implementing Game Mechanics within the Enterprise“. Our conversation inspired me to connect with others on my path to discovering the real potential of gamification.
Gabe Zichermann’s Gamification Master Class
Employing game mechanics to non-game environments aka “Gamification” can have a dramatic positive effect in supporting desired behaviors. Understanding why people enjoy game-like activities will unlock new levels of engagement. Gabe Zichermann talks about this in his “Gamification Master Class” video series. I invite you to listen closely as he shares some secrets of why people participate in this video.
You can order Gabe Zichermann’s complete “Gamification Master Class” video collection here.
Most people that read my articles or follow me on Twitter ( @webtechman ), know I’m a huge fan of Dr. Michael Wu, Ph.D. and his work found here, “The Future of Enterprise Software will be Fun and Productive“. Gabe also shared one of Michael’s presentations on his web site. This presentation shares the fundamentals of behavior that reveals the magic behind gamification.
Gamification: The use of game mechanics/dynamics to drive game-like engagement and actions in non-game environments to support desired behaviors.
Gamification Behavior Model: Three elements must converge at the same moment for a behavior to occur: Motivation, Ability, and Trigger. When a behavior does not occur, at least one of those three elements is missing. Fogg Behavior Model (FBM)
Triggers in Behavior Models: The third element of the Fogg Behavior Model is Triggers. Without a Trigger, the target behavior will not happen. Fogg Behavior Model (FBM), Triggers
Maslow’s Hierarchy of Needs: Understanding Maslow’s hierarchy of needs and how it relates to mechanics of game dynamics will help achieve desired flow.
Flow – The Psychology of Optimal Experience: People are most happy when they are in a state of flow according to a theory by Mihaly Csikszentmihalyi. See his great TED Talk video here. The idea of flow is identical to the feeling of being in the zone or in the groove. This is a prime engagement goal of gamification.
The Science of Gamification: See Michael’s complete gamification presentation here. I hope we will see Michael as a keynote speaker at the Enterprise 2.0 Conference in the near future. If you push to make this happen, we could see another innovation explosion in the Enterprise Market.
Current Gamification Twitter Game Board
Diversity fuels innovation. Sports fanatics have their fantasy football teams. This is my fantasy innovation team. This current gamification twitter game board represents people focused on gamification now. Additional people are available by following this gamification twitter list http://bit.ly/GameFaces
Turning regular activities at work into games: Gameification turns daily work life into a game with hopes to reap the benefits that games usually bring to extra-curricular life, to the work environment.
Gamification – Is everything a game?: Gamification is not new to social media, but it seems to be one of the key terms for 2011 with presentations, reports and analysis making claims about the proportion of brands that will have ‘gamified’ in the next few years.
Think you can afford to not understand Gamification? Good luck…: Gamification has not only been one of the trend words of 2010/11 in tech, but also one of the very real trends in the actual designs of user experiences/user interfaces (UX/UI).
Badgeville Targets Loyalty With New Gamification Product: Badgeville has grown quickly since it launched last September, having booked “seven figures” in sales in Q1 2011.
A Gamification Framework for Interaction Designers: As the critics point out, some gamified products are just poorly executed. Just because you saw something in a game once doesn’t mean it’ll be fun in your product.
How to TAME Desired Behavior with Gamification
Most people want to be successful. Understanding and applying these four key principals of gamification can significantly increase the success of all efforts.
Trigger: A clear invitation to do the right thing at the right time.
Ability: Remove barriers to participation by extending people’s abilities.
Motivation: Help others understand what they can achieve.
Evolve: Support a continuous feedback loop for growth.
Gamification Workshop Washington, DC June 23
With an all-new curriculum developed by Gabe Zichermann (author,Game-Based Marketing and Gamification by Design), this hands-on, interactive workshop leads you through the strategy and problem-solving cycles of building a Gamification architecture and a proven design framework for applying game design to your business. Then… [more]